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Posted: 18 Apr 2007 09:11
by SkeedR
looking NAIS! (Nice)

Posted: 18 Apr 2007 10:40
by wallyweb
lifeblood wrote:Here be my effort for an automobile assembly plant.
... and what a nice effort it is indeed. :D
Just a couple of things missing ... hmmm ... can't quite put my finger on it ... oh yes ... more industries and a release date! :wink:

Posted: 18 Apr 2007 11:35
by Ben_K
Lifeblood - Great, great work!! Just a tiny bit more texturing (On the windows, for example) and it will look perfect! Awesome... 8)

Posted: 18 Apr 2007 17:00
by m3henry
stuff the car side!
that looks like a the perfect factory.

Posted: 18 Apr 2007 17:05
by The Irish
Very nice.
But maybe some small cars coming out on one end and maybe a car park where the finished cars are parked until collection. :D

Posted: 18 Apr 2007 17:32
by wallyweb
The Irish wrote:... and maybe a car park where the finished cars are parked until collection. :D
This would be ideal for a station. I'm thinking of the Canadian Station Set's parking lot. Instead of filling up as passengers increase, it could fill up as goods (shiny new cars) increase. I recommend setting it up just as with the original ... no tracks. That way there would be more flexibility in using it.

Posted: 18 Apr 2007 17:36
by lifeblood
Thanks for all the nice comments! I'll tweak the windows. Seeing it with a grass background really brings out how flat the windows look on the red-brick building. Also, I'm working on my own form of branding...

I forgot to mention that this is the factory in its idle state. Once production starts, it's appearence will change, with autos in the side lot, and that big green door will open, and cars will come out. Trucks will make deliveries, and all that fun stuff. I've now started on the auto-components plant. :D

Posted: 18 Apr 2007 17:39
by PikkaBird
lifeblood wrote:autos in the side lot, and that big green door will open, and cars will come out. Trucks will make deliveries, and all that fun stuff.
And you're expecting me to code all this, are you? :o :lol:

Posted: 18 Apr 2007 17:56
by Pug
Who else can? We need the best man for the job. This is turning into a great industryset.

I wonder when every graphic in TTDP will be changed from its original

Posted: 18 Apr 2007 18:09
by lifeblood
PikkaBird wrote: And you're expecting me to code all this, are you? :o :lol:
Don't you worry, there's no animation, just a different set of sprites for production. Everything remains stationary.

Posted: 18 Apr 2007 23:12
by OzTrans
lifeblood wrote:Here be my effort for an automobile assembly plant.
I'm speechless; excellent work ...

Posted: 19 Apr 2007 00:38
by DanMacK
:shock: Wow.... Absolutely Amazing!!!!!!

Posted: 20 Apr 2007 02:56
by lifeblood
When I should've been marking papers, I decided to play around in photoshop and came up with this, the automotive components plant. Where as the assembly plant was based on pictures of GM plants in Oshawa, the components plant is based on factories near my home, making this a quick and easy draw.

Again, this is in the idle state, it'll look busy when its in production.

I'm still tweaking with the assembly plant, watch for that soonish.

Posted: 20 Apr 2007 03:11
by DanMacK
:shock: I like :D Looks awsome man, keep it u[p.

Posted: 20 Apr 2007 05:01
by ISA
:shock: 'Blood' stop making us 'shocked', we cant close our big eyes anymore! Ok /joke
Your job is fantastic and we/I hope that you'll continue that good work!

Posted: 20 Apr 2007 23:59
by OzTrans
... city roads and plant ...
are these roads going to be part of the plant ? If not you will not get city roads, if that factory is built out of town. Otherwise very good work.

Posted: 21 Apr 2007 01:37
by lifeblood
OzTrans, I just put the roads in there to serve as a reference. More so with the assembly plant, to highlight that it is not contiguous. It would be nice if certain industries were coded to appear in towns, much like MB's brewery, and a few of Pikka's industries too, in which case urban roads would be more likely to appear. For that reason, coding the roads into the set would make the roads un-useable.

Dan and Pikka: I'm about to start on the construction phases for these, and I hate doing this. It's pointless to put much work into this, because they last for a short period of time. So, how lazy can I be? Keep in mind, the sooner I get this 'vector' (to borrow a word from ECS) done, the sooner I'll move on to agricultural/edibles 'vector'. :wink:

Posted: 21 Apr 2007 01:42
by PikkaBird
lifeblood wrote:Dan and Pikka: I'm about to start on the construction phases for these, and I hate doing this.
God, tell me about it. Haet construction stages.

As to how lazy you can be, well, it mustn't look finished while it's under construction, but I'm happy with just one construction stage, that's all most of my UKRS industries have. Dan?

Posted: 21 Apr 2007 05:58
by George
lifeblood wrote:Keep in mind, the sooner I get this 'vector' (to borrow a word from ECS) done, the sooner I'll move on to agricultural/edibles 'vector'. :wink:
The Agriculture vector is fast done in ECS. Could you work on improving it instead of redoing it, or better focus on the other vector? You made the excellent Automotive plant, so may be it would be the best to focus on machinery vector?

Machinery vector consist of Iron ore mine, Steel mill and Automotive plant. There is Steel mill and Automotive plant, so, all we need is Iron ore mine? Could you create it?

May I use Steel mill and Automotive plant graphics in ECS Machinery vector?

Posted: 21 Apr 2007 06:22
by WWTBAM
But its a North American styled industry set. So he may want to leave certain ECS cargoes/industries out.