Custom Buildings
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Custom Buildings
A while back I coded a quickie grf to make tropical buildings appear in temperate climate, and it was suggested that I expand the grf to allow for more possibilities. Well, I've gone and done just that.
"Custom Buildings" contains no shiny new graphics and by default doesn't really do much, but has a number of parameters which allow you to choose which building set you want to use in each climate and to optionally disable certain buildings. Some temperate houses have been modified to accept food, but otherwise no building properties have been changed. If used in arctic climate, temperate and tropical buildings will not have snow above the snow line.
I'm posting here because it's still very much a WIP and there are more things that I would like to add, but it's fully usable in both OTTD and TTDP, with original or OGFX graphics. In fact it actually works best with OGFX because those graphics are a bit less climate specific. Comments, crits and suggestions are all welcome!
Known issues: If using arctic buildings in arctic climate with churches turned off, churches will still appear above the snowline as "shops and offices". I've reported this as an OTTD bug (FS#5148).
EDIT: Should anyone be interested in providing a translation, the relevant lines of code are in the attached text file:
UPDATE: Latest version is v0.1b and can be downloaded here.
"Custom Buildings" contains no shiny new graphics and by default doesn't really do much, but has a number of parameters which allow you to choose which building set you want to use in each climate and to optionally disable certain buildings. Some temperate houses have been modified to accept food, but otherwise no building properties have been changed. If used in arctic climate, temperate and tropical buildings will not have snow above the snow line.
I'm posting here because it's still very much a WIP and there are more things that I would like to add, but it's fully usable in both OTTD and TTDP, with original or OGFX graphics. In fact it actually works best with OGFX because those graphics are a bit less climate specific. Comments, crits and suggestions are all welcome!
Known issues: If using arctic buildings in arctic climate with churches turned off, churches will still appear above the snowline as "shops and offices". I've reported this as an OTTD bug (FS#5148).
EDIT: Should anyone be interested in providing a translation, the relevant lines of code are in the attached text file:
UPDATE: Latest version is v0.1b and can be downloaded here.
- Attachments
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- Custom Buildings.png (44.26 KiB) Viewed 13448 times
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- custom_buildings.grf
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Last edited by PaulC on 18 Apr 2012 03:06, edited 3 times in total.
My projects: New Town Names | Snow Aware Arctic Buildings | Custom Buildings | Funny Cars | Mini GRFs | Bits & Bobs
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What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
Re: Custom Buildings
Why, why would anyone want to disable the capsule tower? My heart aches just thinking about it. I'd prefer the disable options to be 'no' and 'hell no' for that option.
Re: Custom Buildings
Well, whatever floats your boast. As a distinctive, real-world Japanese building it doesn't really fit into any climate, but then I guess there's also something quintessentially TT about it as well.supermop wrote:Why, why would anyone want to disable the capsule tower? My heart aches just thinking about it. I'd prefer the disable options to be 'no' and 'hell no' for that option.
My projects: New Town Names | Snow Aware Arctic Buildings | Custom Buildings | Funny Cars | Mini GRFs | Bits & Bobs
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
Other stuff: The GRFs That Time Forgot! | Buildings in Glasgow
What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
Other stuff: The GRFs That Time Forgot! | Buildings in Glasgow
What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
Re: Custom Buildings
Seeing that building in TT in 94 is part of what inspired me to study architecture!
I can however see people's desire to limit the 'futuristic' buildings,
I can however see people's desire to limit the 'futuristic' buildings,
Re: Custom Buildings
Looks like a fun grf so to say. Does it support multiple languages?
Will it be possible to load buildings from more than one climates into one climate by the way?
Will it be possible to load buildings from more than one climates into one climate by the way?
Re: Custom Buildings
Do you mean for the parameters? I can add them if anyone feels like doing the translations.Hyronymus wrote:Looks like a fun grf so to say. Does it support multiple languages?
It would be easy enough to code, but I'm not sure how useful such a "mash-up" would be. I have thought about a "more buildings per climate" option though, which would be similar but more selective.Hyronymus wrote:Will it be possible to load buildings from more than one climates into one climate by the way?
My projects: New Town Names | Snow Aware Arctic Buildings | Custom Buildings | Funny Cars | Mini GRFs | Bits & Bobs
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
Other stuff: The GRFs That Time Forgot! | Buildings in Glasgow
What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
Other stuff: The GRFs That Time Forgot! | Buildings in Glasgow
What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
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- Tycoon
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Re: Custom Buildings
Looks like a nice NewGRF. I agree with the suggestion of Hyronymus to have multiple climate buildings in a game.
Another suggestion I have is to make the boolean parameters the other way around. So default on and remove disable from the strings (and make the changes also in the code to reflect that ). Now on means disable and off means enable, in the new situation it would be on means enable and off means disable. That seems more logical to me.
Another suggestion I have is to make the boolean parameters the other way around. So default on and remove disable from the strings (and make the changes also in the code to reflect that ). Now on means disable and off means enable, in the new situation it would be on means enable and off means disable. That seems more logical to me.
Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
Re: Custom Buildings
This grf does exactly what I was thinking about for a while. Nice one!
Re: Custom Buildings
I was asking because if you coded it in NML it's fairly easy to provide different languages. And you can write me down for Dutch then.PaulC wrote:Do you mean for the parameters? I can add them if anyone feels like doing the translations.Hyronymus wrote:Looks like a fun grf so to say. Does it support multiple languages?
It would be easy enough to code, but I'm not sure how useful such a "mash-up" would be. I have thought about a "more buildings per climate" option though, which would be similar but more selective.Hyronymus wrote:Will it be possible to load buildings from more than one climates into one climate by the way?
If it's posible to allow multiple climate buildings in one climate then I think you should, of only to make cities far more varied.
Re: Custom Buildings
In NFO it's not too hard to provide translations either. It's just more work on the one who has to implement them (translations have to be merged into the code with NFO, unlike NML where you can rely on the translator to provide a working language file).
Re: Custom Buildings
If I remove "Disable" from those strings it would be less obvious what those parameters are for. I kinda get what you're saying, but it's not a change I'm likely to make I'm afraid.Transportman wrote:Another suggestion I have is to make the boolean parameters the other way around. So default on and remove disable from the strings (and make the changes also in the code to reflect that ). Now on means disable and off means enable, in the new situation it would be on means enable and off means disable. That seems more logical to me.
I've actually coded in nfo, but as FooBar says that doesn't really make your job any harder. These are the relevant lines of code if you or anyone else is still interested:Hyronymus wrote:I was asking because if you coded it in NML it's fairly easy to provide different languages. And you can write me down for Dutch then.
(EDIT: Code removed - see first post instead.)
Well, I'll see. I still think it needs to be done a bit more intelligently though, I'm not convinced that this mix of houses is a good look...Hyronymus wrote:If it's posible to allow multiple climate buildings in one climate then I think you should, of only to make cities far more varied.
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Last edited by PaulC on 18 Apr 2012 02:52, edited 1 time in total.
My projects: New Town Names | Snow Aware Arctic Buildings | Custom Buildings | Funny Cars | Mini GRFs | Bits & Bobs
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
Other stuff: The GRFs That Time Forgot! | Buildings in Glasgow
What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
Other stuff: The GRFs That Time Forgot! | Buildings in Glasgow
What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
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- Tycoon
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Re: Custom Buildings
Maybe change "Disable" to "Enable" or "Allow"?PaulC wrote:If I remove "Disable" from those strings it would be less obvious what those parameters are for. I kinda get what you're saying, but it's not a change I'm likely to make I'm afraid.Transportman wrote:Another suggestion I have is to make the boolean parameters the other way around. So default on and remove disable from the strings (and make the changes also in the code to reflect that ). Now on means disable and off means enable, in the new situation it would be on means enable and off means disable. That seems more logical to me.
Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
Re: Custom Buildings
Seeing the screenshot I think the subtropical houses should be left out but the rest doesn't look that bad.
See attachment for the Dutch translation BTW.
See attachment for the Dutch translation BTW.
- Attachments
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- Dutch translation Custom Buildings v0.1.txt
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Re: Custom Buildings
Thanks Hyronymus! Dutch translation now included in v0.1a...
- Attachments
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- custom_buildings.grf
- (5.84 KiB) Downloaded 284 times
My projects: New Town Names | Snow Aware Arctic Buildings | Custom Buildings | Funny Cars | Mini GRFs | Bits & Bobs
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
Other stuff: The GRFs That Time Forgot! | Buildings in Glasgow
What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
Other stuff: The GRFs That Time Forgot! | Buildings in Glasgow
What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
- planetmaker
- OpenTTD Developer
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Re: Custom Buildings
German (though the names of the office buildings will need translations; I'm not 100% sure currently which those are without looking it up and I don't find the names in OpenTTD's English language file):
Code: Select all
3 * 106 14 "C" "INFO" "C" "PARA" "C" d0 "T" "NAME" 7F "Gemäßigtes Klima" 00 "T" "DESC" 7F "Wähle, welches Häuserset für das gemäßigte Klima gewählt werden soll." 00 00 00 00 00
4 * 108 14 "C" "INFO" "C" "PARA" "C" d1 "T" "NAME" 7F "Sub-arktisches Klima" 00 "T" "DESC" 7F "Wähle, welches Häuserset für das sub-arktische Klima gewählt werden soll." 00 00 00 00 00
5 * 112 14 "C" "INFO" "C" "PARA" "C" d2 "T" "NAME" 7F "Sub-tropisches Klima" 00 "T" "DESC" 7F "Wähle, welches Häuserset für das tropische Klima gewählt werden soll." 00 00 00 00 00
6 * 95 14 "C" "INFO" "C" "PARA" "C" d3 "T" "NAME" 7F "Keine Kirchen" 00 "T" "DESC" 7F "Kirchen werden nicht gebaut (IDs #03, 3C, 3D und 53)." 00 00 00 00 00
7 * 119 14 "C" "INFO" "C" "PARA" "C" d4 "T" "NAME" 7F "Keine Statuen, Brunnen und Parks" 00 "T" "DESC" 7F "Statuen, Brunnen und Parks werden nicht gebaut (IDs #09-0C)." 00 00 00 00 00
8 * 120 14 "C" "INFO" "C" "PARA" "C" d5 "T" "NAME" 7F "Kein Bürogebäude'capsule'" 00 "T" "DESC" 7F "Das Bürogebäude 'capsule' wird nicht gebaut (ID #11)." 00 00 00 00 00
9 * 99 14 "C" "INFO" "C" "PARA" "C" d6 "T" "NAME" 7F "Kein altes Stadion" 00 "T" "DESC" 7F "Das alte Stadion wird nicht gebaut (ID #14-17)." 00 00 00 00 00
10 * 105 14 "C" "INFO" "C" "PARA" "C" d7 "T" "NAME" 7F "Kein modernes Stadion" 00 "T" "DESC" 7F "Das moderne Stadion wird nicht gebaut (ID #20-23)." 00 00 00 00 00
11 * 116 14 "C" "INFO" "C" "PARA" "C" d8 "T" "NAME" 7F "Kein Bürogebäude 'vertical tube'" 00 "T" "DESC" 7F "Keine Bürogebäude 'vertical tube' wird gebaut (ID #24)." 00 00 00 00 00
30 * 120 14 "C" "INFO" "C" "PARA" "C" d0 "C" "VALU" "T" d0 7F "Häuser vom gemäßigten Klima" 00 "T" d1 7F "Häuser vom sub-arktischem Klima" 00 "T" d2 7F "Häuser vom tropischen Klima" 00 00 00 00 00 00
31 * 120 14 "C" "INFO" "C" "PARA" "C" d1 "C" "VALU" "T" d0 7F "Häuser vom gemäßigten Klima" 00 "T" d1 7F "Häuser vom sub-arktischem Klima" 00 "T" d2 7F "Häuser vom tropischen Klima" 00 00 00 00 00 00
32 * 120 14 "C" "INFO" "C" "PARA" "C" d2 "C" "VALU" "T" d0 7F "Häuser vom gemäßigten Klima" 00 "T" d1 7F "Häuser vom sub-arktischem Klima" 00 "T" d2 7F "Häuser vom tropischen Klima" 00 00 00 00 00 00
33 * 206 08 07 "PC" 10 11 "Nutzerspezifische Häuser v0.1" 00 98 "Beschreibung: " 89 "Erlaubt mehr Kontrolle über die Standardhäuser mit der Möglichkeit die Häuser einzelner Klimata zu wählen und einzelne Gebäude zu deaktivieren." 0D 98 "Programm von: " 89 "PaulC" 00
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Re: Custom Buildings
I left the office buildings untranslated too, for the same reason .
Re: Custom Buildings
Thanks for the translation PM!
Building id#11 is called "Modern office building" in the game, #24 is just called "Offices". I used "capsule" and "vertical tube" to make it more obvious which buildings those parameters are for, so feel free to translate them however you want.
Building id#11 is called "Modern office building" in the game, #24 is just called "Offices". I used "capsule" and "vertical tube" to make it more obvious which buildings those parameters are for, so feel free to translate them however you want.
My projects: New Town Names | Snow Aware Arctic Buildings | Custom Buildings | Funny Cars | Mini GRFs | Bits & Bobs
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
Other stuff: The GRFs That Time Forgot! | Buildings in Glasgow
What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
Other stuff: The GRFs That Time Forgot! | Buildings in Glasgow
What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
Re: Custom Buildings
Perhaps an idea to add a galery on the wiki with all the default buidlings in OpenTTD and their default cargo acceptance values. Then you can "link" to it.PaulC wrote:Thanks for the translation PM!
Building id#11 is called "Modern office building" in the game, #24 is just called "Offices". I used "capsule" and "vertical tube" to make it more obvious which buildings those parameters are for, so feel free to translate them however you want.
- planetmaker
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Re: Custom Buildings
It could also go into the existing list as found in the NewGRF wiki: http://newgrf-specs.tt-wiki.net/wiki/DefaultHouseProps though adding the sprite numbers would probably go already go a long way: http://mz.openttdcoop.org/opengfx/newgr ... =2033:2091 (edite sprite numbers in URL)
OpenTTD: manual | online content | translations | Wanted contributions and patches
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Re: Custom Buildings
I can see how such an illustrated list would be useful on the wiki, though I wouldn't want to use that for the action 14 URL, if that's what you meant. When the grf is more "finished" it will link to a proper release topic or perhaps it's own wiki page, but that's for the future...Hyronymus and planetmaker wrote:...
For the here and now is another update (v0.1b) containing planetmaker's German translation:
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My projects: New Town Names | Snow Aware Arctic Buildings | Custom Buildings | Funny Cars | Mini GRFs | Bits & Bobs
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
Other stuff: The GRFs That Time Forgot! | Buildings in Glasgow
What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
Other stuff: The GRFs That Time Forgot! | Buildings in Glasgow
What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
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