Re: [in devloppement] High buildings Reply #140 – February 16, 2009, 02:46:07 pm one again, cubic design, concrete and gl**** ... Quote Selected
Re: [in devloppement] High buildings Reply #141 – February 16, 2009, 02:48:15 pm just a curiosity: does the small ones have 2 orientation as well? it would be nice. Quote Selected
Re: [in devloppement] High buildings Reply #142 – February 16, 2009, 03:47:06 pm of course it has, all have snowy graphics Usually I show all sizes ans all orientation only for the biggest one.I show snowy graphics only if it really changes the aspect of the building. Quote Selected
Re: [in devloppement] High buildings Reply #143 – February 16, 2009, 05:45:44 pm thank you! Quote Selected
Re: [in devloppement] High buildings Reply #144 – February 16, 2009, 11:49:22 pm one plus Quote Selected
Re: [in devloppement] High buildings Reply #145 – February 17, 2009, 07:30:07 am Where do you get your inspiration for those building architectures? I am really wondering about that. xDSome buildings could even descend from movie "Bladerunner".I don't play games in 2100+ but they are really interesting to the core. Quote Selected
Re: [in devloppement] High buildings Reply #146 – February 17, 2009, 10:03:55 am Inspiration ... I get it everywhere and sometimes I'm thinking on a building and think too "it could be nice for Simutrans" Usually, these ideas are just shapes of buildings, I add some other things after (like the electronic stuff on the last one).I saw Bladerunner but the film is always is night so buildings can't be well seen Quote Selected
Re: [in devloppement] High buildings Reply #147 – February 17, 2009, 01:45:16 pm I have planed pak96.comic should have new buildings for 2020-2050. If you could make one of this buildings at a 96x96 tile then I can test it.If you try it, can you make the building only the half height? This height is too much for pak96.comic. Quote Selected
Re: [in devloppement] High buildings Reply #148 – February 17, 2009, 02:18:03 pm ... pak96 has clearly not the same style of drawing, it would need complete redrawing, unfortunately I have too much projects after High buildings so I don't think I will do it.But sources will be downloadable at the end. As MLM dev. sources, they will be free for using Quote Selected
Re: [in devloppement] High buildings Reply #149 – February 17, 2009, 06:47:35 pm Quote from: gauthier – on February 17, 2009, 02:18:03 pmBut sources will be downloadable at the end. As MLM dev. sources, they will be free for using You should do what you have to do! I will wait for source and than I make some testes. Or can you send me one source for testing? Quote Selected
Re: [in devloppement] High buildings Reply #150 – February 17, 2009, 11:10:57 pm I'm uploading source files ...Last one : (it's a futuristic underground complex, light enters by roof's window.) Quote Selected
Re: [in devloppement] High buildings Reply #151 – February 17, 2009, 11:14:05 pm Interesting design. Looks like a barracks from Starcraft.. Quote Selected
Re: [in devloppement] High buildings Reply #152 – February 17, 2009, 11:49:54 pm all sources uploaded => http://graphics.simutrans.com/thumbnails.php?album=51QuoteInteresting design.I wanted to break (very)high buildings ... I will make other ... gardens like that. Quote Selected
Re: [in devloppement] High buildings Reply #153 – February 18, 2009, 10:30:26 am Thank you. :exclaim: Quote Selected
Re: [in devloppement] High buildings Reply #154 – February 18, 2009, 05:00:13 pm For this one ... Many thanks for PatrickN's trees, they are very important in this COM13 => http://forum.simutrans.com/index.php?topic=321.0You can see(and use) other parts as metal columns and fences=> http://graphics.simutrans.com/displayimage.php?album=51&pos=25 Quote Selected
Re: [in devloppement] High buildings Reply #155 – February 19, 2009, 01:56:13 pm Maybe a bit uneasy to the eye first, but definitely very creative ideas for buildings! Quote Selected
Re: [in devloppement] High buildings Reply #156 – February 19, 2009, 02:26:30 pm I planned to do :21 RES21 COM12 IND(multiples of 3 because they will be presented 3 by 3 on SNFOS website )The last one is an industrial, rusty, dirty, maybe strange Quote Selected
Re: [in devloppement] High buildings Reply #157 – February 20, 2009, 06:50:54 pm I won't be there for a week, I think I will develop some buildings during this time Quote Selected
Re: [in devloppement] High buildings Reply #158 – February 28, 2009, 11:06:36 pm Last buildings are now included in pak file downloadable here :=> http://files.filefront.com/buildingSNFOS+Highzip/;13387189;/fileinfo.htmlALL old night problems are completely removed Unfortunately I have many problems with SNFOS website, joomla is full of bugs and I can't upload any pictures since the last update. I'm searching for an other software. Quote Selected
Re: [in devloppement] High buildings Reply #159 – March 01, 2009, 09:15:39 am Very good job.I tried in simutrans and i was a bit disapointed because they are beautiful alone but in a big city they are in block.Is it possible to change the growing of the city to not put all the hight building together ?Anyway thanks for the hight buidings. Quote Selected
Re: [in devloppement] High buildings Reply #160 – March 01, 2009, 10:56:41 am I noticed that, I will make some gardens or low buildings Quote Selected
Re: [in devloppement] High buildings Reply #161 – June 15, 2009, 01:21:13 pm Since Filefront has deleted all my files, I hosted again high buildings, sources are already avaible on graphic simutrans. (see the first post of this topic). Quote Selected
Re: [in devloppement] High buildings Reply #162 – June 15, 2009, 01:48:21 pm You can also host the files at files.simutrans-germany.com Quote Selected
Re: [in devloppement] High buildings Reply #163 – June 19, 2009, 10:14:13 am You're right Quote Selected
Re: [in devloppement] High buildings Reply #164 – May 14, 2010, 10:49:36 am "Warning: this topic has not been posted in for at least 45 days.Unless you're sure you want to reply, please consider starting a new topic."Sorry, but I came up with an idea, for another high building.HMH (Highrise Multiple Houses) stacked upon one another, complete with their own Huge gardens, garages etc.(P****enger level: around 150, Mail level: around 50) *SMH (Skyscraper Multiple Houses) stacked upon one another, complete with their own Huge gardens, garages etc. (P****enger level: around 550, Mail level: around 150) *I'm sure, maybe, somewhere in the future it might be a usefull solution for the world overpopulation problem... EDIT: * instead of having apartments, we could have a whole lands for houses on each levels and as above Quote Selected Last Edit: May 14, 2010, 04:14:12 pm by CareBearer
Re: [in devloppement] High buildings Reply #165 – May 14, 2010, 12:51:49 pm As you can see this project is suspended, I don't develop it for the moment. But I notice your ideas, they're very good For the p****engers level, it would be level=80 : if I put a higher level, big cities will build only these buildings, if I put a lower one, you won't see them in big cities.You can also draw them and purpose your pictures Quote Selected
Re: [in devloppement] High buildings Reply #166 – May 14, 2010, 02:36:44 pm I don't wish to distrbute but I saw a wrong. In the uploaded file you said dubai burj while it needs to be the opposite. ( In Arabic and Hebrew first is the topic and than the adjectives... Oh and maybe you should try something easier first as Azrieli tower or Aviv tower? ( Aviv tower is the second highest building in the middle east. ) Beder : There are many high and short buildings... Belive me I saw a few... Oh and I almost forget - The graphic is pretty nice. Quote Selected
Re: [in devloppement] High buildings Reply #167 – May 14, 2010, 04:10:49 pm Sorry for the long non-response time, gauthier and many thanks for the reply. Quote from: gauthier – on May 14, 2010, 12:51:49 pmBut I notice your ideas, they're very good Thanks. Quote from: gauthier – on May 14, 2010, 12:51:49 pmFor the p****engers level, it would be level=80 : if I put a higher level, big cities will build only these buildings, if I put a lower one, you won't see them in big cities.What about the other levels, besides the p****engers level? Probably, Mail Level 40 for SMH and 20 for HMH? Right?? Quote Selected Last Edit: May 14, 2010, 04:37:07 pm by CareBearer
Re: [in devloppement] High buildings Reply #168 – May 14, 2010, 09:11:50 pm Actually, in .dat files I set only one level : 80 for the higher version of each building. I do so to allow cities to build multiple buildings at the higher level.P****enger's level and post's level depends on the building type (residential, commercial or industrial).@idan : I don't really understand your first sentance ... but I'm sure to have never talked about dubai burj or other towers you mentionned I think these kind of buildings should better be monuments than citybuildings. But I take note of the three buildings you mentionned QuoteThe graphic is pretty nice.I completely disagree : most of the buildings I made for high buildings project are completely ugly, that's why I planned to remake all of them (after French stuff project and MLM dev. big updating ...). Quote Selected
Re: [in devloppement] High buildings Reply #169 – May 15, 2010, 06:43:46 am Most ugly buildings are inside group of IND. But inside groups RES and COM it is not so bad. I only don't understand being of some buildings. Quote Selected
Re: [in devloppement] High buildings Reply #170 – May 15, 2010, 08:29:12 am COM_SNFOS_9 is not very niceCOM_SNFOS_8b needs a GOOD anti-aliasing COM_SNFOS_6 is too simple for meCOM_SNFOS_5 is worseCOM_SNFOS_4 is uglyCOM_SNFOS_3 is a bit repetitiveI won't describe residential ones ...For industrial, I find good only the second one, the first is completely ... how to say it ... too simple and not too nice , and for the third I didn't succeed in doint what I had in mind. Quote Selected
Re: [in devloppement] High buildings Reply #171 – May 15, 2010, 10:19:26 am COM_SNFOS_9 - may be not perfect but still it is good. It's problem is height and mirror effect on southern wall.COM_SNFOS_6 - I don't agree - but let be alive only _06_40. _06_80 is too high and repeating of basic part causes something what I don't how to say it. It needs better roof.COM_SNFOS_5 - I agree.COM_SNFOS_4 - I agree.COM_SNFOS_3 - repetitive? I don't think so.COM_SNFOS_13 - is very ugly. It should be eliminated. Quote Selected
Re: [in devloppement] High buildings Reply #172 – May 15, 2010, 10:49:06 am I completely disagree for 13, its concept is a bit uneasy to understand with the eye but it's one of the nicest. Quote Selected
Re: [in devloppement] High buildings Reply #173 – May 15, 2010, 02:52:18 pm Quote from: gauthier – on May 14, 2010, 09:11:50 pmActually, in .dat files I set only one level : 80 for the higher version of each building. I do so to allow cities to build multiple buildings at the higher level.P****enger's level and post's level depends on the building type (residential, commercial or industrial).It could be residential, commercial and industrial. So could you also have, a freight level to help nearby industries? Quote Selected Last Edit: May 15, 2010, 03:13:49 pm by CareBearer
Re: [in devloppement] High buildings Reply #174 – May 15, 2010, 03:27:57 pm No I can't have a freight level. Only industries can produce goods (or electricity ...).The purpose of this project is to give very high buildings for big cities, RES and COM have max level of 80 and IND have a max level of 70, I don't take care if it gives what level for p****engers or mails ... Quote Selected