View Full Version : Okay, some terrain tests...
01-04-2008, 12:00 PM
Playing with the texture files trying to learn them, here's my work on Marked Asphalt.
I'll have to make two marked asphalt sets, one for North South (NS) and One for East West (EW)
Right now this is just the NS experimental style.
01-04-2008, 12:13 PM
Meh... could use a little work...
Here's shots from an existing game to see how they fill in...
01-04-2008, 12:56 PM
A little more work... I think I almost have the grid made right...
Just have to adjust it.
Here's a full scale shopping center.
About the only thing missing in those parking lots is some nice parking lot lights.
Now, to edit the last messed up line...
01-04-2008, 12:57 PM
Heh, forgot to click 'attatch'
01-04-2008, 01:13 PM
Looks really good, the game could use parking lots.
01-04-2008, 02:19 PM
I really like the idea of making parking lots. Good work!
01-04-2008, 02:28 PM
Nice idea - should prove pretty useful.
01-05-2008, 09:11 AM
I've pretty much got the file lined up in the graphics department now... here's an example of what the full grid looks like.
I also cut a corner of the example to show how you mix your placement of regular asphalt with marked asphalt to create the parking stripes.
Unfortunately, the grid is fixed, so you kind of have to work around your parking lot... but it's better than guessing. I suggest building the lots before placing buildings.
As it is. Correct lot slot size is two squares per parking space. You can go as wide as you want, but the actual spaces will look too long if you make them more than three. However, going with the center divider for each space set, you have parking sections four tiles long divided in the middle for two pairs of divided spaces, and as long as you blank the immediately coinciding space, the lot looks like it has space for cars to pull in an out.
I'm going to put up a rar in the mods area here shortly containing the materials and data required. I'm not sure how to set up a pack file, so if someone wants to do that, It'll be ready shortly.
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