North American Industries

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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lifeblood
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Post by lifeblood »

Thanks for the offer Oz! Please do so if you see a minor problem, but I need to learn to work around my handicap. I'll be getting a new computer in the spring, but that doesn't really help me now...

Anyhow, here is my latest efforts:
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cannery redux redux.png
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Post by wallyweb »

Lifeblood ... those redux images look great even without texturing, which would be an added treat. :D

Now on to your PC issue.
lifeblood wrote:Nay, that was deleted many years ago by my father, and we've no Windows 98 se cd to restore it. Needless to say its a dog of a computer and is only good for interneting.
If that PC came with no Win98SE CD then the .cab files are probably somewhere in a folder in your C drive and as DanMack suggested, add/remove programs should fix it. However, if the PC came with a CD then there are probably no .cab files on the hard disk and add/remove wont work. PM me if you can't fix it. I might have a trick or two up my sleeve. 8)
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Post by DanMacK »

Here are some iron ore mine sprites for the Arctic climate =>Could this be added in conjunction with the Steel mill and factory. The latter 2 may be added with snowy variants.

Ore mine should (if possible) only be below the snowline.
Steel Mill should accept coal and iron ore
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Arctic Iron Ore Mine Sprites
Arctic Iron Ore Mine Sprites
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lifeblood
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Post by lifeblood »

Yup, it's in the scheme. Actually, I attach the schemes to the first post so we don't have to go hunting.
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Post by DanMacK »

Well, I posted it here, because for some reason I couldn't post to the actual newindustries thread, but it would be nice to see an iron ore scheme .grf in the meantime while we're waiting for this set to be complete :D I'm itching to run some Cartier stuff ;)
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Oz
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Post by Oz »

Hey, man, I messed with your sprites a bit. See if you like them. Also, you asked for my tractor and silo sprites a while back. Wasn't sure if you ever got them here on the forums, so I posted them as well.

Thanks for letting me work on your graphics, lifeblood. If you ever want me to do anything else, just holler. :)

Cheers!
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Lifebloods Cannery.png
Lifebloods Cannery.png (11.24 KiB) Viewed 3719 times
Tractors and Silos.png
Tractors and Silos.png (3.8 KiB) Viewed 3719 times
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Post by DaleStan »

DanMacK wrote:Ore mine should (if possible) only be below the snowline.
Quite possible. (Callback 28)
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Post by DanMacK »

Would it be possible for you to code them? ;)

Oz, nice mod! Makes a kick-ass industry look even better (if that was possible)
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Post by DaleStan »

I don't see any building sprites, just ground sprites. Is that the way it's supposed to be?
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Post by Aegir »

DaleStan wrote:I don't see any building sprites, just ground sprites. Is that the way it's supposed to be?
That should be all that you need, use regular TT sprites for the rest of it. I think DanMacK just changed the grass to suit arctic.

MMm, tasteh. Be good to have the whole mines -> mills -> factory chain in arctic :)
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Post by DanMacK »

Yeah, I only changed the grass colour. IIRC, that's all there is to the iron ore mine... and the other 2 are as Aegir said, just standard TTD sprites (for the moment)
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lifeblood
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Post by lifeblood »

OZ! That's much better, thank you! I'm just finishing up the construction phases, and then the cannery will be in the bag. Next project is the farm! (I'm going vector by vector)
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Post by Oz »

Anytime, man. If there's anything you need just let me know.

Cheers!
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Post by lifeblood »

Update: the cannery is now complete - with construction phases. Next project will be the farm. It'll be of Ontario/Quebec/North Eastern United States design (based on my neighbour's).

DanMack: Umm, a few pages ago I asked if you could possibly draw a bakehouse so it'd be in the same style as your abattoir. It's not needed right away, and I figure every now and then you may want a break from drawing trains. :wink:

I also like the move in the spanish industries set to have only post offices generate and accept mail, this would free one cargo acceptance from each building in towns so that houses could accept passengers, goods, and food, and commercial buildings can accept passengers, goods, what ever else... Is this (post offices) something that should be emulated in the North American set?
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Post by wallyweb »

lifeblood wrote:I also like the move in the spanish industries set to have only post offices generate and accept mail, this would free one cargo acceptance from each building in towns so that houses could accept passengers, goods, and food, and commercial buildings can accept passengers, goods, what ever else... Is this (post offices) something that should be emulated in the North American set?
YES! :D Sorry for shouting like that. With NewCargos in temperate, food acceptance is out of balance. This will allow it to be fixed. Also, if possible (I think it is) post office building sizes should be varied acording to town population. e.g. - small towns get those little brick pillboxes - medium towns get something a little more elaborate and large towns get postal distribution facilities, each with production sized to match. (that last part may be a bit more difficult to implement).
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Post by DaleStan »

wallyweb wrote:Also, if possible (I think it is) post office building sizes should be varied acording to town population. e.g. - small towns get those little brick pillboxes - medium towns get something a little more elaborate and large towns get postal distribution facilities, each with production sized to match. (that last part may be a bit more difficult to implement).
Were post offices supposed to be town buildings or industries? If the latter, remember that the post office cannot grow once it's been built. It's possible to deny construnction of the large layouts in small towns, and vice versa, but the layout to be built is randomly selected, so the actual effect would be to deny construction for no apparent reason a rather large portion of the time.

Adjusting production based on town population is pretty easy, but adjusting production based on layout does not appear to be possible.
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Post by wallyweb »

DaleStan wrote:
wallyweb wrote:Also, if possible (I think it is) post office building sizes should be varied acording to town population. e.g. - small towns get those little brick pillboxes - medium towns get something a little more elaborate and large towns get postal distribution facilities, each with production sized to match. (that last part may be a bit more difficult to implement).
Were post offices supposed to be town buildings or industries? If the latter, remember that the post office cannot grow once it's been built. It's possible to deny construnction of the large layouts in small towns, and vice versa, but the layout to be built is randomly selected, so the actual effect would be to deny construction for no apparent reason a rather large portion of the time.

Adjusting production based on town population is pretty easy, but adjusting production based on layout does not appear to be possible.
With DaleStan's thoughts in mind, post offices should be town buildings. Industries tend to get built in the wilds outside of towns, a poor location for good customer postal service. (I hope Canada Post doesn't see this post ... they might actually like that concept). Although, MB's brewery puts that limitation to rest.
Production based on population is good and should not need to be based on layout. If the layout can be based on population as well, then with a little luck, the two would be somewhat synchronized. How's my reasoning on this?
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lifeblood
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Post by lifeblood »

Yup, I was thinking of postoffices being town buildings, than the apperence could change through the ages, and towns could have more than one depepnding on size. But I also had another idea come to me that in addition to the postal outlets, mail processing centres could appear in the 1960s or 1970s as industries that generate loads of mail, requireing dedicated mail trains/planes/boats/rvs to transport such a large ammount. These industries would be simular to banks in that they accept and generate mail. This would be a representation of the courier industry which is a backbone of the North American economy.
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Post by wallyweb »

lifeblood wrote:Yup, I was thinking of postoffices being town buildings, than the apperence could change through the ages, and towns could have more than one depepnding on size. But I also had another idea come to me that in addition to the postal outlets, mail processing centres could appear in the 1960s or 1970s as industries that generate loads of mail, requireing dedicated mail trains/planes/boats/rvs to transport such a large ammount. These industries would be simular to banks in that they accept and generate mail. This would be a representation of the courier industry which is a backbone of the North American economy.
My thoughts almost exactly. :)
Here in Saint John, the largest city in New Brunswick, we have a mail processing facility as well as a couple of smaller postal outlets. As well as generating mail, the large facility should also accept mail delivered to it from the smaller outlets, perhaps even on a acceptance/production ratio of 1:1 (1:2 would be acceptable if the facility is to be placed in a city).. That way, if you want to make a lot of money, you'd have to make sure it has a source first.
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Post by DaleStan »

wallyweb wrote:Industries tend to get built in the wilds outside of towns, a poor location for good customer postal service.
Tend, true, but it's possible to require that the industry built in or near a town.

I'm not sure it's a good idea, though; we are still limited to 90 industries per map.
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