Skip to main content
Topic: More city buildings (Read 213724 times) previous topic - next topic

Re: More city buildings

Reply #455
Don't forget a sign out the front (the sort that would say "Anytown Grammar School" on it). That'll help too.

Re: More city buildings

Reply #456
Can't get the latest tilecutter working on my linux system (python script just returns with no display, no error), perhaps someone can take this over?  gimp source


Re: More city buildings

Reply #457
That looks beautiful - although I'd think that the graveyard would need more graves, and possibly iron railings around it, too...?
Download Simutrans-Extended.

Want to help with development? See here for things to do for coding, and here for information on how to make graphics/objects.

Follow Simutrans-Extended on Facebook.

Re: More city buildings

Reply #458
I agree with jamespetts.  Also leave the gr**** as blank and let the game fill it in with the underlying ground.  I use tilecutter under wine, and it is rather tempramental.  I'll have a look at it when I get time if no-one else does before me - I don't have much time for simutrans right now...

Re: More city buildings

Reply #459
Can't get the latest tilecutter working on my linux system (python script just returns with no display, no error), perhaps someone can take this over?  gimp source



Could you post the tilecutter.log file? Most likely reason for it exiting so quickly is not having wxPython installed.

Nice looking church :)
Use Firefox? Interested in IPv6? Try SixOrNot the IPv6 status indicator for Firefox.
Why not try playing Simutrans online? See the Game Servers board for details.

Re: More city buildings

Reply #460
Second take.

It looks maybe little more like school now but yard needs some details.
What do you think about those roof windows?
Second picture is first from that angle so there is still more work needed for it.
Wow, just wow :) I think it l looks perfect - though obviously ingame screenshot would be nice to check consistency but looks good to me!


Re: More city buildings

Reply #462
Some progress still little things that need work.


Re: More city buildings

Reply #463
I can almost smell the chalk and the floor-wax.

Re: More city buildings

Reply #464
Very nice indeed.  I may need to ban your contributions from the pak as they are nicer than mine  :P

Re: More city buildings

Reply #465
Regarding the latest renders - you seem to have shadows enabled in some form. While it's a nice effect rest of renders don't have it (and it doesn't work well with the simutrans engine which is why I didn't have them to begin with).

Re: More city buildings

Reply #466
Haven't done much work on it for awhile, but for the record here's the Stone Church files (source and pak).  Mostly needs ground removed (except in graveyard, where the gr**** is always greener) and correct fences added.


Re: More city buildings

Reply #468
@wlindley - link does not appear to work...

Re: More city buildings

Reply #469
The Hood,

I have downloaded it - the revised version can be found in my Pak128.Britain-Ex Github repository.
Download Simutrans-Extended.

Want to help with development? See here for things to do for coding, and here for information on how to make graphics/objects.

Follow Simutrans-Extended on Facebook.

Re: More city buildings

Reply #470
re-uploaded stone church file to correct server this time (oops).


Re: More city buildings

Reply #472
Nice.  Is this a replacement or a new building?

Re: More city buildings

Reply #473
It is new.
It is supposed to be more modern version of old 3 story brick terrace.

Re: More city buildings

Reply #474
Following discussions here, it has become apparent that there is a significant lack of high density city buildings in the 1920-1950 era (especially after 1930). Does anyone feel like drawing some art deco apartments and offices? Perhaps the retirement dates of some other buildings might be extended somewhat, too?

The Hood - perhaps you could send me some .blends and textures so that I could have a go at one or two...?
Download Simutrans-Extended.

Want to help with development? See here for things to do for coding, and here for information on how to make graphics/objects.

Follow Simutrans-Extended on Facebook.

Re: More city buildings

Reply #475
Which ones do you want?  As far as I'm concerned, city buildings are quite low on my priorities right now.  I'm currently working through a list of graphical bugfixes etc, and then it's back to work on the ships, and I don't have a huge amount of simutrans time at the minute anyway.

Re: More city buildings

Reply #476
Ahh, in which case, I'd better have a go myself, unless Archnon or WLindley or someone else wants a go. As to the .blends and textures: can you send me all of the textures and a good sample of .blends from which I can make various city buildings, when I get the time, perhaps including the 60s shops/flats, the tenements, if you have them, the 1960s tower blocks, and perhaps anything else that you think might help (the art deco airport buildings, perhaps...?).
Download Simutrans-Extended.

Want to help with development? See here for things to do for coding, and here for information on how to make graphics/objects.

Follow Simutrans-Extended on Facebook.

Re: More city buildings

Reply #477
Quote
Following discussions here, it has become apparent that there is a significant lack of high density city buildings in the 1920-1950 era (especially after 1930
I recall another discussion a long ago noting that the reason for there being no high-density buildings in a 1920-1950 style, is that very few were built in reality - this being the time period when much of suburbia was built - and only in the 1960s did high density blocks become favourable again.

Not sure how that resolved itself re simutrans, however.

Re: More city buildings

Reply #478
Well, there are some high density buildings from that era around (I know of a number in London), so we should have a few in the game, especially since not having them causes all sorts of problems as discussed in the thread to which I linked...
Download Simutrans-Extended.

Want to help with development? See here for things to do for coding, and here for information on how to make graphics/objects.

Follow Simutrans-Extended on Facebook.

Re: More city buildings

Reply #479
Perhaps one way to model the "suburbia is wonderful" period would be to extend some of the earlier high-density buildings' lifetimes to around 1960, while increasing the probability of the period's low-density buildings?  This would permit a few of the older buildings to appear in games starting in 1940-1950, would it not?

Perhaps the "high probability" versions of the low-density houses would be 1940-1960, and then reappearing in 1960 with standard probability alongside higher-density buildings...

jamespetts:  perhaps we could find some Google streetviews of those London buildings?


Re: More city buildings

Reply #480
WLindley,

yes, we could give the 1930s high density buildings a low chance. As to street view pictures, here's one, for a start...
Download Simutrans-Extended.

Want to help with development? See here for things to do for coding, and here for information on how to make graphics/objects.

Follow Simutrans-Extended on Facebook.

Re: More city buildings

Reply #481

New bakery candidate for early years. If you like it I will make something similar for butcher, fishmonger and greengrocer.

does industry shops support 8 rotations?

Re: More city buildings

Reply #482
That looks great.  AFAIK industry doesn't support 8 rotations (it doesn't even detect road edges in the way city buildings do, which can lead to these shops facing the wrong way on streets...)


Re: More city buildings

Reply #483
First two ready. Bakery (green) and butcher (red)




Re: More city buildings

Reply #484
Sorry, should have mentioned this before, but can we stick to the same colour schemes as the existing industry graphics?  Green/white = greengrocer, red/white = butcher.  I think bakery is brown/white, but check the existing graphics.  It will be less confusing that way. 

Re: More city buildings

Reply #485
Well
Then that green goes as greengrocer. :)

Re: More city buildings

Reply #486
Another half of shops.


Re: More city buildings

Reply #487
Excellent, thankyou.


Re: More city buildings

Reply #489
Nice work, although the tops of the chimney stacks (not the pots) look a little too black.  Maybe replace this with a brick texture, and snow in winter?