Same facilities different fronts?

Hello,

why are there same buildings but with different fronts? Wouldn't it be better to have only 4 (hat, food, drink, toilet) and let us paint the walls?
 
I think just painting it (colours might be able to switch later) is not enough. At the moment we got three textures (plain, sandstone and old bricks) and i hope we will receive more.
 
I have wondered why they have not introduced them as just a texture menu where you can just select the desired finish the same as you do with paths and then to also offer an RGB colour box if you want flat colours.

Certain textures such as render could even let you use the RGB selector so you still see some texture but have unlimited colours to pick from rather than just the sandstone render finish.

This is similar to how almost all modelling software works and is very effective and efficient these days. Think Sketch Up & Lumion for inspiration on how this could work.

Kind Regards,

Adam
 
This may well be implemented in the final version of the game. They mentioned something about this in a video somewhere but were not far enough along with it at that moment.
 
This may well be implemented in the final version of the game. They mentioned something about this in a video somewhere but were not far enough along with it at that moment.

Must of missed this part of them discussing it. Am aware rides will have some of the colour adjustment but didn't hear anything otherwise about texture/colour options. Must of been just as beer was brought to me. Will have another watch later anyways to check through it all in detail.
 
Must of missed this part of them discussing it. Am aware rides will have some of the colour adjustment but didn't hear anything otherwise about texture/colour options. Must of been just as beer was brought to me. Will have another watch later anyways to check through it all in detail.

It wasn't the live stream, at least not this one. I'm sure it was just a passing comment about customizing rides and shops etc. And whether to use colour swatches to pick colours. But it was very vague, and I don't get the impression it was anything they had worked on yet. If I can remember where it was I saw it, I'll post a link, but I've seen so many on youtube that I doubt I will find it.
 
It wasn't the live stream, at least not this one. I'm sure it was just a passing comment about customizing rides and shops etc. And whether to use colour swatches to pick colours. But it was very vague, and I don't get the impression it was anything they had worked on yet. If I can remember where it was I saw it, I'll post a link, but I've seen so many on youtube that I doubt I will find it.

Ah that makes more sense now and cheers for the input. Don't worry about the link. I will have a dig around again tonight for some more notes/comments on this.

I do feel the best way to allow options and ease of construction is the principle I have outlined above but I am very much stuck in my ways with the design software I have used for my job.

Saying that I feel if there was a better way then the animation/rendering software that costs thousands of pounds would be using it, so at least following true rendering/design software for the building and texturing in the game seems the most sensible. To take true design software and emulate has to be the initial step. In fact the software that Frontier are using initially to create items may well be something such as Mudbox by AutoDesk which also works well for texturing options.
 
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I'm torn between cleaning up the GUI and instituting more usage of drop down menus or color customization palettes, or putting everything on a scrollable GUI menu with filters.

Like when making a building, would it initially be sorted into theme/style? Then broken down to Facilities/Walls/Roofing/Extras/Decorations/Signs as submenus, with a Color/Finish picker in the corner? Or everything visible with clickable filters, as it was done in RCT?
 
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