NEW GRAPHICS NEEDED

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

Moderator: Graphics Moderators

User avatar
Born Acorn
Tycoon
Tycoon
Posts: 7596
Joined: 10 Dec 2002 20:36
Skype: bornacorn
Location: Wrexham, Wales
Contact:

Post by Born Acorn »

jamesvassie wrote:One word...

SWEET!!!!! 8)

Is there still going to be the original oil refinery--->goods setup?

Cheers
And keep up the amazing work! :D
James
Yes, the only changes to original industries are the renaming of the Power Station to Coal-Fired power station.
Image
User avatar
jvassie
Tycoon
Tycoon
Posts: 3421
Joined: 18 Dec 2002 18:00
Location: High Wycombe, England
Contact:

Post by jvassie »

Cool!!!

So basically we get to choose where the oil goes...

James
(British) Modular Stations Set - Thread: | Website:
Swiss Set - Thread: | Website:
Route Map Creator
My Screenshot Thread
MeusH
Tycoon
Tycoon
Posts: 4349
Joined: 25 Oct 2004 15:39
Location: Mississauga

Post by MeusH »

Don't know where to post that idea, but I think it is the best place.
I think raw material industries (coal mines, oil wells, forests) should be two times more frequent as other (oil rafineries, coal and oil power plants, factories, sawmills)
User avatar
Born Acorn
Tycoon
Tycoon
Posts: 7596
Joined: 10 Dec 2002 20:36
Skype: bornacorn
Location: Wrexham, Wales
Contact:

Post by Born Acorn »

that would completely unbalance the game. THere are already enough industries as there is on one map
Image
User avatar
Eddy
Transport Coordinator
Transport Coordinator
Posts: 283
Joined: 01 Sep 2004 07:40
Location: Slovenia
Contact:

Post by Eddy »

Well it would be balanced if all the productions would be halved and the number of raw materials doubled. But then the raw materials industries would have to be close together. Which leads to the first type of game-balancing

Sorry for Off Topic :oops: :oops:
But I couldn't resist the temptation
Check out my fresh new site
-It's about TT-
User avatar
Born Acorn
Tycoon
Tycoon
Posts: 7596
Joined: 10 Dec 2002 20:36
Skype: bornacorn
Location: Wrexham, Wales
Contact:

Post by Born Acorn »

There would still be way too many industries on the map. For some reason the generator places way too many currently, and its not too hard to find three coal mines of forests right next to each other.

Dalestan, were you going to do the Oil Power station too? If so I can post the sprites here, but otherwise I can not.
Image
DaleStan
TTDPatch Developer
TTDPatch Developer
Posts: 10285
Joined: 18 Feb 2004 03:06
Contact:

Post by DaleStan »

Sure. I can do the Oil Power Plant. All climates except Toyland, right?

I'll have to make new versions once alpha 49 comes out; I'll be able to set custom texts (for names, news messages, &c.) then. Purely cosmetic changes though; it won't change how they actually work.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
User avatar
Born Acorn
Tycoon
Tycoon
Posts: 7596
Joined: 10 Dec 2002 20:36
Skype: bornacorn
Location: Wrexham, Wales
Contact:

Post by Born Acorn »

and it doesn't produce Goods ;)

the layout is like what Owen posted above, apart that the small building goes to the left of the top corner in that empty tile.
Attachments
oilpowerplant_478.png
oilpowerplant_478.png (16.72 KiB) Viewed 4970 times
Image
MeusH
Tycoon
Tycoon
Posts: 4349
Joined: 25 Oct 2004 15:39
Location: Mississauga

Post by MeusH »

Those huge transformator at the bottom of image look same as original coal powered power plant's
User avatar
Born Acorn
Tycoon
Tycoon
Posts: 7596
Joined: 10 Dec 2002 20:36
Skype: bornacorn
Location: Wrexham, Wales
Contact:

Post by Born Acorn »

Thats the idea. :roll:
Image
User avatar
orudge
Administrator
Administrator
Posts: 25220
Joined: 26 Jan 2001 20:18
Skype: orudge
Location: Banchory, UK
Contact:

Post by orudge »

There should be a public test release of the new industries test version this long weekend, possibly including some new cargoes. We'll see how it goes. ;)
User avatar
Born Acorn
Tycoon
Tycoon
Posts: 7596
Joined: 10 Dec 2002 20:36
Skype: bornacorn
Location: Wrexham, Wales
Contact:

Post by Born Acorn »

orudge wrote:There should be a public test release of the new industries test version this long weekend, possibly including some new cargoes. We'll see how it goes. ;)
This is the first Ive heard of it! :O <==smiley code really needs to be changed. This was meant to be :O!
Image
DaleStan
TTDPatch Developer
TTDPatch Developer
Posts: 10285
Joined: 18 Feb 2004 03:06
Contact:

Post by DaleStan »

Born Acorn, is that transformer the same sprite, or just a similar one?
If it's the same sprite, I can save some space by grabbing that tile from the power plant instead.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
User avatar
Born Acorn
Tycoon
Tycoon
Posts: 7596
Joined: 10 Dec 2002 20:36
Skype: bornacorn
Location: Wrexham, Wales
Contact:

Post by Born Acorn »

DaleStan wrote:Born Acorn, is that transformer the same sprite, or just a similar one?
If it's the same sprite, I can save some space by grabbing that tile from the power plant instead.
It is the same sprite.
Image
User avatar
Arsenal
Traffic Manager
Traffic Manager
Posts: 227
Joined: 06 Jan 2004 21:25

Post by Arsenal »

Me hopes it gets included in the integrated nightly! :D
User avatar
LKRaider
Transport Coordinator
Transport Coordinator
Posts: 360
Joined: 23 Mar 2005 04:05
Location: Brasil
Contact:

Post by LKRaider »

Good idea :D


(/me is waiting more patches to put on next one)
MeusH
Tycoon
Tycoon
Posts: 4349
Joined: 25 Oct 2004 15:39
Location: Mississauga

Post by MeusH »

0.4.0 will be relased pretty soon, so wait few days, then devs will add all these patches to official nightlies
User avatar
Born Acorn
Tycoon
Tycoon
Posts: 7596
Joined: 10 Dec 2002 20:36
Skype: bornacorn
Location: Wrexham, Wales
Contact:

Post by Born Acorn »

New version in the works

Image
Image
User avatar
LKRaider
Transport Coordinator
Transport Coordinator
Posts: 360
Joined: 23 Mar 2005 04:05
Location: Brasil
Contact:

Post by LKRaider »

The cylinders and the building looks much cooler, IMO :o

Needs more stuff :D
User avatar
Purno
Tycoon
Tycoon
Posts: 16659
Joined: 30 Mar 2004 12:30
Location: Almere, The Netherlands

Post by Purno »

Looks awesome, but it's somewhat too empty IMO.
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
Image Image
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: Google [Bot] and 24 guests