ISR/DWE style dock and objects, Version 1.1 released

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Bob_Mackenzie
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Re: ISR style dock and objects, Version 1.3 released

Post by Bob_Mackenzie »

Currently I'm working on some other stuff outside this GRF and also working on some stuff for this GRF that is just a bit more interesting to me, so don't expect some new drive-thru sheds at the moment. However, if you can't resist firing up some graphics editor and draw them, I'll be happy to code them into this GRF.
Not that I'm promising, and I've never drawn any buildings, but do you have a one tile template. How many pixels are you using per building story?
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Re: ISR style dock and objects, Version 1.3 released

Post by Quast65 »

You don't need to really draw buildings, you just have to copypaste buildings from the ISR set. Just cut them up in the right way so vehicles can drive thru them. Please note that I don't know how to animate objects (and have no intention of finding out how that works), so make sure that all doors that vehicles can drive through are open ;-)

If you want to draw new stuff, please release them under the GPLv2 license. I will offcourse credit anyone who participates in this project, but I want all the graphics in this GRF GPLv2, so they can freely be used by others.

I've made a template for the drive-thru tiles:
TemplateDriveThru.pcx
(36.77 KiB) Downloaded 155 times
The white basetiles are the places where you should draw the drive-thru buildings. If there are any white pixels still visible after placing the building, fill those pixels up with pixels from an ISR basetile.

Here is an example to make it a bit clear what should be drawn where (please ignore the strange colors, when I started this GRF I didn't know GRFcodec could decode GRF's with two different palettes, I used the wrong one... Gladly there are no problems in game and I do draw now using the right palette):
DriveThruExample.png
DriveThruExample.png (17.16 KiB) Viewed 6200 times
How many pixels are you using per building story?
Somewhere between 8 to 10 pixels. The opening where vehicles drive through should at least be 8 pixels high and as wide as a road, to avoid strange cutting off effects.
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Re: ISR style dock and objects, Version 1.3 released

Post by Ameecher »

Might want to add a "-p2" to the end of your grfcodec entry there!
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Re: ISR style dock and objects, Version 1.3 released

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Ameecher wrote:Might want to add a "-p2" to the end of your grfcodec entry there!
Read before posting ;-)
(please ignore the strange colors, when I started this GRF I didn't know GRFcodec could decode GRF's with two different palettes, I used the wrong one... Gladly there are no problems in game and I do draw now using the right palette)
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Re: ISR style dock and objects, Version 1.3 released

Post by Quast65 »

FooBar wrote:
Quast65 wrote:I don't think this can be fixed until boundingboxes can get negative values (and thus boundingboxes can also cover the overlapping part).
They can. You can move the bounding box off the tile in any direction. But there's no guarantee that it will work as expected, as bounding boxes that are off the tile are not supported.
So how can this be done in NFO with objects or stationtiles? When I try giving the offsets negative values I get an error in GRFcodec (encountered invalid character looking for literal byte).
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Re: ISR style dock and objects, Version 1.3 released

Post by FooBar »

IIRC, count backwards from 0xFF for -1, 0xFE for -2, 0xFD for -3 etc.
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Re: ISR style dock and objects, Version 1.3 released

Post by Quast65 »

Thnx Foobar and Eddi! :bow:

Looks like changing the boundingbox works ;-) :
example02.png
example02.png (8.8 KiB) Viewed 6068 times
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Re: ISR style dock and objects, Version 1.3 released

Post by Bob_Mackenzie »

You don't need to really draw buildings, you just have to copypaste buildings from the ISR set. Just cut them up in the right way so vehicles can drive thru them. Please note that I don't know how to animate objects (and have no intention of finding out how that works), so make sure that all doors that vehicles can drive through are open ;-)
:oops: I misunderstood what you were trying to achieve. I might well try a whole intact building first which you may - or course - chop up later
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Re: ISR style dock and objects, Version 1.3 released

Post by SkiddLow »

Quast65 wrote:Thnx Foobar and Eddi! :bow:

Looks like changing the boundingbox works ;-) :
example02.png
I Agree.
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Re: ISR style dock and objects, Version 1.3 released

Post by Ameecher »

Quast65 wrote:
Ameecher wrote:Might want to add a "-p2" to the end of your grfcodec entry there!
Read before posting ;-)
(please ignore the strange colors, when I started this GRF I didn't know GRFcodec could decode GRF's with two different palettes, I used the wrong one... Gladly there are no problems in game and I do draw now using the right palette)
Alright, you win!
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Re: ISR style dock and objects, Version 1.4 released

Post by Quast65 »

Well, time for a new update!

I proudly present Version 1.4:

- Availability date is set from around 1950 to around 1700, so the objects are also available for players who play early games
- The Dock overlapping tiles for cartransports have been added
- The Dock overlapping tiles for passengers have been added
- The Tramrail overlapping tiles have been added

The GRF:
ISR_objects_v1_4.grf
(515.84 KiB) Downloaded 553 times
Problems with the overlapping buildings still have to be fixed, that will take some time.
If you want to use the dock overlapping tiles it is recommended to also use my dock changing GRF (isrdock.grf), that can still be found here: http://www.tt-forums.net/viewtopic.php? ... 5#p1010565

And a little screenie:
newdock69.png
newdock69.png (157.3 KiB) Viewed 5673 times
Have fun!
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Re: ISR style dock and objects, Version 1.4 released

Post by Bob_Mackenzie »

Um those ships are going nowhere! :D

Nice update :)
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Re: ISR style dock and objects, Version 1.4 released

Post by SkiddLow »

Now version 1.4, previous version 1.3
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Re: ISR style dock and objects, Version 1.4 released

Post by audigex »

Excuse me if this has either been done/discussed (I'm at work and can't read the whole thread in case I get fired)

Image
In this image, would it be possible to make the crane into a truck station, so that the truck unloads under the crain? It could be combined (graphically, at least) with a dock which would make it appear as a single object.
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Re: ISR style dock and objects, Version 1.4 released

Post by Quast65 »

As far as I know it is yet only possible to change all truck/bus-stops in a game, they don't work like stationtiles. So you can't have different styles of stops in a game.
There is only one possibility and that is to draw an universal truck/bus-stop set that has no buildings on it and then overlap them, like I did with the docks.
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Re: ISR style dock and objects, Version 1.4 released

Post by Supercheese »

Quast65 wrote:There is only one possibility and that is to draw an universal truck/bus-stop set that has no buildings on it and then overlap them, like I did with the docks.
Yeah, that'd be what you'd have to do, methinks.
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Re: ISR style dock and objects, Version 1.1 released

Post by Dante123 »

Quast65 wrote:Not really sure what you mean. The main pipeline consists of 3 pipes next to each other, so it's not one big pipe.

Looks pretty ok to me, certainly when compaired to the DWE-pipes, which has the width of an entire ship.
newdock56.png
Well, as i am in construction myself (for example cooling water systems), dont forget those pipes have i diameter of "just" 2.5 meters each...

just an example of a small pipe (there are way larger ones for cooling water, but also for oil and such)
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Re: ISR style dock and objects, Version 1.4 released

Post by Quast65 »

Don't get me wrong, I don't think anything is wrong with those pipes. Actually I like them a lot! It was just that they are too big for the thing I had pipes in mind of (the oil docks) and not too big in general. ;-)
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Re: ISR style dock and objects, Version 1.4 released

Post by Dante123 »

Quast65 wrote:Don't get me wrong, I don't think anything is wrong with those pipes. Actually I like them a lot! It was just that they are too big for the thing I had pipes in mind of (the oil docks) and not too big in general. ;-)
I understand ;)

although it would be cool maybe to get some transition part somehow where for example the single DWE can split into 3 smaller ones (from your set)
like them also a lot hehe :)
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