Transport Tycoon Forums

The place to talk about Transport Tycoon
It is currently Tue Nov 13, 2018 11:35 pm

All times are UTC




Post new topic  Reply to topic  [ 44 posts ]  Go to page Previous 1 2 3 Next
Author Message
 Post subject: Re: OpenGFX+ Trees 0.2.2
PostPosted: Sat Nov 06, 2010 10:08 am 
Offline
Engineer
Engineer
User avatar

Joined: Sun Dec 25, 2005 5:42 pm
Posts: 69
Location: Poland
It looks really nice. Good job.

_________________
Find new graphics easier:
GRFCrawler -> http://grfcrawler.tt-forums.net
BaNaNaS -> http://bananas.openttd.org/en/


Top
   
 Post subject: Re: OpenGFX+ Trees 0.2.2
PostPosted: Mon Nov 08, 2010 4:39 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Aug 16, 2008 10:26 pm
Posts: 3885
Skype: neko-master
Location: Oshawa, Ontario, CANADA
I really like these trees, they're the only tree grf I play with now because the trees look so good, and the fact that you can change the road side trees is nice too. I can't wait for more tropical trees though, especially some rainforest ones so I know where rainforests are for lumber mills

_________________
Image Proud Canadian Image
Nekomasters Projects! (Downloads available on BaNaNaS!) \(>^w^<)/
# NARS ADD-ON SET 2CC | 2cc Rapid Transit For Me! (2ccRTFM) | 2cc Wagons In NML (2ccWIN)
# NML Category System (Organize your GRFS!) <- TT-Forums Exclusive Download!


Top
   
 Post subject: Re: OpenGFX+ Trees 0.2.2
PostPosted: Sun Nov 21, 2010 7:26 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Aug 16, 2008 10:26 pm
Posts: 3885
Skype: neko-master
Location: Oshawa, Ontario, CANADA
Been a long time since my last post so excuse me for the double post.

Anyways, could we have palm trees as an option for road side trees?

_________________
Image Proud Canadian Image
Nekomasters Projects! (Downloads available on BaNaNaS!) \(>^w^<)/
# NARS ADD-ON SET 2CC | 2cc Rapid Transit For Me! (2ccRTFM) | 2cc Wagons In NML (2ccWIN)
# NML Category System (Organize your GRFS!) <- TT-Forums Exclusive Download!


Top
   
 Post subject: Re: OpenGFX+ Trees 0.2.2
PostPosted: Fri Oct 04, 2013 2:28 pm 
Offline
Engineer
Engineer
User avatar

Joined: Fri Jul 16, 2010 1:09 pm
Posts: 65
It took me three years but I finally made those roadside palm trees! :mrgreen:

Anyway I'm back to finish chip away at what I started. Just added two more tropical trees with exposed roots. Now it's not so palmy as before. Still more work to do but I shall persevere.

Is Devzone down or is it just me? File should be up for nightlies once I get that figured out. For now, file attached below.

Hi to old friends and to all new members! What's new in the TTD community?


Attachments:
tropical.png
tropical.png [ 240.84 KiB | Viewed 3188 times ]
opengfx+trees.tar [270 KiB]
Downloaded 61 times

_________________
Shanghai Maglev Inspired Track Set | OpenGFX+Trees | Flexible Tunnels | Monkey Bar Bridge | FS-Maglev Track
Top
   
 Post subject: Re: OpenGFX+ Trees 0.2.2
PostPosted: Fri Oct 04, 2013 2:38 pm 
Offline
Transport Coordinator
Transport Coordinator
User avatar

Joined: Mon Mar 24, 2008 1:04 pm
Posts: 265
Location: Finland
Nice trees you have there :)

DevZone has had some problems lately, waiting for those to be fixed.

_________________
Projects in progress: Finnish Trainset (DevZone)| Finnish Rail Infrastructure and Stations Set (DevZone)


Top
   
 Post subject: Re: OpenGFX+ Trees 0.2.2
PostPosted: Fri Oct 04, 2013 3:56 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Mon Jul 02, 2012 2:53 pm
Posts: 1680
Location: Russia, Samara
The beautiful trees on this screenshot :) .

_________________
[OpenTTD] STD screenshots
----------------------------------------------------------------------------------------------------------------------------------
[OpenTTD] STD saved games - My finished scenarios and saves from the game
My Youtube channel - OpenTTD | Wiki xUSSR set (RU) | Wiki xUSSR set (EN) | Download the latest version of the xUSSR set
TT Screenshot of the Month - the page editor | Screenshot Of The Month Contest Winner: August 2017


Top
   
 Post subject: Re: OpenGFX+ Trees 0.2.2
PostPosted: Fri Oct 04, 2013 9:51 pm 
Online
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Wed Nov 07, 2007 10:44 pm
Posts: 9049
Location: Sol d
Froix wrote:
It took me three years but I finally made those roadside palm trees! :mrgreen:

Anyway I'm back to finish chip away at what I started. Just added two more tropical trees with exposed roots. Now it's not so palmy as before. Still more work to do but I shall persevere.

Is Devzone down or is it just me? File should be up for nightlies once I get that figured out. For now, file attached below.

Hi to old friends and to all new members! What's new in the TTD community?


Nice, the new trees look marvelous :-)

You could also try to push again; hopefully the issues we have had with http(s) access to repositories is solved now. Sorry for the inconvenience.

_________________
Image
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML


Top
   
 Post subject: Re: OpenGFX+ Trees 0.2.2
PostPosted: Mon Oct 07, 2013 6:48 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Thu Mar 22, 2012 11:10 am
Posts: 3502
Location: West Java
Augh ! Since when does someone put a tree-like paper property in OpenTTD ? :mrgreen: :lol:

Totally, they look silly IMO. Make the rot quite a lot darker and smaller ?

_________________
YNM = yoursNotMine - Don't get it ?


Top
   
 Post subject: Re: OpenGFX+ Trees 0.8.0
PostPosted: Sat Oct 26, 2013 2:49 am 
Offline
Engineer
Engineer
User avatar

Joined: Fri Jul 16, 2010 1:09 pm
Posts: 65
New version available via BANANAS.

Activated third parameter for preselected trees

1 - Uses all trees
2 - Uses just green trees
3 - Uses conifer like trees
4 - Dead trees


Attachments:
deadtrees.png
deadtrees.png [ 49.17 KiB | Viewed 2829 times ]

_________________
Shanghai Maglev Inspired Track Set | OpenGFX+Trees | Flexible Tunnels | Monkey Bar Bridge | FS-Maglev Track
Top
   
 Post subject: Re: OpenGFX+ Trees 0.2.2
PostPosted: Sat Oct 26, 2013 3:00 am 
Offline
Moderator
Moderator
User avatar

Joined: Sat Dec 18, 2004 5:35 pm
Posts: 15106
Location: Stockholm, Sweden
Dead trees would be useful for a Chernobyl setup :P

_________________
Image
OpenTTD Scenarios:
Archipiélago Hermoso
(Latest Release: Version 3.2)
Turnpike Falls (Latest Release: Version 0.91) 2016-06-23


Top
   
 Post subject: Re: OpenGFX+ Trees 0.2.2
PostPosted: Sat Oct 26, 2013 4:59 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Aug 07, 2004 11:56 am
Posts: 1865
Skype: squirejames5
Location: Stoke-on-Trent
Just need someone to do STALKER themed industries :P

_________________
Image


Top
   
 Post subject: Re: OpenGFX+ Trees 0.2.2
PostPosted: Sat Oct 26, 2013 11:27 am 
Offline
President
President
User avatar

Joined: Tue Feb 01, 2011 11:22 am
Posts: 910
Location: Beer
is it just me or is the tree choice parameter borked? :)

_________________
ImageImageImage


Top
   
 Post subject: Re: OpenGFX+ Trees 0.2.2
PostPosted: Sat Oct 26, 2013 12:36 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Aug 16, 2008 10:26 pm
Posts: 3885
Skype: neko-master
Location: Oshawa, Ontario, CANADA
dead trees would also be good for a Fallout setup, say a scenario where you get to rebuild the world

_________________
Image Proud Canadian Image
Nekomasters Projects! (Downloads available on BaNaNaS!) \(>^w^<)/
# NARS ADD-ON SET 2CC | 2cc Rapid Transit For Me! (2ccRTFM) | 2cc Wagons In NML (2ccWIN)
# NML Category System (Organize your GRFS!) <- TT-Forums Exclusive Download!


Top
   
 Post subject: Re: OpenGFX+ Trees 0.2.2
PostPosted: Sat Oct 26, 2013 4:28 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Mon Jul 02, 2012 2:53 pm
Posts: 1680
Location: Russia, Samara
NekoMaster wrote:
dead trees would also be good for a Fallout setup, say a scenario where you get to rebuild the world

I agree with you. Can be used to create new scenario. As after a major environmental disaster.

_________________
[OpenTTD] STD screenshots
----------------------------------------------------------------------------------------------------------------------------------
[OpenTTD] STD saved games - My finished scenarios and saves from the game
My Youtube channel - OpenTTD | Wiki xUSSR set (RU) | Wiki xUSSR set (EN) | Download the latest version of the xUSSR set
TT Screenshot of the Month - the page editor | Screenshot Of The Month Contest Winner: August 2017


Top
   
 Post subject: Re: OpenGFX+ Trees 0.2.2
PostPosted: Sat Oct 26, 2013 5:42 pm 
Offline
Route Supervisor
Route Supervisor
User avatar

Joined: Mon Dec 19, 2011 7:54 am
Posts: 432
Location: Washington State, USA
NekoMaster wrote:
dead trees would also be good for a Fallout setup, say a scenario where you get to rebuild the world


Funny enough, I have actually been working on just such a set, and was thinking exactly the same thing (as everyone else did :P ). IMO a few trees are a little too bushy for that purpose, but that's fine since you can fine-tune precisely which trees to use, so everyone gets what they like. At least it adds some nice variety to the regular dead trees :D

Attachment:
File comment: With all trees active
Sindworth Transport, 6th Mar 2077.png [1.09 MiB]
Downloaded 2 times


And of course the 'normal' trees look good too!

V453000 :) wrote:
is it just me or is the tree choice parameter borked? :)


Indeed it seems that at least the arctic climate doesn't work.

_________________
WSF Ferry Set [WIP] || American Road Replacement Set || NightGFX Base Graphics Set || Wasteland [WIP] || RattRoads (NRT Only) || American Bridge Replacement Set [WIP]


Top
   
 Post subject: Re: OpenGFX+ Trees 0.2.2
PostPosted: Mon Oct 28, 2013 4:40 am 
Offline
Engineer
Engineer
User avatar

Joined: Fri Jul 16, 2010 1:09 pm
Posts: 65
I wasn't able to find any borking, codewise at least. It just probably seems borked. Each climate treats trees differently. Temperate distributes the trees evenly. Sub-Tropical on the other hand doesn't. Some of the types of trees are so rarely used that excluding them hardly has any visual effect. With Arctic, trees are distributed evenly I think but I've separated snowed on trees from normal trees on the exclusion parameters where I should have paired each normal tree with its snowed on version which I've already done and so should be on the next update.

_________________
Shanghai Maglev Inspired Track Set | OpenGFX+Trees | Flexible Tunnels | Monkey Bar Bridge | FS-Maglev Track


Top
   
 Post subject: Re: OpenGFX+ Trees 0.2.2
PostPosted: Tue Oct 29, 2013 7:44 am 
Offline
Route Supervisor
Route Supervisor
User avatar

Joined: Mon Dec 19, 2011 7:54 am
Posts: 432
Location: Washington State, USA
Froix wrote:
I wasn't able to find any borking, codewise at least. It just probably seems borked. Each climate treats trees differently. Temperate distributes the trees evenly. Sub-Tropical on the other hand doesn't. Some of the types of trees are so rarely used that excluding them hardly has any visual effect. With Arctic, trees are distributed evenly I think but I've separated snowed on trees from normal trees on the exclusion parameters where I should have paired each normal tree with its snowed on version which I've already done and so should be on the next update.


So it's intended that changing the third parameter (pre-selected groups) in the arctic climate has no effect whatsoever on the types of trees shown?

_________________
WSF Ferry Set [WIP] || American Road Replacement Set || NightGFX Base Graphics Set || Wasteland [WIP] || RattRoads (NRT Only) || American Bridge Replacement Set [WIP]


Top
   
 Post subject: Re: OpenGFX+ Trees 0.2.2
PostPosted: Tue Oct 29, 2013 2:37 pm 
Offline
Engineer
Engineer
User avatar

Joined: Fri Jul 16, 2010 1:09 pm
Posts: 65
Yes unfortunately. The preset parameter does not affect all climates currently due to missing trees and tree stage sprites. For now, all presets work for temperate and the dead for both temperate and tropical. I was under the impression that the borking question was on individual tree choice settings.

Out of topic, "borked" is actually a word? I thought he just came up with that. English is not my first language. :o

bork (third-person singular simple present borks, present participle borking, simple past and past participle borked)

To misconfigure, especially a computer or other complex device.
To break or damage.

_________________
Shanghai Maglev Inspired Track Set | OpenGFX+Trees | Flexible Tunnels | Monkey Bar Bridge | FS-Maglev Track


Top
   
 Post subject: Re: OpenGFX+ Trees 0.2.2
PostPosted: Tue Oct 29, 2013 5:04 pm 
Offline
Route Supervisor
Route Supervisor
User avatar

Joined: Mon Dec 19, 2011 7:54 am
Posts: 432
Location: Washington State, USA
Ah okay, I feel a bit stupid now. After re-reading the parameter description it does in fact indicate that it won't work in all climates. My brain just wasn't able to put 2 and 2 together, sorry about that :)

_________________
WSF Ferry Set [WIP] || American Road Replacement Set || NightGFX Base Graphics Set || Wasteland [WIP] || RattRoads (NRT Only) || American Bridge Replacement Set [WIP]


Top
   
 Post subject: Re: OpenGFX+ Trees 0.2.2
PostPosted: Sun Jan 10, 2016 11:01 pm 
Offline
Engineer
Engineer

Joined: Sun Feb 14, 2010 10:31 am
Posts: 97
Hi, sorry for digging up this topic but I have 2 questions.

1. There are 19 trees to enable/disable in the parameter settings, but when I would like to plant some, there are only 12 trees to choose from.
2. How could I make a forest from one tree? If I plant only 1 tree, after a while will grow another type of tree on the same square. For example I can't make a 10x10 forest from only "#5 tree" because a tons of other trees will grow next to them.

Thanks


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 44 posts ]  Go to page Previous 1 2 3 Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000-2018 phpBB Limited

Copyright © Owen Rudge/The Transport Tycoon Forums 2001-2018.
Hosted by Zernebok Hosting.