OpenGFX+ Trees 0.2.2

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Froix
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OpenGFX+ Trees 0.2.2

Post by Froix »

OpenGFX+ Trees
version 0.8.0

A graphic replacement set for trees. This currently contains base graphic replacements for temperate, sub-arctic trees and some sub-tropical trees.

Parameters:
  • 1st Parameter - Forest Options
    • 0 - Dense
    • 1 - Loose
    • 2 - Loose with two types of trees
    • 3 - Brown
  • 2nd Parameter - Roadside Tree Options
    • 0 - Use Default
    • 1 - 7 types of roadside tree available
  • Parameters 3 - Preselected Trees
    • 1 - Use all
    • 2 - Just green
    • 3 - Conifers
    • 4 - Dead Trees (For a halloween theme)
  • Parameters 4 to 22 - Excluding Trees by number
Available from BaNaNaS via online content download.

Copyright © 2010 Froix
Attachments
Default: All trees enabled.
Default: All trees enabled.
trees_all.png (39.4 KiB) Viewed 16106 times
Coniferous
Coniferous
trees_conifer.png (36.52 KiB) Viewed 16106 times
Arctic
Arctic
trees_arctic.png (41.79 KiB) Viewed 16106 times
Last edited by Froix on 26 Oct 2013 02:44, edited 5 times in total.
Dante123
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Re: OpenGFX+ Trees

Post by Dante123 »

really great, finally some other treeset besides the (stolen) trees,
only downside i think u used a bit much gray color in the temperate set, resulting i a somewhat "sad" (gray) landscape :wink:
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ISA
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Re: OpenGFX+ Trees

Post by ISA »

Very nice trees You got there.... They fit very good into my arctic game!!!
Keep up the good work mate!!!
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Re: OpenGFX+ Trees

Post by Bob_Mackenzie »

I love this set - much better than the default trees.

Not so impressed with the street trees - they are a bit dark and a bit plain and don't stand out against the buildings IMO
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Re: OpenGFX+ Trees

Post by Froix »

I'll just keep adding adding roadside trees for every update. It's relatively easy with that small a sprite. :)


I actually started out with darker trees.
http://www.tt-forums.net/viewtopic.php?p=900246#p900246
http://www.tt-forums.net/viewtopic.php?p=900380#p900380

I changed it up a bit to keep the trees in the background and not stand out too much. Looking at both versions now, I think I might revert to the old ones.
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Re: OpenGFX+ Trees

Post by NekoMaster »

Wow, these trees are awesome!
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Re: OpenGFX+ Trees

Post by Froix »

Hey Thanks Neko!

New Version Released. See first post for details.
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Re: OpenGFX+ Trees

Post by Nite Owl »

Froix wrote:Parameters 4 to 22 - Tree Exclusion
These parameters correspond to each treetype found in this newgrf. A value of 0 disables the tree, 1 disables.
Wonderful trees !! However you may want to correct the typo I have put in bold letters in the above quote. My guess would be that a parameter setting (4 to 22) of 0 (default) Enables the tree (it will appear in game) while a parameter setting of 1 Disables the tree (it will NOT appear in game). The same typo also appears in the v0.2.0 Read_me. Most people would be able to figure this out on their own but just to be on the safe side and prevent possible misunderstandings it would be best to make the corrections.

Edit: Just read your other post in the Development section and I may have guessed wrong in the above as to which setting Enables or Disables the individual tree types. Which ever setting may be correct it should still read that one of them Enables while the other setting Disables. Not everyone uses a version of the game that has the advanced parameter GUI.
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Re: OpenGFX+ Trees 0.2.0

Post by Froix »

Aye! A zero value should disable and 1 enable. In fact, any number greater than zero enables the tree so it should work fine with no glitches with older versions of the game.

I've made the proper corrections. Following nightlies should contain the corrected readme file.

Thanks!
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Re: OpenGFX+ Trees 0.2.1

Post by Froix »

Just a little version update.
  • Swapped tree activation values. A value of 0 now activates tree and a value of 1 disables tree.*
  • Added two cactus trees and two tropical trees.
*This eliminates having to set parameters to activate trees when loading the newgrf with TTDPatch and older versions of OpenTTD that does not recognize GRF preset defaults. (Action 14) Consequently, a parameter reset is needed for running games using the newgrf. I'm really sorry for any inconvenience.
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Re: OpenGFX+ Trees 0.2.1

Post by Ammler »

ActionD +80 could be used for setting defaults...

Edit: Example:

Code: Select all

// Set default for parameters
// P0: Lumber Mill (default on)
	0 * 0 	0D 00 80 FF 00 \d1
// P1: Forest like LM (default off)
	0 * 0 	0D 01 80 FF 00 \d0
// P2: disable Forest in temp or arctic and enable in tropic (default on)
	0 * 0	0D 02 80 FF 00 \d1

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Re: OpenGFX+ Trees 0.2.1

Post by NekoMaster »

I know this is ment to be a replacement grf for graphics but maybe we could have a parameter for modified forests like building on slopes and allowing forests below the snow line in sub arctic (and some how make it snow line aware)
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Re: OpenGFX+ Trees 0.2.1

Post by Froix »

Ammler wrote:ActionD +80 could be used for setting defaults...
Ow! Oh how I wish I've known that before.

NekoMaster wrote:I know this is ment to be a replacement grf for graphics but maybe we could have a parameter for modified forests like building on slopes and allowing forests below the snow line in sub arctic (and some how make it snow line aware)
I'm liking the idea.
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Re: OpenGFX+ Trees 0.2.1

Post by NekoMaster »

Froix wrote:
NekoMaster wrote:I know this is ment to be a replacement grf for graphics but maybe we could have a parameter for modified forests like building on slopes and allowing forests below the snow line in sub arctic (and some how make it snow line aware)
I'm liking the idea.
Well I hope that it can be implemented some way or another in the future, after all, its been done in FIRS, ECS, and PBI. By default it should be shut off for Original Forest Function
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Re: OpenGFX+ Trees 0.2.1

Post by Froix »

Well if it can be done, it will be done. It should put another plus in OpenGFX plus so it shouldn't pose any problem. I just need to read more stuff on how this could be implemented.
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Re: OpenGFX+ Trees 0.2.1

Post by planetmaker »

NekoMaster wrote:I know this is ment to be a replacement grf for graphics but maybe we could have a parameter for modified forests like building on slopes and allowing forests below the snow line in sub arctic (and some how make it snow line aware)
That IMHO would be better placed in OpenGFX+ Industries.
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Re: OpenGFX+ Trees 0.2.2

Post by Froix »

And once more another minor version update.
  • Swapped tree activation values back. A value of 1 now activates tree and a value of 0 disables tree.*
  • Added 1 tropical tree for your troubles.
*Same as the last update, this eliminates having to set parameters to activate trees when loading the newgrf with TTDPatch and older versions of OpenTTD that does not recognize GRF preset defaults. (Action 14) Consequently, a parameter reset is needed for running games using the newgrf. Again, I'm sorry. Ammler's solution is a lot better.
planetmaker wrote:That IMHO would be better placed in OpenGFX+ Industries.
Aye! I had a similar thought when I first considered Ammler's lumber mill, you might want to incorporate that into OpenGFX+ Industries as well. I could maybe help out in the graphics department.
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planetmaker
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Re: OpenGFX+ Trees 0.2.2

Post by planetmaker »

Froix wrote: Aye! I had a similar thought when I first considered Ammler's lumber mill, you might want to incorporate that into OpenGFX+ Industries as well. I could maybe help out in the graphics department.
Yes, I want that there, too :-)
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Re: OpenGFX+ Trees 0.2.2

Post by Ammler »

Someone already made something like that: http://www.tt-forums.net/viewtopic.php?p=897703#p897703
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Re: OpenGFX+ Trees 0.2.2

Post by peter1138 »

These trees seem to be stuck in 2D. Remember you are looking down on the tree from above. The trunk at the base should not be visible for many of them...
He's like, some kind of OpenTTD developer.
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