Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

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

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Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations

Post by Ameecher »

Here we are, an updated set of the old foundations and also a set of sprites for the antizigzag patch for OTTD. Aren't I good to you lot? ;)
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slopes.PNG
slopes.PNG (27.37 KiB) Viewed 5507 times
antizigzagslopes.PNG
antizigzagslopes.PNG (6.21 KiB) Viewed 5493 times
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Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations

Post by FooBar »

That needs to be coded real soon! Looking good, as always!

If you don't yet have a coder for this, I'd like to offer my services. Shouldn't take too long, so I can have it done by tomorrow afternoon (UTC+1). Drop a line if you want me to code it for you.
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Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations

Post by XeryusTC »

Done, it took quite a while because I made some pasting errors :s.

Edit: I made a massive boo boo.
Edit2: double boo boo.
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found.grf
(28.91 KiB) Downloaded 219 times
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Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations

Post by athanasios »

Thre was something I didn't like with the foundations graphics from the beginning. Now that the anti zig zag are made it is more clear I was right. The pillars are darker than the wall. It should be the opposite to give the impression of depth. The anti zig zag are correctly made and look great. But they don't fit with the rest now. :?
:idea: I did a quicky (paint) and I hope it looks much better now. :wink:
Ameecher: I think there is some more homework for you now! :)
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found_shot.png
found_shot.png (4.14 KiB) Viewed 5368 times
proposed_foundations.png
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Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Post by XeryusTC »

I think Ameecher's graphics show more depth than yours. IMO the pillars are more outstanding in Ameecher's graphics than in your edited screenshot.
Also notice that Ameecher redrew some of his foundation graphics for this re-release and they are a bit different from the first ones.
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Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Post by Ameecher »

Athanasios, I see no problem with the foundations and there they will be left like this. I may do another redraw at some point but that is unlikely and certainly won't be now.
For future reference, telling me to go and sort it as "homework", I might have taken more kindly to this if you had suggested that I have another look at them, rather than telling me that I have to go and sort them.
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Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Post by FooBar »

They look good the way they are now. 8)

If your not happy with 'em, go ahead and don't use them.
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Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Post by m3henry »

ah, you toned the arches down nicely there. :)
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Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Post by frosch »

Thanks Ameecher and XeryusTC. :) As requested a screenshot:
Screenshot
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BrickFoundationScreenshot.png (110.74 KiB) Viewed 708 times
Pick a region you like.

But the grf is not complete. The first 14 foundations are missing. They are not loaded by an Action5 but by an ActionA.
Some foundations are missing
Some foundations are missing
missingActionAResult.png (15.46 KiB) Viewed 5424 times
Foundations with walls at both north edges must be replaced by an ActionA.
Foundations with walls at both north edges must be replaced by an ActionA.
missingActionA.png (2.81 KiB) Viewed 5423 times
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Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Post by Ameecher »

Ah woops! forgot to update those as they were in the original .grf. I'll get on to those at some point.
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Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Post by Ben_K »

Ameecher, remember you thought my concrete foundations didnt match? And I said they didnt have the top edge line to make sure of smooth foundation walls? Well, if you check Frosch's screenie you'll see what I mean. The game will use 2 sets of arches and it looks weird. I guess there is no good solution other than coding a set of seperate sprites for that situation and get them coded - if thats even possible.
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Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Post by Ameecher »

That situation was raised when I first made this .grf. The problem is that type of foundation (in both TTDP and OTTD) is created by stacking two foundations on top of each other, unfortunately there is no solution without telling people to not build those.
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Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Post by athanasios »

Ameecher wrote:For future reference, telling me to go and sort it as "homework", I might have taken more kindly to this if you had suggested that I have another look at them, rather than telling me that I have to go and sort them.
I thought putting the word homework in brackets and adding a smilie would suffice.

If you took it so heavy, my apologies. :oops:
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Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Post by Ben_K »

Ameecher wrote:...unfortunately there is no solution without telling people to not build those.
Incorrect. It just involves creativity. In mine, I had to sadly leave out the edge lines (Leading to then foundations not looking entirely identical, as you pointed out) but at least the foundations flow. Id suggest for the foundations that could be a problem, can you not draw plain sections of brick work without arches? Its not quite what you want but at least it would be smoother. :?
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Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Post by Ameecher »

If I just did smooth sections then I'd lose the arches on all the foundations that use type. That would defeat the object of these foundations.
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Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Post by Maedhros »

Both TTDPatch and OpenTTD now have to ability to build on steep slopes in one way or another, so maybe it's time for us to come up with an extension to the spec to allow specific steep-slope sprites?
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Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Post by Ben_K »

That would be a solution... :D
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Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Post by White Rabbit »

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athanasios, that is much better. The original pillars could be too dark, or the diagonal arches too light. Either way, there's a clash, and you've fixed it.
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Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Post by Ameecher »

Find me some time to fix it and I will. I can bet that you won't find me any time to do so though.
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Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Post by one billion daleks »

Hello Ameecher,

Could you clarify for us numbskulls please ...
Is this GRF strictly for TTDPatch, or will it run under OTTD as well ...?

I'm running OTTD 0.5.3 under Windows XT.
I've added foundw.grf to my data directory
I've got foundw.grf defined under [newgrf] in my openttd.cfg
It appears as being added under NewGRF Settings within OTTD

... but when I start a new game, I still get the same old crazy paving.

I haven't had any problems adding other GRFs, but this one just won't go!

Thank Q!

PS: Oh, I see you're from Norfolk!
I'm a kiwi now, but um, I came from Gt Yarmouth originally ...
Small world eh ;)
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