"Iron Horse" - A modular train set based slightly in reality

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

Moderator: Graphics Moderators

User avatar
Kevo00
Tycoon
Tycoon
Posts: 5646
Joined: 07 Feb 2004 01:51
Location: East Coast MainLine

Re: "Iron Horse" - A modular train set based slightly in reality

Post by Kevo00 »

Oooh nice wagons...
User avatar
le_harv
Engineer
Engineer
Posts: 87
Joined: 27 Sep 2014 05:16

Re: "Iron Horse" - A modular train set based slightly in reality

Post by le_harv »

Thank you for your efforts behind your pixels. I look forward to the new wagons.

Talking of tasty pixels, what magical settings do I need to enable to get those snazzy looking faux-railfreight greys (amongst other psuedo BR liveries you have been showing off)?

Much appreciated
User avatar
andythenorth
Tycoon
Tycoon
Posts: 5658
Joined: 31 Mar 2007 14:23
Location: Lost in Music

Re: "Iron Horse" - A modular train set based slightly in reality

Post by andythenorth »

le_harv wrote: Talking of tasty pixels, what magical settings do I need to enable to get those snazzy looking faux-railfreight greys (amongst other psuedo BR liveries you have been showing off)?
Picture attached, it's all company colour scheme attached :)

There are options for specific colours for different kinds of vehicles.

You can also set colour scheme per vehicle group, but you don't get control over the vehicle types there (the UI would be too complicated).
Attachments
specific_liveries.png
specific_liveries.png (311.91 KiB) Viewed 4571 times
User avatar
le_harv
Engineer
Engineer
Posts: 87
Joined: 27 Sep 2014 05:16

Re: "Iron Horse" - A modular train set based slightly in reality

Post by le_harv »

andythenorth wrote:
le_harv wrote: Talking of tasty pixels, what magical settings do I need to enable to get those snazzy looking faux-railfreight greys (amongst other psuedo BR liveries you have been showing off)?
Picture attached, it's all company colour scheme attached :)

There are options for specific colours for different kinds of vehicles.

You can also set colour scheme per vehicle group, but you don't get control over the vehicle types there (the UI would be too complicated).
Magic, thank you very much. I thought it might be that simple but I just wasn't sure when I tried it. Time to fiddle some more! I look forward to what's in store next. Thanks again.
User avatar
andythenorth
Tycoon
Tycoon
Posts: 5658
Joined: 31 Mar 2007 14:23
Location: Lost in Music

Re: "Iron Horse" - A modular train set based slightly in reality

Post by andythenorth »

Moar! Adding:
  • an extra box car in UKF palvan-style
  • curtain-side box cars
  • plate wagons (similar to flat cars)
  • coil cars for cold metal (steel, copper etc)
There are extra generations and styles not shown :)

I have more wagons planned, but I'll try to get these finished and into an alpha first.
Attachments
moar_horse.png
moar_horse.png (79.5 KiB) Viewed 4198 times
arikover
Route Supervisor
Route Supervisor
Posts: 466
Joined: 15 Jun 2007 09:27
Skype: madchimiste
Location: Berlin, Deutschland

Re: "Iron Horse" - A modular train set based slightly in reality

Post by arikover »

andythenorth wrote:So a variant of hoppers, MGR-style? Yes / no?
Would they have higher un/loading speeds?
User avatar
andythenorth
Tycoon
Tycoon
Posts: 5658
Joined: 31 Mar 2007 14:23
Location: Lost in Music

Re: "Iron Horse" - A modular train set based slightly in reality

Post by andythenorth »

arikover wrote:
andythenorth wrote:So a variant of hoppers, MGR-style? Yes / no?
Would they have higher un/loading speeds?
Probably not, hoppers already have a loading/unloading speed bonus :) The variant is pretty much a visual thing.
Alberth
OpenTTD Developer
OpenTTD Developer
Posts: 4763
Joined: 09 Sep 2007 05:03
Location: home

Re: "Iron Horse" - A modular train set based slightly in reality

Post by Alberth »

MGR style looks a lot cleaner to me
Being a retired OpenTTD developer does not mean I know what I am doing.
User avatar
Comm Cody
Tycoon
Tycoon
Posts: 1060
Joined: 07 Mar 2008 22:21
Location: In a galaxy far far away.

Re: "Iron Horse" - A modular train set based slightly in reality

Post by Comm Cody »

the first style does look more appropriate for an American style roster. :wink:
Something goes here, hell if I know.
User avatar
andythenorth
Tycoon
Tycoon
Posts: 5658
Joined: 31 Mar 2007 14:23
Location: Lost in Music

Re: "Iron Horse" - A modular train set based slightly in reality

Post by andythenorth »

Iron Horse 2.0.0-Alpha 9 is released :)

EDIT: It's now on Banananasas as '2.0.0-Alpha 9a" (the first upload failed and isn't easily recoverable)

No savegame compatibility with previous 2.0.0 Alpha releases.

*Changes from 2.0.0 Alpha 8*
  • synchronise / desynchronise intro dates for different types of vehicles as appropriate
    • uses new OpenTTD intro date randomisation handling
    • see https://github.com/OpenTTD/OpenTTD/pull/7147
    • guarantees that some vehicles which depend on each other will be introduced at the same time, for example high speed unit cab cars and middle cars
    • non-dependent vehicles remain randomised
    • core group of wagons are introduced all at the same time, non-core wagon types will be introduced separately
    • this is the first time this is used, and behaviour might need tweaking in future
  • added sliding wall box cars and curtain side box cars
    • same refits as box cars, different appearance
    • available from around 1960
  • added plate cars
    • same refits as flat cars, different appearance
    • available from around 1860
  • added tarpaulin cars
    • same refits as flat cars, different appearance
    • available from around 1990
  • removed gen 5A (1990) flat car (the shortest one, shorter cars are generally dropped from 1990 onwards)
  • adjusted appearance of gen 5 (1990) and gen 6 (2020) open cars and box cars
  • adjusted appearance of gen 4 (1960) hoppers
  • fixed incorrectly reversed rear unit of metro trains in buy menu sprites
  • adjusted gen 1 metro roof colour to match standard pax roof colours
  • fixed out-of-place cargo masks for some flat cars
  • fixed wrong cargo sprite positions for stake cars
  • reduced height of stakes on flat wagons, better appearance
  • improved appearance of freight car roofs
  • improved cc filled freight chassis appearance
  • grouped vehicles by base railtype in docs vehicle listing tables
  • fixed misaligned wagon table header cells in docs
  • multiple codechanges
    • improved maintainability by removing the need to explicitly set vehicle length when it's known from chassis
    • sped up nmlc compile by not destroying the spritecache every time the graphics are generated
  • updated translations from web translators
iron-horse-2.0.0-alpha-9.tar
(14.59 MiB) Downloaded 65 times
new-in-2-0-0-alpha-9.png
new-in-2-0-0-alpha-9.png (124.56 KiB) Viewed 3763 times
Last edited by andythenorth on 15 May 2019 20:37, edited 1 time in total.
User avatar
V453000 :)
President
President
Posts: 946
Joined: 01 Feb 2011 11:22
Location: Beer

Re: "Iron Horse" - A modular train set based slightly in reality

Post by V453000 :) »

- hopper wagon variations look god damn amazing, I can only dream to draw as great looking wagons!

- wow @ synchronized intro dates, I have work for NUTS now :D thanks for showing me it exists!

- where's the lolz?
ImageImageImage
User avatar
andythenorth
Tycoon
Tycoon
Posts: 5658
Joined: 31 Mar 2007 14:23
Location: Lost in Music

Re: "Iron Horse" - A modular train set based slightly in reality

Post by andythenorth »

Iron Horse 2.0.0 Alpha 10 now on Bananas.

[File is 2.0.0-Alpha-10a because Iron Horse no longer works with Bananas web uploads]

Changes from 2.0.0 Alpha 9
  • sprites complete for
    • Saxon 0-8-0
    • gen 4C box car
    • gen 4C curtain side box car
    • gen 4C sliding wall car
    • cryo tank cars
  • reduced NG run costs further, for game balance
  • fixed position of pantographs in docs image for Helm Wind
  • improved docs 'Trains' and 'Code Reference' pages
  • updated translations from web translators
User avatar
andythenorth
Tycoon
Tycoon
Posts: 5658
Joined: 31 Mar 2007 14:23
Location: Lost in Music

Re: "Iron Horse" - A modular train set based slightly in reality

Post by andythenorth »

Two kinds of hoppers, but what to call them? :)

The grey ones default to coal, the red (company colour) ones default to stone, sand etc.

Capacity, speed, loading speed all identical, it's just a visual option.
Attachments
hoppity_hoppers.png
hoppity_hoppers.png (81.9 KiB) Viewed 3495 times
User avatar
PikkaBird
Graphics Moderator
Graphics Moderator
Posts: 5602
Joined: 13 Sep 2004 13:21
Location: The Moon

Re: "Iron Horse" - A modular train set based slightly in reality

Post by PikkaBird »

Fred and Mary. Or "Mineral Hopper" and "Ore Hopper"?
User avatar
Kevo00
Tycoon
Tycoon
Posts: 5646
Joined: 07 Feb 2004 01:51
Location: East Coast MainLine

Re: "Iron Horse" - A modular train set based slightly in reality

Post by Kevo00 »

Mirror railway convention and give them some obscure animal name?
User avatar
Pyoro
Tycoon
Tycoon
Posts: 2558
Joined: 17 Oct 2008 12:17
Location: Virgo Supercluster

Re: "Iron Horse" - A modular train set based slightly in reality

Post by Pyoro »

Hopper hopper hopper hopper hopper hopper ... :shock:

If they are functionally the same I'd stick with the same name, I guess? Usually in vehicle sets these visual variations seem to either be date-defined or random or refit instead of two entries in the buymenu, if that matters.
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: Bing [Bot] and 44 guests