Depot graphics

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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SHADOW-XIII
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Post by SHADOW-XIII »

Rai, that would be good, but I think normal trains depot need a change to comparing it to waypoint-stations it is extremly huge :|
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DanMacK
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Post by DanMacK »

Here's my contribution to this topic. I know the roof looks like Hell, and there's A LOT of tweaks to do. I'll edit a bit at home and put it in a screenshot. It's a 3-track depot which is about all you can fit on 1 square in TTD. Comments welcomed (like I said. it's only like half done)
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3-track Train Depot =>Prelim Drawing
3-track Train Depot =>Prelim Drawing
3trackDepot.png (2.15 KiB) Viewed 4352 times
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zero1000
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Post by zero1000 »

If we wanna have the possibilty to simulate a large depot with more single depots (see screenshot) the graphic has to fit into the whole tile.
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'large' depot
'large' depot
depot.jpg (79.5 KiB) Viewed 4337 times
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Post by Purno »

This shouldn't be very difficult. But if the graphics become very detailed or very 'beautiful'........
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Sinaasappel
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Post by Sinaasappel »

Hmm, i wonder if it would be possible to have some station-like depot's. In that way it wouldn't be possible to build trains larger that a depot, and you can also have at max 1 train in 1 depot. I guess this would certainly make things more interesting and cooler. (of course the patch will disable building of normal depots, because why would you want to build the new depot's then? :) )

Hmm, but i think it would be very hard to do, because internally, depots are something quite different from stations.

(i guess the solution would be in the lines of not trying to make depots look like stations, but more like making stations behave like depots)

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[edit]look at the post below :)[/edit]
Last edited by Sinaasappel on 07 Apr 2004 14:09, edited 1 time in total.
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Post by Korenn »

Sinaasappel wrote:depots are something quite different from depots
quite. :D
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Purno
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Post by Purno »

Here's my depot, it's not very beautiful, but it's something different.
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The ugly but modern train depot
The ugly but modern train depot
depot.png (1.82 KiB) Viewed 5267 times
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Post by aaronp »

Here are my attempts at drawing some new depots, to the left is a country depot, and on the right is a city depot with traversing table.
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Test1.PNG
Test1.PNG (2.5 KiB) Viewed 4108 times
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Post by krtaylor »

Hey, not bad! You need some shading, but the idea is good. Have you tried them in the game? I'm wondering about the traversing-table one, because more track is visible, will the game know to fully "disappear" the train or will the tail end be left sticking out?
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Rob
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Post by Rob »

It won't stick out, because the trains completely dissappear when they have entered a depot.
Look at a standard depot ingame while in transparent mode to check how the trains enter a depot.
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Post by Raichase »

Ideally we want a big building that covers pretty mcuh the whole square (removes the patch of grass around it in the arctic and sub-tropical climates), bith a modern warehouse look. I'll hunt around and find some pictures hopefully of some depts...

That said, the first one would look really nice at the end of a siding!
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Post by Snorbuckle »

This is work in progress. This is my first graphic project, so any help would be appreciated. Currently I can't get the depot to line up where I want it to on the tile.
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Trying out longer depot graphics.
Trying out longer depot graphics.
longdepot.png (29.23 KiB) Viewed 4017 times
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krtaylor
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Post by krtaylor »

As I think about it, I'm not so sure this is more realistic. I don't think they normally service an entire train at once, they break it down into pieces. So the shed doesn't need to be as long as the whole train.
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Post by Snorbuckle »

It'd look cool though. :P
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Post by Snorbuckle »

I mean, see how cool this could look if only my GRF skills were better.
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Test with station
Test with station
longdepotandstation.png (48.5 KiB) Viewed 4002 times
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Post by krtaylor »

I don't think you'd want a signal in front of the depot, otherwise you would have problems when a train wants to exit the depot and another one wants to enter. I think the depots have an implicit signal built into them.

Also, you're missing a piece of track in the interchange block.

But anyway, I see where you're going, I'm just not sure I agree. That's not a reason to stop though, these experiments are worthy.
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Post by Snorbuckle »

That was just a mock up shot. >_>

I'll search round the site some more, see if I can find out where my problem is.
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Post by Snorbuckle »

Well, I think it looks cool. If no-one else wants it though, I won't bother doing the other rotations.
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One finished rotation
One finished rotation
longdepot.gif (52.16 KiB) Viewed 3960 times
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Post by ChrisCF »

krtaylor wrote:I don't think they normally service an entire train at once, they break it down into pieces.
Don't be so silly ;)

You need room for the whole thing inside the shed - where would it go otherwise? I mean, real depots aren't like the TARDIS, you know :)
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Post by krtaylor »

No, I mean, you don't normally stuff the whole train in all at once, you take it apart into individual cars and put them in one or two at a time. And locos you always service individually too. The only time you'd get the whole thing is in a complete trainset, like a TGV set or something.
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