FIRS Industry Replacement Set - Development

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

Moderator: Graphics Moderators

Paltala
Engineer
Engineer
Posts: 123
Joined: 09 Jan 2009 11:46

Re: FIRS Industry Replacement Set - Development

Post by Paltala »

Forgive me in advance if you already have a sprite for this but again, its just an idea but this time, its for the Parts cargo and not Faming Supplies.
As the parts cargo gets delivered to the Machine Shop, they can then be turned into...Farm Supplies!
The sprite is 5/6 (didnt count) stacks of Wheels from the HEQS set which i have drawn on their sides.
Of course the sprites dont have to be used but they are an idea.
parts sprite.jpg
parts sprite.jpg (1.24 KiB) Viewed 5399 times
ImageImage
ImageImage
User avatar
OzTrans
Tycoon
Tycoon
Posts: 1714
Joined: 04 Mar 2005 01:07

Re: FIRS Industry Replacement Set - Development

Post by OzTrans »

andythenorth wrote:... don't allow CanRail in Tropic. ...
I know, sugar cane is sub-tropical only in FIRS, but I intend to allow CanRail in the tropics in future too. I see the 3 climates not as climates but a variation in game play, such as towns need food in arctic and water in the tropics etc. It is up to players to choose the climate; if they feel it is unrealistic, then don't play the climate.

Sugar cane transportation, see some samples here. Don't say those bins wouldn't be transportable by 'real' railways.
User avatar
andythenorth
Tycoon
Tycoon
Posts: 5705
Joined: 31 Mar 2007 14:23
Location: Lost in Music

Re: FIRS Industry Replacement Set - Development

Post by andythenorth »

OzTransLtd wrote:[I know, sugar cane is sub-tropical only in FIRS, but I intend to allow CanRail in the tropics in future too.
Well I guess CP and CN seem to be running pretty far south these days. Maybe not Queensland, but there's sugar cane in Kentucky...
Sugar cane transportation, see some samples
The ones I have in mind are a little...larger: http://www.heavyequipmentforums.com/For ... hp?t=13071
:)
Last edited by andythenorth on 28 Aug 2009 21:06, edited 1 time in total.
User avatar
jklamo
Engineer
Engineer
Posts: 66
Joined: 30 May 2004 00:10
Contact:

Re: FIRS Industry Replacement Set - Development

Post by jklamo »

Very nice set, current alpha version is pretty good playable. I am using DB XL set with ECS extension for trains and Long vehicles v4 for trucks; both works ok for all new cargos.

I just noted a bit strange division of farms for primary and other industries, dairy, mixed and sheep farm are not primary industries. Also it will be nice to have waste collection point production somehow dependable on city size, but i am not sure if that is GRF possible.

Keep up the good work :bow:
User avatar
planetmaker
OpenTTD Developer
OpenTTD Developer
Posts: 9432
Joined: 07 Nov 2007 22:44
Location: Sol d

Re: FIRS Industry Replacement Set - Development

Post by planetmaker »

Let me share with you also here my first real pixelwork in order to improve the playing experience also in winter with FIRS (though, obviously it's derived work):
sandpit in winter landscape
sandpit in winter landscape
Sintburg Transport, 01-11-1891.png (158.96 KiB) Viewed 4514 times
Comments and criticism very welcome.
weaselboy246
Engineer
Engineer
Posts: 38
Joined: 16 Jan 2008 19:16

Re: FIRS Industry Replacement Set - Development

Post by weaselboy246 »

Honestly, I figured the sand pit would be a below snowline industry.
User avatar
NekoMaster
Tycoon
Tycoon
Posts: 4001
Joined: 16 Aug 2008 22:26
Skype: neko-master
Location: Oshawa, Ontario, CANADA

Re: FIRS Industry Replacement Set - Development

Post by NekoMaster »

weaselboy246 wrote:Honestly, I figured the sand pit would be a below snowline industry.
I dont think it should be allowed in the Sub Arctic, as frozen soil would be hard to mine and also, farther north I dont think they would have sand really, they might have something close to it, but its mostly all freezen soil
Image Proud Canadian Image
Nekomasters Projects! (Downloads available on BaNaNaS!) \(>^w^<)/
# NARS ADD-ON SET 2CC | 2cc Rapid Transit For Me! (2ccRTFM) | 2cc Wagons In NML (2ccWIN)
# NML Category System (Organize your GRFS!) <- TT-Forums Exclusive Download!
User avatar
planetmaker
OpenTTD Developer
OpenTTD Developer
Posts: 9432
Joined: 07 Nov 2007 22:44
Location: Sol d

Re: FIRS Industry Replacement Set - Development

Post by planetmaker »

Unless you're in the perma-frost region, the frost only penetrates at most 1m deep into the ground, simply by the laws of heat conduction. So having it in a region with changing snow height (basically like everywhere from the North cape to the Alps) is certainly not wrong IMO. A region with permanent snow - that's something else, agreed :-)
Wasila
Tycoon
Tycoon
Posts: 1498
Joined: 15 Mar 2008 07:02

Re: FIRS Industry Replacement Set - Development

Post by Wasila »

That map - I'm working on it, but it may be more of a map for a completed FIRS.
Eddie
Engineer
Engineer
Posts: 67
Joined: 13 Feb 2007 20:16
Location: Essex, UK
Contact:

Re: FIRS Industry Replacement Set - Development

Post by Eddie »

I would suggest it may look more attractive if the whole of the water section was frozen over?
Image
User avatar
DJ Nekkid
Tycoon
Tycoon
Posts: 2141
Joined: 30 Nov 2006 20:33

Re: FIRS Industry Replacement Set - Development

Post by DJ Nekkid »

In Norway we have "sand roofs" (direct translation) where a piece of land is exchumed over a period of decades, where stone is "mined" from the ground, and different qualities/sizes of "stone ore" is made with different crushing machines. All the way from the finest sand, to gravel to "big stones".


Have a look at theese two:
http://www.trondergrus.no/galleri.html
http://www.jordet-grustak.no/index.php? ... =104&m=104
Member of the
ImageImage
User avatar
FooBar
Tycoon
Tycoon
Posts: 6553
Joined: 21 May 2007 11:47
Location: The Netherlands
Contact:

Re: FIRS Industry Replacement Set - Development

Post by FooBar »

jklamo wrote:I just noted a bit strange division of farms for primary and other industries, dairy, mixed and sheep farm are not primary industries. Also it will be nice to have waste collection point production somehow dependable on city size, but i am not sure if that is GRF possible.
That's probably my bad. Farms should indeed be primary industries.

It would indeed be nice if the amount of waste collection points would depend on city size. Neither I am sure if that's possible for industries, but it should be possible if the waste collection point were to become a house instead.
planetmaker wrote:So having it in a region with changing snow height (basically like everywhere from the North cape to the Alps) is certainly not wrong IMO.
Agreed. It might be interesting lower production while the thing is frozen over and increase production once snow has disappeared.
User avatar
DJ Nekkid
Tycoon
Tycoon
Posts: 2141
Joined: 30 Nov 2006 20:33

Re: FIRS Industry Replacement Set - Development

Post by DJ Nekkid »

FooBar wrote:I am sure if that's possible for industries, but it should be possible if the waste collection point were to become a house instead.
That could actually be a rather interesting form, as it would simulate the collection point beeing a centralized point where all waste in that city is taken to. Or, when the city gets large enough, there would probably be multiple such facilities :)
Member of the
ImageImage
User avatar
andythenorth
Tycoon
Tycoon
Posts: 5705
Joined: 31 Mar 2007 14:23
Location: Lost in Music

Re: FIRS Industry Replacement Set - Development

Post by andythenorth »

@ planetmaker: the sand quarry looks good. I've sent you something on PM. Me / FooBar need to sort out the incorrect non-snow ground tiles though. One minor point, I'm planning to draw more paths, ground, greeble etc, and was leaving snow until that was done. Also I'd prefer to add the snow inside the layered PSD source files. That doesn't require Photoshop, there are alternatives. Nice work though.

Waste Points - these are only considered a hack for now, the ideal would be to have houses / town buildings produce waste directly. This should be possible, but may be TMWFTLB if compatibility with the various town turns out to be difficult.

cheers,

Andy
Wasila
Tycoon
Tycoon
Posts: 1498
Joined: 15 Mar 2008 07:02

Re: FIRS Industry Replacement Set - Development

Post by Wasila »

I've been trying to create a map but the only thing I've learned is that this is a really big project :P. I'll keep trying.
User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

Re: FIRS Industry Replacement Set - Development

Post by George »

andythenorth wrote:Update 4th April 2009: see all completed sprites http://tt-foundry.com/sets/FIRS/schema/graphics
Will you put snowed sprites there too?
Image Image Image Image
Sarin
Engineer
Engineer
Posts: 76
Joined: 18 Jun 2008 20:01

Re: FIRS Industry Replacement Set - Development

Post by Sarin »

Sorry if this has been said before, I don't have patience to go through whole thread.

I've tried out FIRS....looking nice, but there are two things that bother me.
First, it's the number of industries. Even when played on Very Low setting, the map is too full. I like playing on high cost and overall difficulty with less industries, where you have to plan carefully every step. But I miss that with FIRS's layout.
Second, it's crazily random placement. I understand that some restrictions might be too hard or impossible to code (I'm not a coder myself so I don't know), like not placing junk yard in the middle of field, but at least some organization, like having big industries restricted to proximity of cities etc...would be great.
User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

Re: FIRS Industry Replacement Set - Development

Post by George »

Sarin wrote:Second, it's crazily random placement. I understand that some restrictions might be too hard or impossible to code (I'm not a coder myself so I don't know), like not placing junk yard in the middle of field, but at least some organization, like having big industries restricted to proximity of cities etc...would be great.
Do you mean like in ECS?
Image Image Image Image
User avatar
FooBar
Tycoon
Tycoon
Posts: 6553
Joined: 21 May 2007 11:47
Location: The Netherlands
Contact:

Re: FIRS Industry Replacement Set - Development

Post by FooBar »

Sarin wrote:...but there are two things that bother me...
You're using software in a very early stage of development. Those things happen. Obviously we are aware of those problems and those will be addressed in the future. Just be patient with us.
Sarin
Engineer
Engineer
Posts: 76
Joined: 18 Jun 2008 20:01

Re: FIRS Industry Replacement Set - Development

Post by Sarin »

Allright, just pointing out, I don't rush you to fix that. :D

And just a suggestion, when the set is complete, you might make a "lite" version, by removing some industries, merging functions of some, and perhaps even removing one or two cargoes...I mean, even 25 types of industries can generate quite a mess.
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: Bing [Bot], Semrush [Bot] and 16 guests