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 Post subject: Some new station-tiles
PostPosted: Mon Nov 09, 2009 4:49 pm 
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After a bit of work in my meager little art workshop, I give you my clearly not-too-good, and first attempt at, some TTD graphics.

As yet, as there's no support for diagonal station tiles in either TTDPatch or OpenTTD, these are only really useful as non-track tiles, and eyecandy. Someone may yet find a use for them.
Credit has to go to the artists of the OpenGFX graphics, who's work I used as a baseline for these.

They're by no means perfect, and as yet I've only done these ones for temperate. I plan to do at least arctic, tropical and toyland, with other track and grass tiles on request to solve problems of whether I'm allowed to use sprites from such and such a set.
They're not coded yet, and depending on how I feel after finishing these for all four climates, I might try my hand a coding them, or I might ask the community to help if anyone wants.

For now, enjoy this little teaser of my work.


Attachments:
File comment: Temperate tiles. the heights may not be entirely accurate, but it's the first attempt.
diag-1.png
diag-1.png [ 8.59 KiB | Viewed 2109 times ]

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PostPosted: Mon Nov 09, 2009 5:33 pm 
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:-) Nice
Gremnon wrote:
Credit has to go to the artists of the OpenGFX graphics, who's work I used as a baseline for these.

But please then make sure and clear that anything you derive from it is released under GPL v2 or higher.

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PostPosted: Mon Nov 09, 2009 5:36 pm 
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I'll be sure to remember that... I'm a little hazy on exactly how it works, but IIRC, so long as the license is compatible, and credit is given, it's allowed, right?
Also, criticism on the heights wanted - I had a little trouble making them not look like they were just lying on the ground, so I'm not sure if they'll match up to the straight OpenGFX stations.

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Have patience, and don't whine - tutorials on how to compile OpenTTD on any OS can be found on the OpenTTD Wiki. Go look.
Can now be spotted periodically on IRC under the same name
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PostPosted: Tue Nov 10, 2009 7:53 am 
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Befor very nice, I say very good! ...i was searching for that some time ago but didn't find any so I quit... now... You are my hero :oops: ...good job! keep it that way :wink:

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PostPosted: Tue Nov 10, 2009 9:02 am 
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Stay tuned then people, because by the end of today I hope to have the Arctic grass ones done, along with freshly snowed ones.
Tropic is a possibility depending on how much work I can sneak in on it while actually working.
As to Toyland, I'm not entirely sure it's worth my doing - afaik, few people play in Toyland, so is it really worth adding it?

(Note - for an interesting challenge, try the following GRF combo - all ECS vectors loaded, old wagons with new cargos, and Toyland landscape. If that's not a challenge for you, you're too good at this game for your own good.)

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Have patience, and don't whine - tutorials on how to compile OpenTTD on any OS can be found on the OpenTTD Wiki. Go look.
Can now be spotted periodically on IRC under the same name
catcodec, grfcodec and nforenum for Arch Linux


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PostPosted: Tue Nov 10, 2009 2:51 pm 
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Feast your eyes ladies and gentlemen, for I've finished the first version of all sprites for all four default climates.

Things to do for the next version will be creating a small piece of station in the smaller triangular areas, such as on the left and right of the vertical tracks, and above and below the horizontal ones.

Also - at the moment - if anyone wants these done for other station sets, rail types, or ground tiles, just ask. I'll have to get permission to use the sprites I need, but as long as I can use them, I'll work on them.

One thing I've noticed that I never realized before... it's odd how what looks totally flat when you're working on it looks almost 3D, at least within the confines of how the game looks, when you zoom out again.

No code or GRF for these as yet. Credit, as mentioned before, is to the artists of OpenGFX, which the sprites are based on, and these are licensed under the GPL v2... to keep it easier to understand for me.

Enjoy.


Attachments:
File comment: Temperate, Arctic, snowed and unsnowed, and tropic grass
diag-comp1.png
diag-comp1.png [ 93.67 KiB | Viewed 1954 times ]
File comment: Tropic desert and Toyland.
diag-comp2.png
diag-comp2.png [ 47.27 KiB | Viewed 1954 times ]

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Have patience, and don't whine - tutorials on how to compile OpenTTD on any OS can be found on the OpenTTD Wiki. Go look.
Can now be spotted periodically on IRC under the same name
catcodec, grfcodec and nforenum for Arch Linux
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PostPosted: Fri Dec 18, 2009 8:54 pm 
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Gremnon,
I've read your post saying that you don't have a coder, but that's from a while ago. Do you have a coder or have you managed to find one? I really would like to see a GRF for this.
Peter


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PostPosted: Fri Dec 18, 2009 8:58 pm 
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No, there's no coder for this, and currently, I'm immersing myself in C++ code, not NFO. I did have a look at station NFO code, it took a hard look at me back, and we haven't seen each other since.

Anyone who wants to code them, be my guest, so long as I get credit for making them, and OpenGFX authors get the credits too because I borrowed their sprites to make these.

While I do have a few limits on my time because of last minute shopping and other haring around all over, if anyone has requests for these using other base terrain, rail tracks, or stations, do let me know - I'll have to get the right permissions from the various authors, but I'll try and make some.

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I'm forced to wonder what causes people to be incapable of seeing the Search function.
Have patience, and don't whine - tutorials on how to compile OpenTTD on any OS can be found on the OpenTTD Wiki. Go look.
Can now be spotted periodically on IRC under the same name
catcodec, grfcodec and nforenum for Arch Linux


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PostPosted: Fri Dec 18, 2009 9:42 pm 
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Ah, this brings back memories... the patch for this one is from r2673 of OpenTTD... Born_Acorn did the artwork.


Attachments:
File comment: 2005-11-26 14:53
diagstations.png
diagstations.png [ 21.45 KiB | Viewed 1566 times ]

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PostPosted: Fri Dec 18, 2009 9:44 pm 
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Damn. I guess I'm not the first person to have the idea.
I'll admit actual diagonal stations probably aren't likely to make their way to the game (again, if your post is anything to go by) but at the very least, until they do, it could make for some interesting effects.

By the way, did that patch actually work waaay back then? Did the diagonal stations actually work like normal ones?

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I'm forced to wonder what causes people to be incapable of seeing the Search function.
Have patience, and don't whine - tutorials on how to compile OpenTTD on any OS can be found on the OpenTTD Wiki. Go look.
Can now be spotted periodically on IRC under the same name
catcodec, grfcodec and nforenum for Arch Linux


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PostPosted: Fri Dec 18, 2009 9:47 pm 
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petern wrote:
Ah, this brings back memories... the patch for this one is from r2673 of OpenTTD... Born_Acorn did the artwork.

Do diagonal stations actually require a patch?


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PostPosted: Fri Dec 18, 2009 9:50 pm 
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Gremnon wrote:
By the way, did that patch actually work waaay back then?
It did work partially, until the game crashed...

Sadly your work is a bit wasted, as all station tiles are built up from multiple sorted sprites -- there's no need to have climate variations at all.

petert wrote:
Do diagonal stations actually require a patch?
Yes, very much so.

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PostPosted: Fri Dec 18, 2009 9:55 pm 
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Well, given that it is my first attempt at any station tiles, I was bound to do something that made it harder.
I'll possibly separate it out again later.

But to be fair, I thought this approach was best, since they were aimed at being non-track tiles, and I vaguely remember something about having to make them as one piece.

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I'm forced to wonder what causes people to be incapable of seeing the Search function.
Have patience, and don't whine - tutorials on how to compile OpenTTD on any OS can be found on the OpenTTD Wiki. Go look.
Can now be spotted periodically on IRC under the same name
catcodec, grfcodec and nforenum for Arch Linux


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