New water coastal tiles [v0.7 released]

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lepkka
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New water coastal tiles [v0.7 released]

Post by lepkka »

Latest version: v0.7 (for at least ttdpatch 2.5 beta 5 and OTTD beta3

Latest OTTD and patch stable: v0.3

Changelog
[+] Spoiler
new water v0.7

Done:
-Bug fixing
-New buoys (not working!)


New water v0.6

I've made a whole replace of the tropical coast set. I hope you like it.

Done:
-Curved tropical beaches
-Corrected pinkiness in temperate beaches
-Toyland now uses special made flooding tiles



New water v0.5

Done:
-Curved temperate beaches


New water v0.4b

----only for patch beta 5 and beyond----
this version is not valid for OTTD users (latest valid v0.3 <see first post>)

Thanks to lakie's feature now beaches get wider and wider.

Done:
-Wider temperate beach
-Wider tropic beach
-Improvements in arctic beach
-Compatible with MB's Alpine Climate (showing temperate coast)
newwaterw.grf should be after alpine.grf in newgrfw.cfg


New water v0.3

Hi, i'm here again, whith some changes:

Done
-More fine tunnings
-Toyland climate (no beaches, no sparkling water)
-Fully working on TTDP and OTTD


New water v0.2

Hi, i'm here again, what is promised, is debt.

Added
-New coastal for arctic
-Integration with docks and oilrigs
-Fully working on OTTD (except toyland)


New water v0.1

Done so far
-new coast for tropical climate
-recovered first's post water pattern for temperate climate (sea waves), keeping the other for tropical
-recovered original buoy
-artic and toyland no longer loading new sprites (but not working in openttd)
-grf's name changed to newwatw.grf



The animated gif does'nt reflect the same "flow" as in game, in fact, it has been a trip to hell doing it at a decent level. I used adobe Image ready, patience and a lot of print screening, ¿any ideas in getting ttd animations to animated *.gif files?

Attachments
newwaterw.grf
v0.3
(44.56 KiB) Downloaded 4441 times
animated.gif
animated.gif (247.91 KiB) Viewed 43672 times
newwaterw.grf
v0.7
(67.29 KiB) Downloaded 3472 times
Last edited by kamnet on 31 Dec 2019 23:33, edited 23 times in total.
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Purno
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Post by Purno »

Looks cool. Is this really done with the TTD action colors?
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Post by lobster »

looks good.
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Post by DanMacK »

Looks very cool man :D I'd definitely download it.
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Post by SHADOW-XIII »

that doesn't look good .... looks AWESOME, and beach :!:

wonder hot it looks in canals ?
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Post by Louie Armstrong »

Blimey!! that looks so sweet

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Post by jvassie »

That is super. Congrats!

Im all in favour of using this!

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Re: New water style

Post by RK »

lepkka wrote:I'm working on this. If anyone is interested, i can try to make a "public release".


The animated gif does'nt reflect the same "flow" as in game, in fact, it has been a trip to hell doing it at a decent level. I used adobe Image ready, patience and a lot of print screening, ¿any ideas in getting ttd animations to animated *.gif files?
wow! Try out some experiments with GRF encoding and the action colors. Unfortunately the action colors in TTD are just cycling, but maybe you can use them to create a similiar look.
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Post by Geo Ghost »

Very impressve! :D
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Post by The Irish »

Wow, The water looks great. Just the waves at the beach are gonna wreck my head after 5 min. can you try to get some irregularity in it? maybe not all directions are at the same cicle state at the same time, maybe that would help a bit. or otherwise, make it less, not the full tile length?

But over all, I think this is a fantastic idea. :D
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Post by Hyronymus »

This looks very nice indeed and as mentioned you should considering more variation in the beaches and the waves that hit the beach. If the entire map lights-up the beaches at the same moment you could turn nuts. But keep up the good work!
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Post by lepkka »

thx's for your comments

Yes, it's done with ttd action colors, its currently working in ttdp and ottd, without glitches.

I'll experiment with two direction weaves: it would be less brain-wrecking

if the project goes ahead i will ask george to let me create a canal version

i haven't thought in non-syncronized hitting waves on the beach! it would be less uniform, that's a good idea hyronymus, i will experiment on it too.
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Post by Rob »

Just for your information : the canals aren't made possible by George, they are done by eis_os our retired impossible feature dev. :P
George just made the graphics available for it.
You can make your own graphics without asking Georges permission.

About your new water : awesome, only maybe make the breaking waves a bit less white.
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Post by wallyweb »

If this works out, and I really hope it does, I can just see WhiteHand and his gang of Aussies giving us surfboard grf's. :lol:
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Post by SHADOW-XIII »

Rob wrote:You can make your own graphics without asking Georges permission.
I suppose he want to just "replace" water in George's canal graphic
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Post by lepkka »

SHADOW-XIII wrote:
Rob wrote:You can make your own graphics without asking Georges permission.
I suppose he want to just "replace" water in George's canal graphic
yes, that was my intention

rob wrote:About your new water : awesome, only maybe make the breaking waves a bit less white.
i wish i could! in the windows ttd palette there are only two series of cycling blues, a dark and fast one and a slow and lighter one,which is used in the default water graphics to create the sparkling effect, and I use it to break the weaves.i think it's possible to change the palette. Don't know how.

here it goes the first aproach, (like the screenshot), let's call it New water beta 1 :roll:

it's a grd file, to merge with trg1r.grf
you know... grfmerge newwater.GRD trg1r.grf

Done so far:
-new water weavy files
-bit wider beaches with breaking weaves
-new self-lighted buoy

Todo list:
-export it to artic (semi frozen water?) and tropical (white sand beaches?)
-a lot of experimenting
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newwater.zip
(5.91 KiB) Downloaded 1250 times
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Post by Prof. Frink »

grfmerge?

You need GrdToGrf!

-edit by eis_os-
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Post by RK »

grfmerge is part of the grfcodec. :roll:
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Post by Born Acorn »

But GRDTOGRF is not.

GRF files are needed, GRD = boo.
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Post by TrueSatan »

looks nice :-) and works even with openttd after converting to grf (converting is really easy with grdtogrf ;-) )
thnx lepkka :-)
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