[DIS] Dock's building
[DIS] Dock's building
Artis will feature a good sized dock, to go with it we will do a/some dock building(s), here's one of my proposition:
Right now it's a rapidly done mock-up, any idea/help is welcome.
What do you think of this kind of building? Any suggestion to change it? Right now it's a rapidly done mock-up, any idea/help is welcome.
"Time is an illusion. Lunchtime doubly so."
-- Ford Prefect
-- Ford Prefect
Re: [DIS] Dock's building
Hmm, I'm not an expert in graphics , but why so big windows here (or something like a windows)? For what purpose these windows? I compare it to the small door, in this comparison this windows looks like transport tunnels .
Re: [DIS] Dock's building
It's from EJlol's concept (http://forums.evolonline.org/viewtopic.php?p=217#p217) Large box and other merchandise will pass through these windows.Salius wrote:Hmm, I'm not an expert in graphics , but why so big windows here (or something like a windows)? For what purpose these windows? I compare it to the small door, in this comparison this windows looks like transport tunnels .
"Time is an illusion. Lunchtime doubly so."
-- Ford Prefect
-- Ford Prefect
Re: [DIS] Dock's building
I think it is better to make the entrance somewhere on the side. All the space will occupy the trash, and the input side will make the space more. Although I have options for this entry in the warehouse. Also need to do something with a roof, it must be flat. When to change the roof, so many doors will look better. But over the entrance door will spare, I think
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Re: [DIS] Dock's building
Ok, more clear now, thanks. But then you need a hook, like he wrote in that topic.Reid wrote:It's from EJlol's concept (http://forums.evolonline.org/viewtopic.php?p=217#p217) Large box and other merchandise will pass through these windows.
To bring the stuff upstairs we used a special hook at the top of the building (like this one). Add a pulley and a rope to it, and you can lift anything you want ^-^
Re: [DIS] Dock's building
Yep, these stuff are (and will) be worked on this topic http://forums.evolonline.org/viewtopic.php?f=11&t=6 .Salius wrote:Ok, more clear now, thanks. But then you need a hook, like he wrote in that topic.Reid wrote:It's from EJlol's concept (http://forums.evolonline.org/viewtopic.php?p=217#p217) Large box and other merchandise will pass through these windows.To bring the stuff upstairs we used a special hook at the top of the building (like this one). Add a pulley and a rope to it, and you can lift anything you want ^-^
But I'm still unsure of the shape of this building, I will wait for EJlol for his final word, but there're many style that we can use with our house tileset.
"Time is an illusion. Lunchtime doubly so."
-- Ford Prefect
-- Ford Prefect
Re: [DIS] Dock's building
I mean a "crane" built in a warehouse (on front of building). Like in that EJlol's concept you are pointed (http://forums.evolonline.org/viewtopic.php?p=217#p217). Without this crane it is very hard to lift anything to this windows (especially to 2nd floor). I really like this concept. In my opinion you can use it for your warehouse.Reid wrote:Yep, these stuff are (and will) be worked on this topic http://forums.evolonline.org/viewtopic.php?f=11&t=6 .
But I'm still unsure of the shape of this building, I will wait for EJlol for his final word, but there're many style that we can use with our house tileset.
Re: [DIS] Dock's building
Well you could use it like that... If there are many heavy objects that needs to be lifted at the same time the warehouse would do a very good job. However I don't think it will be that busy. I think just 2 or 3 doors would be fine.
Note that in amterdam the taxes used to be based on the width of the building. This resulted in many small but high buildings:
I don't think the taxes in artis is based on the width of the building, so we don't need to go with that. Also tall buildings are not very good, as the game window has a certain height, which means you could only see the bottom of the building.
Another approach which will look more interesting I think is too have the big doors just in the center. And smaller windows (just for the light) to the side of it. A little bit like this:
The hook (or a place where you can put the hook) is a must for a building like this.
Note that in amterdam the taxes used to be based on the width of the building. This resulted in many small but high buildings:
I don't think the taxes in artis is based on the width of the building, so we don't need to go with that. Also tall buildings are not very good, as the game window has a certain height, which means you could only see the bottom of the building.
Another approach which will look more interesting I think is too have the big doors just in the center. And smaller windows (just for the light) to the side of it. A little bit like this:
The hook (or a place where you can put the hook) is a must for a building like this.
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- Peon
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Re: [DIS] Dock's building
More real small houses in amsterdam (if you are interested) can be found here:
http://www.studiokoning.nl/Foto_10/Smal.html
http://www.studiokoning.nl/Foto_10/Smal.html