[UNIV] ISR - Industrial Stations Renewal

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
Maedhros
OpenTTD Developer
OpenTTD Developer
Posts: 603
Joined: 30 Mar 2006 18:24
Location: Durham, UK

Re: Industrial Stations Renewal (test version available!)

Post by Maedhros »

Packer wrote:How do you get the switchyards station? I can't seem to get it.
That's not really too surprising, seeing as it hasn't been coded yet. :wink:
No-one's more important than the earthworm.
User avatar
Packer
Chief Executive
Chief Executive
Posts: 714
Joined: 18 Sep 2007 21:09

Re: Industrial Stations Renewal (test version available!)

Post by Packer »

Maedhros wrote:
Packer wrote:How do you get the switchyards station? I can't seem to get it.
That's not really too surprising, seeing as it hasn't been coded yet. :wink:
*headdesk* I wasted a lot of time trying to figure that out.
User avatar
OzTrans
Tycoon
Tycoon
Posts: 1714
Joined: 04 Mar 2005 01:07

Re: Industrial Stations Renewal (test version available!)

Post by OzTrans »

@Oz ...

1] CORRECTION : above I said, that with the twin pillar crane I used the same pillars for the rear and front. I meant to say, that I also used the rear pillar of the TWIN crane with the SINGLE crane and discarded the single crane pillar.

2] twin pillar crane : there are 2 positions of the hook assembly, but it looks very jumpy when it moves from one pos to the other. I can easily do 4 positions, nicely spaced above and between centre of rear track and centre of track in front. It would need to be fully attached to the link bridge or attachment; the pillars should not look any different depending on the position of the hook assembly.

3] what about other track systems ? forget about maglev and monorail, but how about narrow gauge or other 3rd party track systems. ATM, we only have normal rail; and I do not recommend to use this station with electrified rail, catenary and the hook assembly of the cranes do not mix. To have narrow gauge or other track systems, the track only and tower tiles could have split sprites to allow the underlying track to be visible. We could be getting away with the track tiles of the unloading facility.
User avatar
krtaylor
Tycoon
Tycoon
Posts: 11784
Joined: 07 Feb 2003 01:58
Location: Texas, USA
Contact:

Re: Industrial Stations Renewal (test version available!)

Post by krtaylor »

Actually, that's a good point. How do you arrange things with overhead freight trains, and catenary? Some sort of sidewise arrangement for the wires? Or, just don't do that?
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
User avatar
OzTrans
Tycoon
Tycoon
Posts: 1714
Joined: 04 Mar 2005 01:07

Re: Industrial Stations Renewal (test version available!)

Post by OzTrans »

krtaylor wrote:... How do you arrange things with overhead freight trains, and catenary? ...
IRL, you would not have catenary for this type of station ... that is where diesel shunters come in. For us, the cranes are quite happy with catenary wires and pylons, however the hook assembly and any cargo attached to it would look bad cutting through the wire all the time. I'm going to remove the pylons and wires for the platform tiles where the cranes are operating, so players can still use electrified trains. I could also try to block the building of this station as electrified, if the necessary information is available in the construction window.
User avatar
Packer
Chief Executive
Chief Executive
Posts: 714
Joined: 18 Sep 2007 21:09

Re: Industrial Stations Renewal (test version available!)

Post by Packer »

The gaping thing may work. IIRC, most eletric have 2 sets of canteries.
User avatar
krtaylor
Tycoon
Tycoon
Posts: 11784
Joined: 07 Feb 2003 01:58
Location: Texas, USA
Contact:

Re: Industrial Stations Renewal (test version available!)

Post by krtaylor »

I don't think it's a good idea to flat-out block the building of the station if the wires are electrified; it'd be confusing. However, maybe you might have an alternate kind of station that wasn't quite so fancy? So at least it would be usable.
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
User avatar
Ben_K
Tycoon
Tycoon
Posts: 1166
Joined: 01 Jun 2006 15:15
Location: Sydney, AUS

Re: Industrial Stations Renewal (test version available!)

Post by Ben_K »

Chaps, there is an issue with some of the new sections when using electric rail. The tiles are being placed with a catenary overhead. Ive noticed it on the road and road access tiles, not sure if its elsewhere too.
User avatar
Sanchimaru
Tycoon
Tycoon
Posts: 1542
Joined: 05 Feb 2004 22:39
Location: Kobe, Japan
Contact:

Re: Industrial Stations Renewal (test version available!)

Post by Sanchimaru »

I have been away a long time!
I had to write my master course thesis, and I travelled back with my family for the winter vacations! But now I have finished my work and I'm again at my home. I hope to have some spare time to work a little bit in some features for this set.

Ben, thanks for the advice! it's very important to collect all bugs or clipping inssues so that we can have them ready for the next release.

OzTransLtd, the ore processing facility is absolutely incredible! I'm impatient to see what can you do next :]
User avatar
Ben_K
Tycoon
Tycoon
Posts: 1166
Joined: 01 Jun 2006 15:15
Location: Sydney, AUS

Re: Industrial Stations Renewal (test version available!)

Post by Ben_K »

Good to see you back Sanchimaru. There was also an issue with the harbour cranes however I think you raised the lower crossbars on a newer version, didnt you?
(What happens is when a carriage enters the next tile, it appears ahead of the cross bar when it should still look like its underneath.)
User avatar
wallyweb
Tycoon
Tycoon
Posts: 6102
Joined: 27 Nov 2004 15:05
Location: Canada

Re: Industrial Stations Renewal (test version available!)

Post by wallyweb »

Sanchimaru wrote:I had to write my master course thesis, ...
One needs a masters to become a TTDX artist? :lol:
Good to see you back.We put your stuff over there in the corner while you were away. Do you want your old desk by the window?
User avatar
OzTrans
Tycoon
Tycoon
Posts: 1714
Joined: 04 Mar 2005 01:07

Re: Industrial Stations Renewal (test version available!)

Post by OzTrans »

Sanchimaru wrote:... the ore processing facility is absolutely incredible! I'm impatient to see what can you do next ...
I quite like it myself; there is still a bit of work to be done; like having the hook assembly of the large crane move sideways, while the crane itself moves along the platform. Also, I still have to add crane movements depending on train activity. But before I resume with that station; I was hoping to get updates for some of the sprites; like ore spillage and separate hook assembly for the large crane.
User avatar
Sanchimaru
Tycoon
Tycoon
Posts: 1542
Joined: 05 Feb 2004 22:39
Location: Kobe, Japan
Contact:

Re: Industrial Stations Renewal (test version available!)

Post by Sanchimaru »

>Ben_K: There are still some bugs to be issued in the last test version, Maedhros himslef reported that. I'm currently working on some parts he reported me that needed to be fixed / explained.

>wallyweb: yes, by the window, please, in front of the beautiful secretary :mrgreen: by the way, who took my marker pen while I was away!?

>Oztrans: you gave me an idea! We can have the overhead cranes to be animated. That would look cool and also save some space in the menu

In the meantime, I did a quick edit work and here you are some new sprites: the water processing parts. These are just edited from the original water well of the game.
The way to code them is as follows:
name: Water
(limited to 2 or more length) 1,2,A,E: most southwards part ; 1,2,B,C,F,G: central part (randomize upon construction) ; 1,2,D,H: most northwards part

I also edited the newfacilities file: now most of the warehouses are at ground level, making it better to build large industrial complexes. There are still some platform level warehouses too, though.
Attachments
newwater.png
newwater.png (3.46 KiB) Viewed 3171 times
newfacilities2.png
newfacilities2.png (36.88 KiB) Viewed 1345 times
User avatar
OzTrans
Tycoon
Tycoon
Posts: 1714
Joined: 04 Mar 2005 01:07

Re: Industrial Stations Renewal (test version available!)

Post by OzTrans »

Sanchimaru wrote:... We can have the overhead cranes to be animated. That would look cool and also save some space in the menu ...
The Ore Unloader station is coded as a one-click build station; any size from (1x1 to 14x14); i.e. currently it uses a single menu option. The cranes move at random along the platform(s) up and down, limited to one crane per platform. The smaller one on single track platforms, the larger one on twin platforms. Although, I'm trying to add an option for tracks only and an option for bins only platforms.
User avatar
wallyweb
Tycoon
Tycoon
Posts: 6102
Joined: 27 Nov 2004 15:05
Location: Canada

Re: Industrial Stations Renewal (test version available!)

Post by wallyweb »

Sanchimaru wrote:>wallyweb: yes, by the window, please, in front of the beautiful secretary :mrgreen:
OK, but when I told her she requested a transfer to our Iqaluit office. :?
by the way, who took my marker pen while I was away!?
OzTransLtd ... he needed it to write the really cool code for this really cool set. 8)
User avatar
Sanchimaru
Tycoon
Tycoon
Posts: 1542
Joined: 05 Feb 2004 22:39
Location: Kobe, Japan
Contact:

Re: Industrial Stations Renewal (test version available!)

Post by Sanchimaru »

I see, that's interesting! I'll try to have such feature implemented for overhead cranes and cranes on rails. Maybe for harbor cranes too? We'll see. Thank you :D

And now I have a question for the native english speakers from around the forums. Give that we have native speakers from very different regions, this might be hard, but let's see:
We need to give a name to some of the facilities you see at the newfacilities2 file in my previous post. They are the ones in the following rows:
5. ? I don't know what to call this one
6. this could be a refridgerated facility
7. this could be "big warehouse"
8. this could be "storage tanks" or something
9. this could be "warehouses"
10. ?
11.?
12. ?

Thanks in advance!
User avatar
wallyweb
Tycoon
Tycoon
Posts: 6102
Joined: 27 Nov 2004 15:05
Location: Canada

Re: Industrial Stations Renewal (test version available!)

Post by wallyweb »

Sanchimaru wrote: ...
5. ? I don't know what to call this one
It looks like a building one sees in a supply yard used to shelter a bulk product such a sand or salt.
How about "open storage shed"?
6. this could be a refridgerated facility - "cold storage"
7. this could be "big warehouse" - sounds good
8. this could be "storage tanks" or something - sounds good
9. this could be "warehouses" - "small warehouses"
10. ? - "modern warehouse"
11.? - "warehouse office"
12. ? - "production facility"
User avatar
Badger
Tycoon
Tycoon
Posts: 7040
Joined: 10 Sep 2006 19:12
Location: Adwick-Le-Street.

Re: Industrial Stations Renewal (test version available!)

Post by Badger »

Sanchimaru wrote:I also edited the newfacilities file: now most of the warehouses are at ground level, making it better to build large industrial complexes. There are still some platform level warehouses too, though.
Great, I'll look forward to these, something I'll be using a lot. All looks fantastic :D
|||| My OTTD/TTDP pics ||||Currently slighty obsessed with getting Platinum Trophies||||Retired moderator||||
User avatar
Ben_K
Tycoon
Tycoon
Posts: 1166
Joined: 01 Jun 2006 15:15
Location: Sydney, AUS

Re: Industrial Stations Renewal (test version available!)

Post by Ben_K »

Good news about the ground level thing. I think you've made the right choices. Next will be ground and high level roads etc. too ;)
As for the names, I think Wallyweb has good suggestions. The only other idea is for the storage tanks. We often call one a 'Silo'.
User avatar
krtaylor
Tycoon
Tycoon
Posts: 11784
Joined: 07 Feb 2003 01:58
Location: Texas, USA
Contact:

Re: Industrial Stations Renewal (test version available!)

Post by krtaylor »

Sanchimaru wrote: 5. ? I don't know what to call this one
6. this could be a refridgerated facility
7. this could be "big warehouse"
8. this could be "storage tanks" or something
9. this could be "warehouses"
10. ?
11.?
12. ?
Here's a few suggestions:
5. transfer bay
6. shipping offices
7. large shed
8. storage tanks
9. small sheds
10. early warehouse
11. repair bay
12. workshop
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: No registered users and 24 guests