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Re: Empty Tile GRF

Posted: 14 Sep 2012 19:24
by planetmaker
Pyoro wrote:Alright, thanks, I'll take a look at that. :)

Also, I've again been too naive with coastal tiles - they don't work as hoped, at least not for any nightly at least from 24448 onwards. Only works for some revs around 24110 - 24309. I guess the sprite numbers changed somewhere in-between ...
Coast tiles don't have normal sprite numbers. You cannot use replace on all of them. Some require replacenew.

Re: Empty Tile GRF

Posted: 15 Sep 2012 11:08
by Pyoro
Alright, steep slopes were simply missing tile_check - really odd, could swear I tried that yesterday unsuccessfully. Works today though ...

...as for the coast tiles; doing this in a reliable way is probably beyond me, so I simply made 2 different views - one should work for ~R24309 and some older revs, the other one for anything newer (as far as I can tell).
coasts.png
coasts.png (73.07 KiB) Viewed 6374 times
Not exactly satisfying, but well, I can't really think of anything better ^^;

Re: Empty Tile GRF

Posted: 16 Sep 2012 02:33
by SkiddLow
Do it :?

Re: Empty Tile GRF

Posted: 12 Oct 2012 10:58
by zooks
Great GRF! Makes my towns look so much better! Thanks :bow:

Re: Empty Tile GRF

Posted: 26 Feb 2013 12:03
by Pyoro
I'm thinking about adding some sort of "borders" for scenarios -
Henfingburg Transport, 14. Jan 2000.png
Henfingburg Transport, 14. Jan 2000.png (61.23 KiB) Viewed 5937 times
- but aside from the obvious issues with how this currently looks, how do company colors work with NewObjects? Do I need to do more than setting the OBJ_FLAG_2CC flag and choosing the correct color? ^^;

Re: Empty Tile GRF

Posted: 26 Feb 2013 14:20
by Transportman
I think if you use the company colors from the palette, the recoloring should happen automatically (someone confirm please). If I read the specs correctly, OBJ_FLAG_2CC is not needed, unless you also want to use the 2nd company color.

Re: Empty Tile GRF

Posted: 26 Feb 2013 16:36
by Pyoro
Mh, can't seem to get that to work. Well, not that important, at least I saw the baseset sprite number for coastal tiles in new OTTD versions changed so they're broken again \o/ I suppose it's more worthwhile fixing that first anyways ...

€: added one with a coastal sprite that should work with the newest nightly. Also added some FIRS like fruit plantation tiles -
Staufertransporte, 12. Mai 1940#1.png
Staufertransporte, 12. Mai 1940#1.png (64.72 KiB) Viewed 5807 times
Also attached the source, should it ever need a quick sprite number change again. Or for whatever other reason anyone would be interested ;)

Re: Empty Tile GRF

Posted: 27 Feb 2013 18:29
by trainman1432
Pyoro wrote:Good to hear :)

Bit of playing with them actually quickly found me annoyed by #3 being rather limited, so I made another version with more farming related sprites, including references to some FIRS animals (obviously those will only load properly when playing with FIRS).
Example of a rather dirty sheep farm:
farm.png
What roadset?

Re: Empty Tile GRF

Posted: 27 Feb 2013 18:32
by Pyoro
TTRS roads, "old style". Don't know when exactly they change, around 1950 maybe? ^^

Re: Empty Tile GRF

Posted: 15 May 2013 11:58
by Pyoro
Well, didn't expect to do another update for this, but here it is - base_sprite_shores instead of using explicit sprite numbers for coast tiles so hopefully this'll stay compatible to all future OpenTTD versions ;) You'll need at least r25230 for this to work properly. Other than that there's really no big differences and the old coast tiles should (currently) still work anyways - it did however free up the other coast views so it's now possible to manually build lakes again -
lake.png
lake.png (103.71 KiB) Viewed 5655 times
(it's not possible to use them for ships though, just eye-candy ... )

Re: Empty Tile GRF

Posted: 05 Apr 2014 11:52
by Pyoro
New version. This now has officially more public releases than DBSet ... alright, just kidding, didn't actually count ;)
Anyways. Removed the farm fields since they can be found in this GRF now (along with other farm stuff). Everything else pretty much stays the same.

I'll also upload the source in case anyone needs to reduce the number of GRFs loaded for a game; since this one is super-easy to merge it shouldn't be much trouble ;)
EmptyGRF.grf
(6.94 KiB) Downloaded 156 times
EmptyGRFSource.zip
(7.59 KiB) Downloaded 127 times

Re: Empty Tile GRF

Posted: 23 Nov 2014 12:58
by Pyoro
Yet another new version. Heh. You'd think with something as simple as this, one would be enough ... clearly not, at least if you are as "organized" as I am ;)

- removed the forest tiles. They'll be found somewhere else some time soon (right after Half Life 2 Episode 3 is released)
- properly uses the MISC category now

Basically it's gone full circle back to version 2 or something ;) (alright, alright, the coastal tiles actually work properly in this one. Not like I'm always being chaotic for NO reason).
Still the GRF to do pointless things with.
rite.png
rite.png (12.35 KiB) Viewed 5061 times
...rite.

Re: Empty Tile GRF

Posted: 26 Apr 2015 09:07
by GarryG
I like the emptygrf at the beginning. The grass along side rivers makes them look like a canal and drains. Makes them excellent it have rivers passing through towns.

The roads used in the pic .. what roads are they? I like the tunnel entrances as also have a pedestrian walkway too.

Re: Empty Tile GRF

Posted: 26 Apr 2015 17:36
by Pyoro
That save is so ancient I'm not even sure anymore:
BK Enhanced Tunnels 1.1 and Total Town Replacement Set I think.

Re: Empty Tile GRF

Posted: 26 Apr 2015 23:25
by GarryG
Thanks for your reply, but unfortunate what you suggested don't work. Maybe it because I using the latest in OpenTTD 1.5.

Custom Tunnel Entrance will give that tunnel for rail but not for road. I thinking maybe be Canada roads, but none of the Canadian NewGRFs will work for me as all the graphics to them are pixelated.

I will keep experimenting and let you know if successful.

Re: Empty Tile GRF

Posted: 27 Apr 2015 20:24
by Pyoro
Sucks.
grfs.png
grfs.png (11.16 KiB) Viewed 4663 times
That's the full GRF list for that game in the original screenshot. Don't forget that some of those GRFs have parameters.

Whatever it is, it's definitely not Canadian ;)


As a remote PS: on the topic: I haven't forgotten about my promise for trees. I simply got hit with a severe case of real-life. I suspect I'll get over it at some point though ^^;

Re: Empty Tile GRF

Posted: 27 Apr 2015 22:42
by PaulC
I believe those are the "modern" style roads in TTRS3. They only appear after 1950, though I think you can change that with a parameter.

Re: Empty Tile GRF

Posted: 28 Apr 2015 00:38
by GarryG
PaulC and Pyoro, thank you both kindly for your suggestions. This allowed me to experiment more and found that these tunnels are from TTRS3 and they become available from 1970 if not set any parameters.

If change the "Time Era Used" parameters can make these tunnels become available a lot sooner. I tried "ignore eras and use house from any at random" and set date when start game to 1930 and these tunnels were available, but unfortunately modern buildings also available early and seems a bit strange old vehicles running around a modern town.

I want to try building a scenario from Sydney to Newcastle in Australia including suburban stations to scale (25 squares per km). There are many underpasses (subways) where roads pass under the railway line in Sydney so these tunnels with subways just make some locations look better .. I hope. I will experiment the next few days and see what I can do. Again thank you for your help.

Re: Empty Tile GRF

Posted: 04 Mar 2016 16:29
by Pyoro
Apparently someone is interested in snow. So:
snow_in_summer.png
snow_in_summer.png (64.06 KiB) Viewed 4063 times
Like this, maybe? ^^;

Re: Empty Tile GRF

Posted: 04 Mar 2016 16:54
by planetmaker
I can encourage anyone who feels like to add the empty ground tiles as objects to OpenGFX+Landscape. It would be a good addition indeed. I'd happily accept such patches or pull requests.