OpenGFX Mars

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

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Zephyris
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Re: OpenGFX Mars [coders needed!]

Post by Zephyris »

I ended up reusing "sheltered" as "pressurised" , which I agree works quite well. The other on I was considering was a class for "gas". Unless I missed one there seems to be no class for gasses at all...
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Re: OpenGFX Mars [coders needed!]

Post by Transportman »

Zephyris wrote:I ended up reusing "sheltered" as "pressurised" , which I agree works quite well. The other on I was considering was a class for "gas". Unless I missed one there seems to be no class for gasses at all...
You could reuse the Liquid and/or Hazardous class for that.
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Re: OpenGFX Mars [coders needed!]

Post by planetmaker »

Zephyris wrote:I ended up reusing "sheltered" as "pressurised" , which I agree works quite well. The other on I was considering was a class for "gas". Unless I missed one there seems to be no class for gasses at all...
I'd also recommend 'liquid' for that and try and see how that works out. The kettle wagons can carry liquid just as well as gas.

As to vehicle compatibility: I recommend to only have it act *for* a cargo class or a few. But be very cautious to not define too many incompatible classes. Usually it's enough (and recommended) to only define classes a vehicle works for.
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Re: OpenGFX Mars

Post by Zephyris »

Chemical Factory
The Martian chemists are the alchemists of Mars, taking the simple purified chemicals purified from the regolith and turning them into complex materials, particularly fertilizers and plastics, that the industry chain desperately needs. The chemical factories themselves are very modular in design, using elongated buildings in which the chemical conversion chain runs.
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Re: OpenGFX Mars

Post by Zephyris »

The coding is coming together nicely! If you are keen on trying out (very) early versions of the grfs you can find the builds here: http://bundles.openttdcoop.org/opengfx-mars/
Warning: These GRFs are very much under active development and updates to them are very likely to break save game compatibility, etc, and may even crash totally...
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Re: OpenGFX Mars

Post by skippern »

Looking good, cant wait for it to become stable
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Re: OpenGFX Mars

Post by Zephyris »

ISA wrote:Very nice! The trees in the city streets bother me a bit, but not much! They look like from Earth!
Yeah, those ones haven't been replaced yet. I was planning to do a revamp of the trees in general, I think they are currently too large and conspicuous...
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Re: OpenGFX Mars

Post by Zephyris »

Metal Works
Refinery of metals from ores on Mars is quite different to Earth. The lack of oxygen in the atmosphere makes combustion an inconvenient and expensive energy source, therefore electricity dominates as the energy source. The types of metals extracted also differ from Earth; the lower gravity makes the strength of metals like iron unnecessary. The limited quantity of oxygen in the atmosphere also means highly reactive and flammable metals are safe and stable for construction uses. As a result the ore refinement is dominated by electrolysis of the relatively common aluminium and magnesium ores, and generate a range of semi-assembled metal components for the industrial, transportation and colony construction industries.
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Re: OpenGFX Mars

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Terraforming Plant
The terraforming plant is one of the major industries at the end of the goods chain. Terraforming plants are dedicated facilities for continuing the ongoing terraforming effort, focused on producing and distribuing hyper-greenhouse gasses (which are the key tool for gradually increasing global temperature) and promoting spreading of Martian-adapted plant life (which is responsible for the slow ongoing change from a carbon dioxide to oxygen dominated atmosphere). The terraforming plant has distinctive greenhouses where plant life gets a kick-start in preparation for planting on the Martian surface, and large vertically-mounted greenhouse gas vent fans which generate gas vortices to help transfer the greenhouse gasses to high in the atmosphere where they are most effective. The striking behaviour of the terraforming plant is its occasional planting of Martian-adapted trees in the surrounding area, which is accelerated while organics are being delivered.
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Re: OpenGFX Mars

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Goods Factory
Goods factories are the generic manufactories of Mars. In these large, bland, buildings the raw materials of plastic and metal components are fabricated into the tools industries use and the goods colonies desire. The specialised and varied nature of the products mean this is one of the few Martian industries which still makes extensive use of human labour, and as a result goods factories are often located close to towns. Goods factories are typically outnumbered by colonies, meaning that there is significant business opportunity for transporting goods from factories to different colonies.
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Re: OpenGFX Mars

Post by Dave »

This is one of the most enjoyable threads on the forum right now Richard. So excited for this!
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Re: OpenGFX Mars

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Fusion Power Plant
The final core industry is the Fusion Plant. Mars has a lack of sources of fuel for combustion (as there are no fossil fuel and historically were no organic resources on Mars) and an no easy supply of oxygen for oxidation (limited by the low oxygen content of the atmosphere). As a result solar energy and nuclear reactors reactors have historically been the major sources of energy on Mars. Since the establishment and miniaturisation of fusion plants and the establishment of hydrogen supplies on Mars fusion power plants have become the dominant energy supply, and electricity the dominant energy source. The fusion power plant has a distinctive shape due to the hydrogen storage tanks, large halls which contain the duterium enrichment machinery, and the large circular hall which contains the actual tokamak/torus fusion chamber.
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Re: OpenGFX Mars

Post by ISA »

Dave wrote:This is one of the most enjoyable threads on the forum right now Richard. So excited for this!
I second that... if all the sets would come so nicely and smoothly! :)
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Re: OpenGFX Mars

Post by zooks »

ISA wrote:
Dave wrote:This is one of the most enjoyable threads on the forum right now Richard. So excited for this!
I second that... if all the sets would come so nicely and smoothly! :)
I third that.. Brilliant look and feel and everything really fits together!
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Re: OpenGFX Mars

Post by xeryon »

I know the theory/story behind the gray and drab buildings but I can see something that already bothers me just from the screen shots: Not enough differentiation between stations and the city/industry tiles. Would be nice of the station tiles were higher contrast/darker shade of the gray coloring or had more of the company color on them. To my eye the city screenshot just looks like a big blob of gray. I had to study it to realize there were several stations in the image.
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Re: OpenGFX Mars

Post by kamnet »

I didn't find it difficult to locate the stations, they have the company-colored flags on them. If I could make a suggestion, a little more distinction between the rail systems and some greater distinction between the two depots.
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Re: OpenGFX Mars

Post by Andrew350 »

Red works well in that case, but if a company picks white or grey for their color, you'll never find them without turning station signs on ;)
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Re: OpenGFX Mars

Post by STD »

Enterprises looks great and amazingly Great job :bow: .
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Re: OpenGFX Mars

Post by Zephyris »

A set of PixelTool designed maglevs... soon to be in the repo. There are a few alignment problems, but overall I think this is a nice set of sprites!
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