OpenGFX+ Landscape

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planetmaker
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Re: OpenGFX+ Landscape

Post by planetmaker »

PaulC wrote:Regarding what was said in the release thead about the wind turbine base...

I've had a bit of a nosey around the DevZone and it looks like the intention is to have dirt around the base of the turbine when on land but not on water. Perhaps you could have waves around the base of the turbine when on water similar to the (OGFX) oil rigs? This is just something I quickly put together, but the effect in game seems rather nice IMO:
Great. Indeed I fixed already in the nightly builds the issue that dirt isn't shown on water anymore. But I didn't yet have time and patience to create a sprite with some waves like you show here when the wind turbine is placed on water. I'll gladly use your suggestion for that case :-)
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Re: OpenGFX+ Landscape

Post by NekoMaster »

planetmaker wrote:
wallyweb wrote:I don't know the capabilities of OpenGFX, but perhaps fencing and sound barriers would be more appropriate to newobjects. :)
As FooBar said, this is just a normal NewGRF. The name only indicates the graphics style which it is designe to amend where the base set capabilities do not suffice (like vehicle refit, better ground awareness of buildings, stations, industries,... along with some more config options.

This particular NewGRF offers to choose to work without grids and adds a few selected NewObjects - like the fenced land is one.

With respect to sound barriers etc related to rail tracks or roads... for the time being I'd like to point to the Dutch Road Furniture Set ;-) or the rail track set of your choice.
I think that this set could still use those barriers, I mean, theres already a clear piece of land object and a wind turbine, so if theres already those two random things then why not chain link fences and sound barriers? This way only one grf needs to be loaded an not 2 if using this and Dutch Road Furniture
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Re: OpenGFX+ Landscape

Post by PaulC »

Suggestion:

One feature of the TTDP base set is the ability to choose which foundations you use in which climate. Such a feature would seem well suited to this grf.
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Re: OpenGFX+ Landscape

Post by planetmaker »

PaulC wrote:ability to choose which foundations
That's a nice suggestion. And not even difficult :-)
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Re: OpenGFX+ Landscape

Post by NekoMaster »

How about adding light grey concrete, and bricks for extra foundation options?
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Re: OpenGFX+ Landscape

Post by Transportman »

I have found a small bug wrt to the windmills. When build on a non-water tile at sealevel, the windmill keeps ground under it when it is flooded. See the screenshot.
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planetmaker
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Re: OpenGFX+ Landscape

Post by planetmaker »

Now, that's a nice bordercase :-)

I made a note so that I'll look at it :-)
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Re: OpenGFX+ Landscape

Post by Transportman »

It also might be a bug in OpenTTD, don't know how the game handles flooding of tiles with an object on it that can be build on water. But I don't know another NewGRF with an object that can be build both on water as on land, so I can't really test this.
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Re: OpenGFX+ Landscape

Post by planetmaker »

Transportman wrote:It also might be a bug in OpenTTD, don't know how the game handles flooding of tiles with an object on it that can be build on water. But I don't know another NewGRF with an object that can be build both on water as on land, so I can't really test this.
It's neither really: when OpenTTD floods a tile, it checks whether it usually just destroys what's on it. In this case, though, the NewObject can be built on water, thus it's not destroyed. But what does not happen is an update of the waterclass of the object tile: An object tile simply remembers the water class (dry, sea, river, canal) it had prior to becoming an object tile. When it is build and there's no water, the NewObject is built on dry land with the appropriate sprite as ground sprite. This is not updated when it (should) be flooded... That's a state which probably could change within OpenTTD's handling...
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Re: OpenGFX+ Landscape

Post by NekoMaster »

NekoMaster wrote:How about adding light grey concrete, and bricks for extra foundation options?
Anyone see this suggestion? I kinda hate the cobble stone and wooden supports for the foundations in temperate and sub-artic climates. I think concrete or brick would be a nice alternative option enabled via parameters
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Re: OpenGFX+ Landscape

Post by FooBar »

Well, the graphics for that don't draw themselves... :wink:
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Re: OpenGFX+ Landscape

Post by NekoMaster »

FooBar wrote:Well, the graphics for that don't draw themselves... :wink:
We already have the graphics for concrete, look at the tropical foundations :P
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Re: OpenGFX+ Landscape

Post by planetmaker »

NekoMaster wrote:How about adding light grey concrete, and bricks for extra foundation options?
I saw it... but didn't yet do much work on the set since: http://dev.openttdcoop.org/issues/3317
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Re: OpenGFX+ Landscape

Post by PaulC »

I took a quick stab at some brick foundations... The contrast is probably too great between the dark and light side, but it's just a simple recolour of the tropic foundations. I guess it's not quite that easy though! :P
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Re: OpenGFX+ Landscape

Post by Nite Owl »

With regard to the brick foundations idea - are you aware of THIS?
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Re: OpenGFX+ Landscape

Post by PaulC »

Sure (well, I am anyway), I was just going for something different to the arches...
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Re: OpenGFX+ Landscape

Post by NekoMaster »

Well now we have 3 alternatives, with the concrete foundations already in the sub-tropical climate, and the brick and Ameecher's Foundations too
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Re: OpenGFX+ Landscape

Post by PaulC »

I can think of several other foundation grfs as well...
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Re: OpenGFX+ Landscape

Post by Nite Owl »

The one that pops into my mind, probably because I use it most often, is THIS ONE. There is an updated version (v0.2) further down in the topic at this POST.
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Re: OpenGFX+ Landscape

Post by ISA »

Hey mates! A little pump! Just wanted to ask, if there is any way possible to have/use newobjects separately in this grf so I don't get any other changes in the game, graphic wise! Very like to use this windmill in my game's!
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