Ben_Robbins_ wrote:I’m not really clear on exactly how to use action colours
Action colors are used as any other color, you just put the action color into the image and the game will automatically start the color cycle. It's just as simple as using blue for transparency.
The water doesn't really fit in IMO. It is too dark on some slopes (due to shading?) and doesn't seem to follow the same wave pattern as the default TTD water. You seem to use only one color from the water color cycle which makes it look a bit the same, the TTD water is using different colors to have different pixels start at another moment in the cycle (Correct me if I'm wrong).
Ben_Robbins_ wrote:I’m not really clear on exactly how to use action colours
Action colors are used as any other color, you just put the action color into the image and the game will automatically start the color cycle. It's just as simple as using blue for transparency.
The water doesn't really fit in IMO. It is too dark on some slopes (due to shading?) and doesn't seem to follow the same wave pattern as the default TTD water. You seem to use only one color from the water color cycle which makes it look a bit the same, the TTD water is using different colors to have different pixels start at another moment in the cycle (Correct me if I'm wrong).
yeah, those sprites look like a good start, but it needs the use of all the water action colors.
I really like _Ben_'s solution... now if someone could take the sprites and the idea and make it into a GRF i can actually go on and use them in the patch!
I don't think half-tiles are necessary, but I think I do need all of the slopes for which 'brown' terrain tiles exists.
Too bad I have 0 experience with editing paletted gfx and making them into grf, or else I'd take a shot at it myself....
_Ben_, you're mockups are super awesome, that's what I had in mind when making the patch!
I was aware that action colours are just used like any other. The problem I had was 1) there aren’t darker action colours, and 2) I wasn’t shore which colour to add to the sprite, since it’s an animated gif, I didn’t know which frame to go by.
They need work, but I personally, would prefer to see shading on the slopes, than have them all the same, but with action colours. It’s already tricky to remember that water is high up, as I’m so used to seeing it on only the base layer, so if there’s no shading I fear there may be a strange illusion, of a flat water area rising with the terrain while staying flat.
XeryusTS: I’m not shore why it ‘would’ follow the same wave pattern as the flat water tiles. There slopes, and water flows down slopes, it doesn’t just sit around!
XeryusTC wrote:<snip>...and doesn't seem to follow the same wave pattern as the default TTD water.
It isn't default water though, anyone could take a screenshot of water (or use four water tiles) and then cut out shapes for each direction. As Ben has stated, it's flowing downhill, while it needs to show why ships can't just mosey on up it. The rocks are brilliant for that.
It would do fine as nice and cool pavement.
Lepkka, you make amazing stuff, but I think this one would be fine if you made the rocks somewhat smaller and reduce the amount of them a bit.
I quite like that idea of having many rocks, but I think they need to be darker. Personally I would have liked to see the water flowing down the hills more though, as otherwise it stops being water on a slope, and starts being rocks on a slope, which already exist, although tiling doesn’t become more obvious then. But if some rocks are on the very edge of the tile, it’s less obvious. Making many smaller rocks, rather than having large ones may also help, as if you look at the East sloping tile of the 4 I made, the tiling is really obvious, because of the 1 big rock.
If there’s enough room for more than 1 variation of each tile, then I think, like the flat bumpy grass tile, there could be a range of tiles to stop the tiling looking repetitive.
The GRF boekabart wants is not a newgrf; it's a simple GRF with only the sprites and nothing more. After that boekabart can load the in OTTD and they'll 'automatically' get assigned some spriteindex.
Rubidium wrote:The GRF boekabart wants is not a newgrf; it's a simple GRF with only the sprites and nothing more. After that boekabart can load the in OTTD and they'll 'automatically' get assigned some spriteindex.
Sounds good... But how does my patch know what spriteID's to use?
Might be just me, but shouldn't the tiles have a lot more 'white-water', covering most of the rocks, rather than the rocks being mostly visible? The rocks themselves don't indicate a slope, but the visuals of the water flowing over them. Not sure how possible that is in the limited space available though.