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OpenGFX+ Landscape
Posted: 15 Jan 2011 13:28
by planetmaker
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
Re: OpenGFX+ Landscape
Posted: 15 Jan 2011 14:38
by 2006TTD
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?
Re: OpenGFX+ Landscape
Posted: 15 Jan 2011 15:21
by ostlandr
Excellent work by all!
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."
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.
Re: OpenGFX+ Landscape
Posted: 15 Jan 2011 16:25
by oberhümer
Maybe it would be a good idea to allow the default transmitter and lighthouse objects to be built too.
Re: OpenGFX+ Landscape
Posted: 15 Jan 2011 16:44
by planetmaker
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
Re: OpenGFX+ Landscape
Posted: 15 Jan 2011 19:34
by kamnet
2006TTD wrote:On the other hand, how would you distinguish transmitters and rocks? Wouldn't it be too difficult?
The idea of replacing a transmitter with a rock is for early games where transmitters didn't exist or were not prevalent.
Re: OpenGFX+ Landscape
Posted: 15 Jan 2011 19:45
by Timmaexx
Menno, I really loved these transmitters in 1837
Re: OpenGFX+ Landscape
Posted: 15 Jan 2011 21:58
by planetmaker
Timmaexx wrote:Menno, I really loved these transmitters in 1837
That's why it is a parameter
Re: OpenGFX+ Landscape
Posted: 16 Jan 2011 03:29
by Eddi
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)
Re: OpenGFX+ Landscape
Posted: 16 Jan 2011 10:58
by Zephyris
I think I have the sprites for that somewhere... I'll have a look.
Re: OpenGFX+ Landscape
Posted: 16 Jan 2011 17:54
by wallyweb
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.
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
Re: OpenGFX+ Landscape
Posted: 16 Jan 2011 21:45
by Zephyris
I think these are all the required sprites...
Re: OpenGFX+ Landscape
Posted: 12 Feb 2011 07:45
by kamnet
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.
Re: OpenGFX+ Landscape
Posted: 12 Feb 2011 10:23
by planetmaker
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
Re: OpenGFX+ Landscape
Posted: 12 Feb 2011 12:40
by Timmaexx
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
Re: OpenGFX+ Landscape
Posted: 04 Mar 2011 22:56
by planetmaker
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.
Re: OpenGFX+ Landscape
Posted: 05 Mar 2011 08:36
by Alberth
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.
Re: OpenGFX+ Landscape
Posted: 05 Mar 2011 10:18
by SamMacca
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?
- enecron_wind_turbine_bottom.jpg (38.46 KiB) Viewed 48225 times
Re: OpenGFX+ Landscape
Posted: 05 Mar 2011 11:18
by planetmaker
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
Re: OpenGFX+ Landscape
Posted: 05 Mar 2011 15:05
by Muzzly
Thanks for transmitter
It would be nice if in early years they could look like
this or
this windmill.