"Project Generic Stations" Thread

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

Locked
User avatar
jvassie
Tycoon
Tycoon
Posts: 3421
Joined: 18 Dec 2002 18:00
Location: High Wycombe, England
Contact:

Post by jvassie »

Using the 'new feature' would it be possible to have as many bay platforms and as many through platforms as you want?

Cheers
James
(British) Modular Stations Set - Thread: | Website:
Swiss Set - Thread: | Website:
Route Map Creator
My Screenshot Thread
User avatar
Born Acorn
Tycoon
Tycoon
Posts: 7596
Joined: 10 Dec 2002 20:36
Skype: bornacorn
Location: Wrexham, Wales
Contact:

Post by Born Acorn »

PikkaBird wrote:
astath wrote:awesome, Born. maybe a little too big compared to the trains, but an awesome design.
Yes... I think it's definitely a little bit overscale...
The TTD scale can never be definate. Look at the scale of the industries. for example. Windows as big as a train portal. I was trying to find a compromisebetween the both but have applied that to the canopy too by mistake
Image
User avatar
Geo Ghost
Moderator
Moderator
Posts: 6567
Joined: 25 Oct 2004 10:06
Location: UK
Contact:

Post by Geo Ghost »

IMO, i think it looks great as it is :wink:
User avatar
Aegir
Tycoon
Tycoon
Posts: 2884
Joined: 09 Feb 2004 10:02
Contact:

Post by Aegir »

jamesvassie wrote:Using the 'new feature' would it be possible to have as many bay platforms and as many through platforms as you want?

Cheers
James
I think so, the way it will work, is that one type of station tile will be flagged as unpassable. I will use this to create a new element that will be dropped in as required.
Currently working under the name 'reldred' on Github, and Discord.
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.

14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
User avatar
lobster
Tycoon
Tycoon
Posts: 5671
Joined: 21 Dec 2003 23:30
Location: Atlantic Ocean
Contact:

Post by lobster »

awesome Aegir. but before i start up TTDL: your newer versions are all smaller then the previous ones. how come?
"Your mother was a lobster, and your father... was also a lobster" -- The rascal formerly known as astath -- Last.fm -- Official TT-Dave Worley Fan Club

Image

<orudge> make love to me while I surf, dear lobster
User avatar
Aegir
Tycoon
Tycoon
Posts: 2884
Joined: 09 Feb 2004 10:02
Contact:

Post by Aegir »

I trashed the side class. Not in there anymore. Needed to clear up space, and the side class was the least used.
Currently working under the name 'reldred' on Github, and Discord.
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.

14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
User avatar
lobster
Tycoon
Tycoon
Posts: 5671
Joined: 21 Dec 2003 23:30
Location: Atlantic Ocean
Contact:

Post by lobster »

i see it now. really nice. :)
"Your mother was a lobster, and your father... was also a lobster" -- The rascal formerly known as astath -- Last.fm -- Official TT-Dave Worley Fan Club

Image

<orudge> make love to me while I surf, dear lobster
User avatar
PikkaBird
Graphics Moderator
Graphics Moderator
Posts: 5631
Joined: 13 Sep 2004 13:21
Location: The Moon

Post by PikkaBird »

Born Acorn wrote:The TTD scale can never be definate. Look at the scale of the industries. for example. Windows as big as a train portal. I was trying to find a compromisebetween the both but have applied that to the canopy too by mistake
Well factory windows can be big... :wink:

If this is a "country station", it's going to be surrounded by houses like that, so I think it is going to look a bit out of scale. :)
User avatar
Born Acorn
Tycoon
Tycoon
Posts: 7596
Joined: 10 Dec 2002 20:36
Skype: bornacorn
Location: Wrexham, Wales
Contact:

Post by Born Acorn »

PikkaBird wrote:
Born Acorn wrote:The TTD scale can never be definate. Look at the scale of the industries. for example. Windows as big as a train portal. I was trying to find a compromisebetween the both but have applied that to the canopy too by mistake
Well factory windows can be big... :wink:

If this is a "country station", it's going to be surrounded by houses like that, so I think it is going to look a bit out of scale. :)
Yeah Im currently rescaling :wink:
Image
User avatar
lobster
Tycoon
Tycoon
Posts: 5671
Joined: 21 Dec 2003 23:30
Location: Atlantic Ocean
Contact:

Post by lobster »

i'm sorry to interrupt, bother or do anything unwanted, but Aegir, are these the sprites you require?
Attachments
Like this?
Like this?
cutout copy.png (18.61 KiB) Viewed 3363 times
"Your mother was a lobster, and your father... was also a lobster" -- The rascal formerly known as astath -- Last.fm -- Official TT-Dave Worley Fan Club

Image

<orudge> make love to me while I surf, dear lobster
User avatar
Aegir
Tycoon
Tycoon
Posts: 2884
Joined: 09 Feb 2004 10:02
Contact:

Post by Aegir »

astath wrote:i'm sorry to interrupt, bother or do anything unwanted, but Aegir, are these the sprites you require?

Yeap, thats perfectly cut up. They havent made my release (2.75), but I will do a test of them. I am a bit woried though, it's a different shading style from that of TTD, it may clash somwhat. Ill do a test and get back to you. It may slide in nicely, it may need some, as I said earlier, 'dulling' down. You've used quite a vivid collection of colors ;).

Anyways.... Here is another release, Two and three quarters. I added in a couple of ideas about the shelters, and fixed an problem with one orientation of the warehouses.

Ofcourse, my site has the news entry and a little picture (Not linking to the picture since being in Australia, the loading times will be quite slow for you non-aussies ;) ).

And here are the files:
Attachments
twoandthreequarterpigs.zip
DOS
(19.31 KiB) Downloaded 137 times
twoandthreequarterpigsw.zip
Windows
(19.37 KiB) Downloaded 254 times
Currently working under the name 'reldred' on Github, and Discord.
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.

14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
User avatar
Geo Ghost
Moderator
Moderator
Posts: 6567
Joined: 25 Oct 2004 10:06
Location: UK
Contact:

Post by Geo Ghost »

Downloads and plays :P
Good work Aegir. your a god on here :D
User avatar
Aegir
Tycoon
Tycoon
Posts: 2884
Joined: 09 Feb 2004 10:02
Contact:

Post by Aegir »

Actually, Astath, they aint perfectly cut up, sorry for saying otherwise. You have cut the sprites verticly: |. As apposed to on an angle (Allong the actual graphics to form tile peices): /.

I suggest you have another look at how they are done in other sprite sets and try again. Sorry for telling you the wrong thing, I wasnt looking hard enough.
Currently working under the name 'reldred' on Github, and Discord.
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.

14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
User avatar
lobster
Tycoon
Tycoon
Posts: 5671
Joined: 21 Dec 2003 23:30
Location: Atlantic Ocean
Contact:

Post by lobster »

Aegir wrote:Actually, Astath, they aint perfectly cut up, sorry for saying otherwise. You have cut the sprites verticly: |. As apposed to on an angle (Allong the actual graphics to form tile peices): /.

I suggest you have another look at how they are done in other sprite sets and try again. Sorry for telling you the wrong thing, I wasnt looking hard enough.
no problem at all, i knew it was a non-conventional way of cutting them. my idea was: those sprites that've been cut into 2 pieces are sprites you can't build single (the station building must be 2*2 for instance). so that's why the cutting doesn't need to be so precise.
but the complex truth always get's behind my ideas, doesn't it? :wink: i'll cut them up better a.s.a.p. and i'll post first some tries, if those are correct i'll do the entire bunch.

and yes, well, if the colouring's too bright or just not good, i guess i'll have to fix it later on. not too much of a problem. :)
"Your mother was a lobster, and your father... was also a lobster" -- The rascal formerly known as astath -- Last.fm -- Official TT-Dave Worley Fan Club

Image

<orudge> make love to me while I surf, dear lobster
User avatar
onodera
Traffic Manager
Traffic Manager
Posts: 170
Joined: 30 Jan 2005 23:00
Location: Moscow, Russia
Contact:

Post by onodera »

astath wrote:no problem at all, i knew it was a non-conventional way of cutting them. my idea was: those sprites that've been cut into 2 pieces are sprites you can't build single (the station building must be 2*2 for instance). so that's why the cutting doesn't need to be so precise.
The parts of the sprites that stick out of the tile to the left or to the right will flicker because of sprite sorting.
It's a nodding donkey in my avatar, not me! I'm an oil rig.
Marshy
Director
Director
Posts: 630
Joined: 07 May 2004 14:57
Location: Leeds

Post by Marshy »

Not sure if it's just me, but when I use the latest version of this set..

I would place a station. Save my game, quit, load it, and now the station is a totally different one.

EG. I placed a country station next to a town. And then when I loaded my game a few hours later it was now a load of cranes and warehouses =/
User avatar
lobster
Tycoon
Tycoon
Posts: 5671
Joined: 21 Dec 2003 23:30
Location: Atlantic Ocean
Contact:

Post by lobster »

onodera wrote:The parts of the sprites that stick out of the tile to the left or to the right will flicker because of sprite sorting.
so you're saying i have to cut those EXACTLY sprite-wise? you know what, i'll just decode something and give it a look. :wink:
"Your mother was a lobster, and your father... was also a lobster" -- The rascal formerly known as astath -- Last.fm -- Official TT-Dave Worley Fan Club

Image

<orudge> make love to me while I surf, dear lobster
User avatar
Aegir
Tycoon
Tycoon
Posts: 2884
Joined: 09 Feb 2004 10:02
Contact:

Post by Aegir »

Marshy wrote:Not sure if it's just me, but when I use the latest version of this set..

I would place a station. Save my game, quit, load it, and now the station is a totally different one.

EG. I placed a country station next to a town. And then when I loaded my game a few hours later it was now a load of cranes and warehouses =/
Ahh yes, but did you stick the new version of P:GS on? I changed the ID no's of all the stations in it :P .
Currently working under the name 'reldred' on Github, and Discord.
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.

14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
User avatar
lobster
Tycoon
Tycoon
Posts: 5671
Joined: 21 Dec 2003 23:30
Location: Atlantic Ocean
Contact:

Post by lobster »

i noticed you do, i have to rebuild all my stations with every update! :roll:
"Your mother was a lobster, and your father... was also a lobster" -- The rascal formerly known as astath -- Last.fm -- Official TT-Dave Worley Fan Club

Image

<orudge> make love to me while I surf, dear lobster
Marshy
Director
Director
Posts: 630
Joined: 07 May 2004 14:57
Location: Leeds

Post by Marshy »

Aegir wrote:
Marshy wrote:Not sure if it's just me, but when I use the latest version of this set..

I would place a station. Save my game, quit, load it, and now the station is a totally different one.

EG. I placed a country station next to a town. And then when I loaded my game a few hours later it was now a load of cranes and warehouses =/
Ahh yes, but did you stick the new version of P:GS on? I changed the ID no's of all the stations in it :P .
Yep. I started a new game this morning with the new update. I would build the station I wanted and then save the game. I would load it without changing ANY graphics whatsoever, and one of my generic stations would have changed to either a cut up version of the original TTDX style station OR a messy warehouse station.
Locked

Return to “Graphics Development”

Who is online

Users browsing this forum: Bing [Bot], Google [Bot], le_harv and 39 guests