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 Post subject: OpenGFX+ Landscape
PostPosted: Sat Jan 15, 2011 1:28 pm 
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Hi,

I just noticed that one of the newest members of the OpenGFX+ family has not yet its own thread: OpenGFX+ Landscape. It's purpose is to allow to add and modify certain aspects of the landscape appearance. It's still in a very early development stage and nothing really is finished, but the main features will include
- an option to turn off the gridlines
- a number of NewObjects which make for good eye candy in the landscape

The set currently contains graphics by Zephyris (all ground tiles w/o grids, wind power plant), andythenorth (wind power plant) and kamnet (rock instead of transmitter).

As a taster attached a screenshot on how it looks right now and the current development version. The home of this NewGRF is the DevZone where also the nightly builds of this NewGRF can be found.

Known bugs: the 'no grid' option still has flaws with roads and rail tiles and some other special tiles as well.

Enjoy :-)


Attachments:
File comment: wind powerplants
wind_powerplant2.png
wind_powerplant2.png [ 236.3 KiB | Viewed 29884 times ]
File comment: r21
ogfx-landscape-nightly-r21.zip [594.07 KiB]
Downloaded 1057 times

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sat Jan 15, 2011 2:38 pm 
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I'm looking forward to see more eye candy! :)
Perhaps some alphabet and number tiles can be designed too.
On the other hand, how would you distinguish transmitters and rocks? Wouldn't it be too difficult? :wink:

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sat Jan 15, 2011 3:21 pm 
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Excellent work by all! :bow:

Really looking forward to trying this. Already using "NoGridLand" and I love it. I'm one of those OTTD players who considers it a virtual model railroad rather than a "game." 8) Besides building a profitable transport company, I like using various station GRFs to create pleasing graphics. Maybe once we have this wonderful tool for adding "eye candy" graphics, I can finally persuade some generous person to draw a North American style water tower, sand tower and coaling tower. :) These would be better as "eye candy" objects since I try not to have station catchment areas overlap if at all possible.

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sat Jan 15, 2011 4:25 pm 
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Maybe it would be a good idea to allow the default transmitter and lighthouse objects to be built too.

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sat Jan 15, 2011 4:44 pm 
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oberhümer wrote:
Maybe it would be a good idea to allow the default transmitter and lighthouse objects to be built too.

Yes, it would.

Patches to that end are also accepted ;-)

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sat Jan 15, 2011 7:34 pm 
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2006TTD wrote:
On the other hand, how would you distinguish transmitters and rocks? Wouldn't it be too difficult? :wink:


The idea of replacing a transmitter with a rock is for early games where transmitters didn't exist or were not prevalent.

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sat Jan 15, 2011 7:45 pm 
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Menno, I really loved these transmitters in 1837 ;)


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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sat Jan 15, 2011 9:58 pm 
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Timmaexx wrote:
Menno, I really loved these transmitters in 1837 ;)

That's why it is a parameter :-P

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sun Jan 16, 2011 3:29 am 
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while i find it unlikely that i'll ever use this set, i still have a suggestion:

option to replace brown grass with green grass in arctic (alpine-style)

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sun Jan 16, 2011 10:58 am 
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I think I have the sprites for that somewhere... I'll have a look.

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sun Jan 16, 2011 5:54 pm 
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planetmaker wrote:
oberhümer wrote:
Maybe it would be a good idea to allow the default transmitter and lighthouse objects to be built too.

Yes, it would.

Patches to that end are also accepted ;-)
Coming soon to a download site near you. :wink:

This already exists for TTDPatch but the code is undergoing a major makeover thanks to Lakie's latest patchwork (r2366). The result will be:
1. Support for steep slopes
2. [UNIV] support for both TTDPatch and OpenTTD

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sun Jan 16, 2011 9:45 pm 
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I think these are all the required sprites...


Attachments:
temperate ground tiles snow transition new new 8bpp.png [47.04 KiB]
Downloaded 3 times
temperate ground tiles snow transition new new nogrid 8bpp.png [45.94 KiB]
Downloaded 3 times

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sat Feb 12, 2011 7:45 am 
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Have you thought about including Snow Line mod in OpenGFX+ Landscape?

Also, I made a suggestion in chat awhile back of including something similar to Grassy Knoll (replace player-owned land w/ brown tiles & sign with grass sprites), and have an option for all the sprites to be surrounded by 2cc-colored fence. Current if I have GK and OGFX+L loaded, I lose the signs but I'm back to brown ground sprites. :-(

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sat Feb 12, 2011 10:23 am 
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kamnet wrote:
Have you thought about including Snow Line mod in OpenGFX+ Landscape?

Also, I made a suggestion in chat awhile back of including something similar to Grassy Knoll (replace player-owned land w/ brown tiles & sign with grass sprites), and have an option for all the sprites to be surrounded by 2cc-colored fence. Current if I have GK and OGFX+L loaded, I lose the signs but I'm back to brown ground sprites. :-(


I just thought about the SnowLineMod being included here might be a good idea. So: thought yes. Done anything in that respect: no(t yet); it would require a re-write as SnowLineMod is written in NFO and OpenGFX+ Landscape in NML, so a simple copy&paste of my previous grf fails here.

Also the idea with the CC-fenced area as bought company area is still something I fancy (though it can't quite replace the bought area sprite, you'd have to build the "fenced area object" instead is still something I plan to consider. But it's a lot of work to get that into the game as I'll have to query the ground tile and consider every slope possible for every ground tile variation (climates) possible (or I didn't yet see an easier road).

Another idea is to allow a switch to select the ground tiles used independent of the actual climate - and to include also temperate - snow transition tiles for alternative use in the arctic climate.

I'm quite open to collaboration on this (or other) sets, I don't have to be the single code author ;-)

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sat Feb 12, 2011 12:40 pm 
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Hello,

it is really cool to see ogfx+ landscape released. Hopefully, it will be used on some servers :)
But there is something, that needs, IMO, a change: Please raise the price of the Turbines. 1.200€ are too cheap. If not, the map would be flooded with windturbine-parcs...
Wikipedia lists the price of a turbine on 3,57 Million Euro. As this price is too high, I think 20.000€ might be good as well ;)

Greets,
Tim


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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Fri Mar 04, 2011 10:56 pm 
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A small teaser from the current work on this set. The Alpine theme is not yet finished, though. Some sprites are still being drawn. The snow line is sinoidal and configurable in both height and amplitude (also for unmodified arctic climate), thus it obsoletes the Snow Line Mod.


Attachments:
File comment: teaser
Sarfingbridge Transport, 16-12-2024.png
Sarfingbridge Transport, 16-12-2024.png [ 92.26 KiB | Viewed 28758 times ]

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sat Mar 05, 2011 8:36 am 
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Wouldn't it be nice to have some small box (for the electricity cables, and entrance of the wind mill) at the base of the wind mill?

A square of some (white-ish) gravel may also work.


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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sat Mar 05, 2011 10:18 am 
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Alberth wrote:
Wouldn't it be nice to have some small box (for the electricity cables, and entrance of the wind mill) at the base of the wind mill?

A square of some (white-ish) gravel may also work.


Yeah, that'd make it look better.. or a concrete base?

Attachment:
enecron_wind_turbine_bottom.jpg
enecron_wind_turbine_bottom.jpg [ 38.46 KiB | Viewed 28693 times ]

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sat Mar 05, 2011 11:18 am 
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Alberth wrote:
Wouldn't it be nice to have some small box (for the electricity cables, and entrance of the wind mill) at the base of the wind mill?

A square of some (white-ish) gravel may also work.

That's indeed an idea for a variant. But most wind turbines I know have nothing special there, just a door in the tower, that's all. Also the off-shore version surely wouldn't have a cable box near the water surface ;-)

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sat Mar 05, 2011 3:05 pm 
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Thanks for transmitter :-)

It would be nice if in early years they could look like this or this windmill.


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