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TARS New Objects [Pistes, Lifts, Landscapes] Development

Posted: 10 Sep 2011 18:40
by SwissFan91
Development topic for Total Alpine Replacement Set NewObjects.

Release topics:
Pistes [v0.1 05/05/2015]
Mountain Lifts [v0.3 04/10/2015]
Landscapes
Lodges

Re: TARS New Objects

Posted: 10 Sep 2011 18:58
by Leanden
Said it on the other thread, but ill say it again, would it be possible for you to draw them to proper scale on correct tile sizes so that we can see how it would look as a proper sprite :)

Re: TARS New Objects

Posted: 11 Sep 2011 09:35
by Yoshi
like this? :
fixed_house.png
fixed_house.png (3.74 KiB) Viewed 20713 times
2x2 tiles

Re: TARS New Objects

Posted: 11 Sep 2011 13:03
by Leanden
Yup that looks much better :)

Re: TARS New Objects

Posted: 11 Sep 2011 13:49
by SwissFan91
I have just touched it up a bit, and this will do on this building for now. Really struggling to draw the pylons though :(

Re: TARS New Objects

Posted: 11 Sep 2011 19:01
by wallyweb
SwissFan91 wrote:I made a cable car station that could serve as a new object. Thoughts?
That's what we invented newobjects for. 8)

Re: TARS New Objects

Posted: 14 Sep 2011 13:10
by SwissFan91
Pedestrianised roads. Thoughts? Which one is better?

Re: TARS New Objects

Posted: 14 Sep 2011 13:33
by planetmaker
where are the pedestrians?

Re: TARS New Objects

Posted: 14 Sep 2011 15:28
by Yoshi
As far as I know he thinks about a road, which is not allowed to use by car/bus/truck!

Re: TARS New Objects

Posted: 14 Sep 2011 15:45
by lawton27
The problem with pedestrianized roads as new objects is a town with it's roads replaced by these would not grow, best wait for newgrf road types. :)

Re: TARS New Objects

Posted: 14 Sep 2011 16:17
by Leanden
If you pedestrianised all the roads in a real city, i expect that wouldnt grow much either.

You'd surely only put them in a limited area, like a single market street or something.

Re: TARS New Objects

Posted: 14 Sep 2011 16:21
by lawton27
Good point, but that would usually be in the center of the city, and correct me if I'm wrong but i think if you destroy the root road in a city it won't grow either.

Re: TARS New Objects

Posted: 14 Sep 2011 17:31
by Leanden
Ye the tile that is directly under the city name.

Re: TARS New Objects

Posted: 14 Sep 2011 17:53
by planetmaker
or -2 ... +2 tiles around that ;-)

Re: TARS New Objects

Posted: 14 Sep 2011 22:36
by SwissFan91
planetmaker wrote:where are the pedestrians?
Be patient :)
lawton27 wrote:The problem with pedestrianized roads as new objects is a town with it's roads replaced by these would not grow, best wait for newgrf road types. :)
Mainly, I would only use these for car-free resorts, which I don't want to grow. And besides, I usually play with town growth turned off.

Also, road types could be a while before it is implemented, right? Also, a roadtype, what would your vehicle be? Pedestrians?

If you don't like them, you don't have to build them.

Re: TARS New Objects

Posted: 15 Sep 2011 00:52
by Supercheese
SwissFan91 wrote:Also, road types could be a while before it is implemented, right? Also, a roadtype, what would your vehicle be? Pedestrians?
Perhaps groups of pedestrians, Segways, bicycles, or even one of these things?

Re: TARS New Objects

Posted: 15 Sep 2011 02:07
by Leanden
Why does a road type have to have vehicles on it at all? There is nothing to say it does, it could be implemented as a way to lay pavement and such things, roadtypes will be usable in whatever way people can dream up to exploit that feature, much like with newobjects. Whoever thought you'd be able to make a motorway using newobjects, but Foobar has managed it.

Think outside the box ;)

Re: TARS New Objects

Posted: 15 Sep 2011 08:15
by SwissFan91
Leanden wrote:Why does a road type have to have vehicles on it at all? There is nothing to say it does, it could be implemented as a way to lay pavement and such things, roadtypes will be usable in whatever way people can dream up to exploit that feature, much like with newobjects. Whoever thought you'd be able to make a motorway using newobjects, but Foobar has managed it.

Think outside the box ;)
Should Foobar not have waited to make motorways a roadtype, then? :P

Re: TARS New Objects

Posted: 15 Sep 2011 08:30
by lawton27
SwissFan91 wrote:
Leanden wrote:Why does a road type have to have vehicles on it at all? There is nothing to say it does, it could be implemented as a way to lay pavement and such things, roadtypes will be usable in whatever way people can dream up to exploit that feature, much like with newobjects. Whoever thought you'd be able to make a motorway using newobjects, but Foobar has managed it.

Think outside the box ;)
Should Foobar not have waited to make motorways a roadtype, then? :P
I think road types will most probably be limited to 2 lanes so no :)

Re: TARS New Objects

Posted: 15 Sep 2011 08:45
by planetmaker
lawton27 wrote:
SwissFan91 wrote:
Leanden wrote:Why does a road type have to have vehicles on it at all? There is nothing to say it does, it could be implemented as a way to lay pavement and such things, roadtypes will be usable in whatever way people can dream up to exploit that feature, much like with newobjects. Whoever thought you'd be able to make a motorway using newobjects, but Foobar has managed it.

Think outside the box ;)
Should Foobar not have waited to make motorways a roadtype, then? :P
I think road types will most probably be limited to 2 lanes so no :)
Road types should not be confused with with multi-tile wide roads or more road lanes per tile. That's something entirely different (and at least as complicated).