New Industries for TTDPatch

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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wallyweb
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Re: New Science?

Post by wallyweb »

Csaboka wrote:
wallyweb wrote:Now I know why the steel mill doesn't work in the tropics.
:lol:

BTW, this may change sometime soon. Mek sent me his work on newcargos yesterday, I'm working on it since then. It's currently unplayable, but I think it will start working in one or two week's time.
Does that mean no cold fusion power plant in the future? :P
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Born Acorn
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Post by Born Acorn »

Ok, so my new oil power plant has progressed somewhat, and now features windows! Excuse the small graphical errors but its a quick C+P.

All I need to do now is tidy up the electrical parts and texture the building.
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Purno
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Post by Purno »

Looks cool. But perhaps at a sign at the fence and the roof is a bit empty, IMO.
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Born Acorn
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Post by Born Acorn »

Purno wrote:Looks cool. But perhaps at a sign at the fence and the roof is a bit empty, IMO.
Im planning on ventilators and skylights etc for the roof.
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Post by Hyronymus »

I agree with Purno and once you left the C+P fase you might want to add some shadows ;). This building makes some interesting company colouring too I think.
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Post by Purno »

The walls of the building could use some more texture, IMO.
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Born Acorn
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Post by Born Acorn »

Ok. Ive been messing around some more and re-jigged it some.

This one or the previous one?
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power.PNG
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powermock.PNG
powermock.PNG (82.01 KiB) Viewed 6908 times
Last edited by Born Acorn on 07 Jul 2005 16:57, edited 1 time in total.
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AndersI
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Post by AndersI »

I think the cooling towers are too low compared to the building roof. Shouldn't they be the highest part of the complex?
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Born Acorn
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Post by Born Acorn »

I tried that, but then they would look scraggy and thin.
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Post by Hyronymus »

The coal power plant has a more fitting size perhaps but then you can hardly fit 2 in I guess. The roof looks nicer, definetly. Will you make the lot 'connectable' to roads?
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Post by Born Acorn »

I won't put any roads on the lot as I seem to get complaints whenever thats done, but you or anyone can put roads up to the road vehicle doors there.
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Purno
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Post by Purno »

It's pretty big ...

and the walls could use some texturing.
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Born Acorn
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Post by Born Acorn »

Im working on the walls, but Generator Halls are pretrty big :D

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DanMacK
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Post by DanMacK »

I'd say the first one, although it's a very close decision. Once we get some detail and texture, it'll be perfect :D
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wallyweb
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Post by wallyweb »

That setting in the town really makes it look good. Texture the walls (brick?) and make sure the doors fit the size of a road and I'd say its good to go. Nice work!

PS -- Where did the fence go? Gotta have the fence!
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Post by G-Klav »

I agree with wallyweb :)

Are you going to re-make the coal-powerplant too?
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Born Acorn
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Post by Born Acorn »

Im almost done on wall texturing and the fence will be back.
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powermock2.PNG
powermock2.PNG (106.62 KiB) Viewed 6653 times
power2.PNG
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Post by wallyweb »

Fantastic! :D
If you do another screenie, start a couple of roads off the road tiles near the doors like the one that currently goes in the other direction, It looks like it will fit but it would be nice to see the effect. :wink:
PS - make the doors a px or two taller? In case we want to build a station platform in front of them?
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Post by Aegir »

That is brilliant Born, absolutly bloody brilliant.

You're certainly getting much better with the industries, your first ones were so plain, but this is excellent. Now you just gotta make sure that everything you draw from now on is atleast that good. :D.
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Born Acorn
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Post by Born Acorn »

Here are the sprites.
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