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 Post subject: OpenGFX+ Trees 0.2.2
PostPosted: Fri Sep 03, 2010 4:30 pm 
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OpenGFX+ Trees
version 0.2.2

A graphic replacement set for trees. This currently contains base graphic replacements for temperate, sub-arctic trees and a few sub-tropical trees. Toyland trees will be considered if needed.

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, 2, 3, 4, 5 - 5 types of roadside tree available
  • Parameters 4 to 22 - Tree Exclusion
    These parameters correspond to each treetype found in this newgrf. A value of 0 disables the tree, 1 enables. All trees are enabled by default. For sub-arctic climate, parameters 4 to 11 are used for dry trees, parameters 12 to 19 for snowy trees and 20 to 22 are ignored. For sub-tropical climate, parameters 4 to 5 are used for 2 cactus trees and the rest for tropical trees. (There's just two tropical trees for now)

Changes from previous release:
  • swapped tree activation values back (0 with 1)
  • added a 1 sub-tropical trees


For bugs or other problems running the NewGRF, please post them here. For questions, suggestions or comments post them HERE.

Thanks to planetmaker and Ammler for setting me up at the DevZone. Downloads for releases, nightlies and source are now available HERE. As always, you can also get them from BaNaNaS via online content download.

Copyright © 2010 Froix


Attachments:
File comment: Default: All trees enabled.
trees_all.png
trees_all.png [ 39.4 KiB | Viewed 5902 times ]
File comment: Coniferous
trees_conifer.png
trees_conifer.png [ 36.52 KiB | Viewed 5902 times ]
File comment: Arctic
trees_arctic.png
trees_arctic.png [ 41.79 KiB | Viewed 5902 times ]

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Last edited by Froix on Sun Oct 10, 2010 5:05 am, edited 4 times in total.
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 Post subject: Re: OpenGFX+ Trees
PostPosted: Fri Sep 03, 2010 8:10 pm 
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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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 Post subject: Re: OpenGFX+ Trees
PostPosted: Fri Sep 03, 2010 9:00 pm 
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Very nice trees You got there.... They fit very good into my arctic game!!!
Keep up the good work mate!!!

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 Post subject: Re: OpenGFX+ Trees
PostPosted: Fri Sep 03, 2010 9:05 pm 
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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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 Post subject: Re: OpenGFX+ Trees
PostPosted: Sat Sep 04, 2010 1:43 am 
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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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 Post subject: Re: OpenGFX+ Trees
PostPosted: Sun Sep 05, 2010 10:25 pm 
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Wow, these trees are awesome!

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 Post subject: Re: OpenGFX+ Trees
PostPosted: Sat Sep 18, 2010 11:18 am 
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Hey Thanks Neko!

New Version Released. See first post for details.

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 Post subject: Re: OpenGFX+ Trees
PostPosted: Sun Sep 19, 2010 3:46 am 
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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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 Post subject: Re: OpenGFX+ Trees 0.2.0
PostPosted: Sun Sep 19, 2010 12:06 pm 
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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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 Post subject: Re: OpenGFX+ Trees 0.2.1
PostPosted: Sat Oct 09, 2010 3:56 am 
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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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 Post subject: Re: OpenGFX+ Trees 0.2.1
PostPosted: Sat Oct 09, 2010 11:47 am 
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ActionD +80 could be used for setting defaults...

Edit: Example:
Code:
// 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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 Post subject: Re: OpenGFX+ Trees 0.2.1
PostPosted: Sat Oct 09, 2010 3:59 pm 
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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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 Post subject: Re: OpenGFX+ Trees 0.2.1
PostPosted: Sat Oct 09, 2010 4:31 pm 
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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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 Post subject: Re: OpenGFX+ Trees 0.2.1
PostPosted: Sat Oct 09, 2010 4:40 pm 
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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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 Post subject: Re: OpenGFX+ Trees 0.2.1
PostPosted: Sat Oct 09, 2010 4:50 pm 
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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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 Post subject: Re: OpenGFX+ Trees 0.2.1
PostPosted: Sat Oct 09, 2010 6:46 pm 
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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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 Post subject: Re: OpenGFX+ Trees 0.2.2
PostPosted: Sun Oct 10, 2010 5:10 am 
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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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 Post subject: Re: OpenGFX+ Trees 0.2.2
PostPosted: Sun Oct 10, 2010 6:33 am 
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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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 Post subject: Re: OpenGFX+ Trees 0.2.2
PostPosted: Sun Oct 10, 2010 7:04 am 
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Someone already made something like that: viewtopic.php?p=897703#p897703

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 Post subject: Re: OpenGFX+ Trees 0.2.2
PostPosted: Sat Oct 16, 2010 7:49 am 
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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...

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