[AST] Various AddOns for various needs

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kackofant
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[AST] Various AddOns for various needs

Post by kackofant »

Greetings!

the things you are about to see are just concepts and ideas. most work is done by others. all code i used is based on the work of andythenorth and what he archieved creating the Iron Horse Trainset. the graphics are done by VoyeragerOne and the artists of the Japanese Set.

due i stolen most of the work and i saw to many trainsets dying on their way to a stable release this set is most likely will not be released in its actual or any other form.

the general intention of this mod is to add a some engines to the tropical roster of iron horse (which is not existing atm. rc2 includes a brittish roster only). mostly european ones which used during the end of the 19th/the early 20th century. i realy like the idea of the iron horse and the way in which they provided to the coder. even if my locos have real counterparts and use the real technical data (atm i altered the speed of the german engines, these one are mostly bureaucratic ones) but the "physics", running cost calculation and graphicpositions (have to be tweaked much) using values which are provided by the base set.

due the lack of custom waggons (at the moment some german ones are planned) and the usage of termite narrow gauge tracks this set wont work without its "rootset". following a first impression showing voyagers sprites drawn for DachSet and a japanese AB10 based on its EB10

/edit: not visible is the fact, that this trainset also adds a new engine class to IronHorse: battery locos :D

Teaser of Colonisation RailSet:

Image

edit: In the meantime a 2nd roster made its way. The setting is as freaky as this above and will consist of engines which used by the industry of the former gdr.

Teaser of this one:

Image
LTS M62 better known as ST44/V200/T679 in central europe. This one is a heavy modified pkpSet2.o ST44. it is much shorter and 1px higher to fit the dimension of iron horse.

/edit: change topic due actual needs
Last edited by kackofant on 09 Nov 2014 17:58, edited 1 time in total.
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andythenorth
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Re: [Iron Horse] Various rosters for various needs

Post by andythenorth »

Iron Horse isn't even 1.0.0 yet, and we have add-ons :D

In case it's useful, a typical roster in Iron Horse grf will have around 8 'standard' steam engines, and 8 'standard' electrics / diesels, plus some railcars / specialist locomotives. The metro and narrow gauge are also extras. It's not a fixed rule, but it does encourage making good choices about the roster design. :)

Other stuff that might be useful:
- pax railcars are always single unit, and refit to express cargos. This lets players build railcar trains to any length, including mixed trains.
- all wagons refit at stations to any of their refittable cargos
- each wagon type has between 1 and 3 generations, which affects the speed (slow, medium, fast, no limit).
- all rosters include a caboose, it doesn't do anything, it's just eye candy

Is the grf a fork of Iron Horse (with all the Iron Horse vehicles in it), or is it an add-on (only contains the additional vehicles)?
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Re: [Iron Horse] Various rosters for various needs

Post by kackofant »

andythenorth wrote:Iron Horse isn't even 1.0.0 yet, and we have add-ons :D

In case it's useful, a typical roster in Iron Horse grf will have around 8 'standard' steam engines, and 8 'standard' electrics / diesels, plus some railcars / specialist locomotives. The metro and narrow gauge are also extras. It's not a fixed rule, but it does encourage making good choices about the roster design. :)

Other stuff that might be useful:
- pax railcars are always single unit, and refit to express cargos. This lets players build railcar trains to any length, including mixed trains.
- all wagons refit at stations to any of their refittable cargos
- each wagon type has between 1 and 3 generations, which affects the speed (slow, medium, fast, no limit).
- all rosters include a caboose, it doesn't do anything, it's just eye candy

Is the grf a fork of Iron Horse (with all the Iron Horse vehicles in it), or is it an add-on (only contains the additional vehicles)?
atm we have nothing... but i have (im doing this grf thin for a month now and their is still a lot to learn) :D and it is only intended as addon which will work wothout IH but would not realy fit to other sets.
the concept was to add vehicles which are less usefull for the masses (this is done by the baseset) but satisfy freaky needs of freaky people :D
due waggons are more or less interchangable (if the missing rosters are added), hard to balance (running speed/cost, cargo capacity and loading speed and especially find the right path between reality and fun..) and there seem to be already enough, i only thought about few new ones to build 'realistic' trains. most of my needs are satisfied atm (how long i waited for mailwaggons which are used like in the past (at least here in germany) and can transport express goods! same thing applies to the railcars). e.g the gdr set will contain locos from tiny to big for varius needs inside the concept of industrial railways => so no passenger engines would be included and engines of the standard roster are needed to fill this gap. so these rosters only work in add-on form and even if they work with other grfs the whole design (graphic and power/runningcost) is designed to fit iron horse. i know the concept is weird but at least it could be a inspiration to other modders, maybe with more usefull ideas :). at this point of my grf career i am only building things i missed so long in (o)ttd and iron horse provides many of this things.

@kamnet: my newGRF list is so long one more or less does not bother here i think :D. but ahead from the logic (eg. 3 people follow my approach you have 4 different ironhorse-grf in your list ore one big with thousends of parameters and engines.) it should be possible to activate/deactivate different rosters by including and setting the right paramater. as i said the, the "framework" which comes with seems really powerful and well thought (in contrast to my ideas) and let the developer focus to the main work => building nice sprites, which is hard enough (at least for me, i'm a good thief but a bad artist...). there to much mediocre drawn and hard to combine trainsets out here, which could be kicked out your list if only enough modders saddle up the iron horse :D
so what would stay => ttrs, firs, chips, a local station set, heqs, a local roadtransprotation set and a list of ironhorse raosters which fit your needs :p
for example i used up to 4 or 5 trainsets just to fit my european needs and mostly there where great differences in tractive efforts, running and buying costs and up to today we have no working tropical enhancement (which works with firs/ecs). first mission is to kill this problems, then the grflist can be cleaned up :D

@andy: i hope my missionary work for this set don't offends you but as i write before, in my opinion your work really fits to the original ttd spirit and have to be spreaded all over the ottd world :D
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Re: [Iron Horse] Various rosters for various needs

Post by andythenorth »

kackofant wrote:@andy: i hope my missionary work for this set don't offends you but as i write before, in my opinion your work really fits to the original ttd spirit and have to be spreaded all over the ottd world :D
Nope not offended :) I stole the ideas from Pikka though, and DanMacK has shaped the Iron Horse roster. ;)
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Re: [Iron Horse] Various rosters for various needs

Post by kamnet »

andythenorth wrote:
kamnet wrote:No reason to fudge up the NewGRF slot list - make it all one NewGRF.
It will be hard for him to maintain a fork, the way I work, the code is refactored frequently. :wink:
Oh, wait, I didn't see the first post of this thread. LOL! In that case, if Andy isn't willing to incorporate these items into Iron Horse, then indeed it should be an add-on, uploaded to BaNaNaS with IH marked as a dependent.
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Re: [Iron Horse] Various rosters for various needs

Post by andythenorth »

kamnet wrote:if Andy isn't willing to incorporate these items into Iron Horse
I'm not :D Community sets rarely work (with a few notable exceptions). Most of the best sets are made by 1 or 2 people ;)

It's also pleasing to see someone else making use of the code. I deliberately didn't try to build a reusable framework, because that's a whole project in its own right. But I did try to structure the code so that different kinds of vehicles are easy to add without touching any nml at all. :D (Credit also to those who inspired that approach, like Eddi with CETS, and DJ Nekkid with original 2CC set).
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Re: [AST] Various AddOns for various needs

Post by kackofant »

may i show you something totally different today:

my first newGRF for openTTD was this one:

Image

a tank engine basing on the german kdl1/br52 or as seen here polish ty2. this can be seen around the roundhouse in the lower left corner.
This design was quickly done and showed me two things:
1st 8bpp zoom is very ipressive but my drawing skills are realy bad => nothing to gain for me here
2nd nml and newGRF building is fairly easy

=> what came next can be seen in the first post.

Today i totally reworked the design above. it changed from a five coupled tank locomotive to a four coupled and was shorten very much:

Image
thanks and hugs going to the original artist (mentioned there)

Image
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Re: [AST] Various AddOns for various needs

Post by Leanden »

Is that in z0 scale?
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Re: [AST] Various AddOns for various needs

Post by Hyronymus »

kackofant wrote:may i show you something totally different today:

my first newGRF for openTTD was this one:

Image

a tank engine basing on the german kdl1/br52 or as seen here polish ty2. this can be seen around the roundhouse in the lower left corner.
This design was quickly done and showed me two things:
1st 8bpp zoom is very ipressive but my drawing skills are realy bad => nothing to gain for me here
2nd nml and newGRF building is fairly easy

=> what came next can be seen in the first post.

Today i totally reworked the design above. it changed from a five coupled tank locomotive to a four coupled and was shorten very much:

Image
thanks and hugs going to the original artist (mentioned there)
That is some slick design :shock: , stop complaining it looks beautiful.

Image
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Re: [AST] Various AddOns for various needs

Post by Marshy »

Agreed, those look brilliant!
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Re: [AST] Various AddOns for various needs

Post by kackofant »

Leanden wrote:Is that in z0 scale?
the polish guys call it 8bpp 2x zoom :D

if you mention this, then it is. The normal ttd-sprites shown also in the picture (even if they where only scaled down, most time i play in 2xZoom so i dont care about the look).

@the other ones: thanks for the kind words, but at the moment this is relocating of pixels. it has nothing to do with drawing. but at least it gave me some motivation, to gave the m62/v200(ost)/br120(ost)/st44 another try in 2xZoom. the big sprites are much harder to draw then their small counterparts.

and please give some props to the developers of the pkpSet which get its second zoomed engines in the last days:

Image

this one is great! i am realy looking forward to some non-steamers of this set :) (and barely can't wait to recolor them :twisted: )
Last edited by kackofant on 10 Nov 2014 08:07, edited 1 time in total.
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Leanden
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Re: [AST] Various AddOns for various needs

Post by Leanden »

Ive been debating for a little while now whether to go 2x zoom with my british vehicles, but i wouldnt even know where to start drawing a larger scale :/
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Re: [AST] Various AddOns for various needs

Post by kackofant »

@leanden: your answer burned under my nails (hopefully this is the right translation for this saying/pun (in german i would say "lies mir keine ruhe" :D but this wouldnt realy help anyone here) for a while. a couple of minutes ago i stumbled over this drawing:

Image

these and similar pictures existing in the web for a while. if im remembering right, some of them where made for a screensaver. i know them for a while but my brain did not manage to combine this knowledge with ottd... up to now!

sure there where some problems like licensing and the side-view (afaik they only existing in this perspective) is the one which can be drawn very easily but maybe this is the beginning you/i/we wanted....

gave me some seconds...

/edit:

mhhh in my enthusiasm i forget that the ttd-profile perpective is not straight from the side... but maybe...

Image

=> nothing is done here beside the waggon is scaled down and shortend to pkpSet 12x2-template (96*24px). the biggest flaw but maybe easy to handle is the wrong perspective and the missing 3 or 6 other viewing angles...

=> thanks to jpeg power this one is heavily dithered

and now back to orinary work ~_~
Last edited by kackofant on 10 Nov 2014 21:21, edited 2 times in total.
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Leanden
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Re: [AST] Various AddOns for various needs

Post by Leanden »

Wan sagt mann auf Englisch, Ruhe und Lihes?
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kackofant
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Re: [AST] Various AddOns for various needs

Post by kackofant »

@leanden: what?!

@topic: just another quick idea which came in my mind, while short thinking about perspectives... locomotion and its big amount of mods or at least tools. this way includes a lot of recolering and adjustments but at least the narrow gauge slm 2/3 by chris sawyer himself seem to fit very well. the v200 (or in this case v300) seems a bit small BUT all converted lomo files are rescalable while making it if i am remember right.... mhhh these damn zoom sprites... so lovely and so hard to draw ._.

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Re: [AST] Various AddOns for various needs

Post by Leanden »

Just shows how long its been since ive written German. ;)
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Re: [AST] Various AddOns for various needs

Post by kackofant »

no problem as long my english isnt in the same quality (i'm quiet good understanding it, but writing and even worse speaking it, is one of my hells :D)
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