[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
lobster
Tycoon
Tycoon
Posts: 5671
Joined: 21 Dec 2003 23:30
Location: Atlantic Ocean
Contact:

Re: Industrial Stations Renewal (v 0.5.0 available!)

Post by lobster »

awesome material. agreed with Aegir on expiration etc.
"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
mart3p
Tycoon
Tycoon
Posts: 1030
Joined: 31 Oct 2005 21:00
Location: UK

Re: Industrial Stations Renewal (v 0.5.0 available!)

Post by mart3p »

I also agree with all the comments about availability of the wooden crates. They're too good to only have them available before 1960. I second wallyweb's proposal to have a separate platform type, "General Cargo" sounds ok to me. As long as Sanchimaru agrees, we'll go with that. :)

And here's the latest addition; the first test of an animated old style gantry crane:
Attachments
old style gantry crane.png
old style gantry crane.png (12.49 KiB) Viewed 3137 times
Image
Trond
Tycoon
Tycoon
Posts: 973
Joined: 25 Jan 2008 07:32
Location: Gamle Ørnenuten

Re: Industrial Stations Renewal (v 0.5.0 available!)

Post by Trond »

:shock:

gief!
..: Trond :.. because you deserve it! Image

The whole problem with the world is that fools and fanatics are always so certain of themselves,
and wiser people so full of doubts.
Bertrand Russell

MyGRFs: Norwegian Funny Town Names 4 | LOTR & WoW Town Names 2 | Islandic Town Names 1 | Random Norwegian Town Names
Favorites: GRFCrawler | ISR | WIKI | Now Playing: OpenTTD 1.3.2 w/YAPP 3.0-RC3.9ish
User avatar
Sanchimaru
Tycoon
Tycoon
Posts: 1542
Joined: 05 Feb 2004 22:39
Location: Kobe, Japan
Contact:

Re: Industrial Stations Renewal (v 0.5.0 available!)

Post by Sanchimaru »

The idea is seconded!! Let's have "crates" paltforms from the begining and be used for almost every cargo along the years. :))

They look really good, mph! now let's see those sprites you got there:
you got very well the concept in the bunch at the left: the cargo gradually piles and there is more and more. However, the sprites at the right side don't seem to represent almost any change, and the change in the whole tile from the 2nd step to the 3rd is too abrupt. So the idea is like this, you can take a look at the sprites for other cargo, like containers, barrels or planks: the firtst stage is where the cargo has started to accumulate and is waiting. The second is where there is a lot of cargo, but there is place for more to come. The 3rd is where the platforms are already full and there's no more place left. This is to serve as a visual indicator of your station's delivery status.
So let's see your sprites, the ones on the left side: the 1st stage you drew would be good for both platforms and the whole tile. For the 2nd stage, I'd use something between your 2nd and 3rd stages (a bit more crates than in the 2nd and a bit less than in the 3rd). And in your 3rd stage, there seems to be still place for more, you have to draw it at full capacity (no vehicles or place to pile more crates, just fill more crates and it will be done. Remember it doesn't mean to cover the whole surface, since that would look odd too ;) For example, the height and width of the crates pile at the back of the tile in your 3rd stage should be fine)
Very good work, I like it!

>mart3p: Finally, the classic cranes!! :bow:
User avatar
mart3p
Tycoon
Tycoon
Posts: 1030
Joined: 31 Oct 2005 21:00
Location: UK

Re: Industrial Stations Renewal (v 0.5.0 available!)

Post by mart3p »

Another new feature for the next version; the AI can now use Industrial Renewal Stations. This only works in TTDPatch, callback 18 isn't implemented in OpenTTD.
Attachments
ai industrial stations.png
ai industrial stations.png (83.2 KiB) Viewed 2744 times
Image
Roujin
Tycoon
Tycoon
Posts: 1884
Joined: 08 Apr 2007 04:07

Re: Industrial Stations Renewal (v 0.5.0 available!)

Post by Roujin »

ooo :shock: they even choose the right type of station? awesome :)

/me goes bugging ottd devs to implement callback 18 :lol:
* @Belugas wonders what is worst... a mom or a wife...
<Lakie> Well, they do the same thing but the code is different.

______________
My patches
check my wiki page (sticky button) for a complete list

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

Re: Industrial Stations Renewal (v 0.5.0 available!)

Post by Maedhros »

Roujin wrote:/me goes bugging ottd devs to implement callback 18 :lol:
Heh, I'm quite tempted to try it, but I have no time to work on OpenTTD at the moment, and I haven't played a game with the AI for years anyway. :wink:
No-one's more important than the earthworm.
peter1138
OpenTTD Developer
OpenTTD Developer
Posts: 1791
Joined: 30 Mar 2005 09:43

Re: Industrial Stations Renewal (v 0.5.0 available!)

Post by peter1138 »

*cough* Already have a partial patch for that too...
He's like, some kind of OpenTTD developer.
User avatar
Maedhros
OpenTTD Developer
OpenTTD Developer
Posts: 603
Joined: 30 Mar 2006 18:24
Location: Durham, UK

Re: Industrial Stations Renewal (v 0.5.0 available!)

Post by Maedhros »

peter1138 wrote:*cough* Already have a partial patch for that too...
Hah. I really shouldn't be surprised, though. :-P
No-one's more important than the earthworm.
LordAzamath
Tycoon
Tycoon
Posts: 1656
Joined: 08 Jun 2007 08:00

Re: Industrial Stations Renewal (v 0.5.0 available!)

Post by LordAzamath »

True.. peter seems always have some WIP patches :P
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
User avatar
rbenevid
Traffic Manager
Traffic Manager
Posts: 192
Joined: 14 Oct 2004 20:08
Location: Brazil

Re: Industrial Stations Renewal (v 0.5.0 available!)

Post by rbenevid »

Seeing that screenshot made me remember why I never play with the AI..... :D
User avatar
mph
Engineer
Engineer
Posts: 124
Joined: 24 Aug 2007 20:47

Re: Industrial Stations Renewal (v 0.5.0 available!)

Post by mph »

Ok. done. pretty much. I think they're going to look nice with those cranes.


I tried to make the transitions between stages less abrupt and have the final stage as completely full.

In the end I did 4 stages- I don't think its much work to have 4 stages rather than 3 when coding, and since the general consensus was to have them as a separate tile to the containers, I didn't think it would be a problem. (of course if you would prefer them to follow exactly the same format as the containers, I can change them.)

Anyway, let me know what you think.
Attachments
crates1.png
crates1.png (35.08 KiB) Viewed 2508 times
previously known as daylight
User avatar
Toni Babelony
Tycoon
Tycoon
Posts: 1389
Joined: 07 Jul 2006 09:34
Skype: toni_babelony
Location: Sagamihara-shi, Japan
Contact:

Re: Industrial Stations Renewal (v 0.5.0 available!)

Post by Toni Babelony »

Shouldn' there also be some jute bags in between the stacks of boxes. Also, maybe add some text on the boxes and variation in box sizes, since there wasn't really a standard in box sizes in those days. Just for realism...

Furthermore, those graphics look really really attractive! Keep up the hard work!
Retired JapanSet developer and creator of TIAS.
User avatar
Sanchimaru
Tycoon
Tycoon
Posts: 1542
Joined: 05 Feb 2004 22:39
Location: Kobe, Japan
Contact:

Re: Industrial Stations Renewal (v 0.5.0 available!)

Post by Sanchimaru »

> mart3p: I see that the AI behavior remains the same, but with this implementation, at least you made the results more colorful :mrgreen:

> mph: That's a good work you got over there! However keep an eye for the following issues:

- Since it was decided to leave the wooden crates as universal cargo representation, and have them available at any year, you must get rid of the trucks, because they look too old... They do look good, however, but the shape is somewhat odd, with the front wheels too backwards, do you have a picture of the model?
Only the crates would be quite dull, but it's better to stick to the plain red and blue wagons to add some color and variety, since they are simple in shape and can fit in any age.

- This one is somewhat tricky, but I think it's better not put the crates so close to the tile border. There is a heigth to the soil, and they look like they are going to fall down at any time. It's better to leave a bit of margin, as you did in some of them.
Let them be
A B C D

E F G H

then, the margins you set in C, G, H are the best ones. B, D, E look too close to the border.

- The gradual loading stages: still some of them are not too smooth, so for the moment I'd stick to the 3 stages of all the other tiles in the set. Look for example at the platforms in the D group: the number of crates goes: 1, 2, 4, 12 in one side, and 1, 2, 4, 9 in the other one. The transition is too smooth in the first stages compared to the last ones.
Leaving the arrangement as it is, I'd use a 3-stages scheme, and use the 1st, 3rd and 4th stages of each.

Other than that, I think you got pretty well what to do and whow to do it :)

> Tony: That is a good idea, but for the moment we will stick to these sprites, and later mph can work on a newer version with more detailed and variated types of crates and bags. And about text... I'd forget about it... as much, one can make look like there is something written on them, but legible letters are definately impossible at this size.
User avatar
andythenorth
Tycoon
Tycoon
Posts: 5705
Joined: 31 Mar 2007 14:23
Location: Lost in Music

Re: Industrial Stations Renewal (v 0.5.0 available!)

Post by andythenorth »

Sanchimaru wrote:> mart3p: I see that the AI behavior remains the same, but with this implementation, at least you made the results more colorful :mrgreen:
- Since it was decided to leave the wooden crates as universal cargo representation, and have them available at any year, you must get rid of the trucks, because they look too old... They do look good, however, but the shape is somewhat odd, with the front wheels too backwards, do you have a picture of the model?
Truck looks like a Scammel Scarab 3 wheel tractor + 2 wheel trailer:

http://images.google.com/images?q=scamm ... a=N&tab=wi

Very UK-specific. Kind of cool. But dated.

Maybe it could be replaced with a Piaggio Ape :o

http://images.google.com/images?q=piagg ... a=N&tab=wi
User avatar
Toni Babelony
Tycoon
Tycoon
Posts: 1389
Joined: 07 Jul 2006 09:34
Skype: toni_babelony
Location: Sagamihara-shi, Japan
Contact:

Re: Industrial Stations Renewal (v 0.5.0 available!)

Post by Toni Babelony »

Sanchimaru wrote:> Tony: That is a good idea, but for the moment we will stick to these sprites, and later mph can work on a newer version with more detailed and variated types of crates and bags. And about text... I'd forget about it... as much, one can make look like there is something written on them, but legible letters are definately impossible at this size.
Sure, coding is more difficult than drawing IMO. The sprites can be redone when coded with easy, mirite? Regarding the text, I wasn't implying to write someting readable on the boxes, but just to make the illusion of something being written on it.

Anyway, maybe I should get another crack at drawing sprites again... Either for this set or the Japan set, of which the latter is somewhat revived as I see... (needs more trains for the post-70's eras).
Retired JapanSet developer and creator of TIAS.
User avatar
mph
Engineer
Engineer
Posts: 124
Joined: 24 Aug 2007 20:47

Re: Industrial Stations Renewal (v 0.5.0 available!)

Post by mph »

Yes-the lorry should go. It's too old and too British. Maybe I'll find some use for it.
(btw- I think the front wheels look funny because it has 3 wheels. It is the first attempt i have made at any sort of vehicle too so its not amazing)

I got rid of the second stage, and moved some of the crates away from the edges. Is this enough- I think it looks OK now.
Attachments
cratesplatforms1.png
cratesplatforms1.png (27.84 KiB) Viewed 2352 times
previously known as daylight
User avatar
mart3p
Tycoon
Tycoon
Posts: 1030
Joined: 31 Oct 2005 21:00
Location: UK

Re: Industrial Stations Renewal (v 0.5.0 available!)

Post by mart3p »

>mph: Your wooden crates are looking very good. My only criticism would be the handcarts (presuming they are handcarts :) ). They look a bit large when compared to the size of a train wagon.

Sanchimaru wrote:> mart3p: I see that the AI behavior remains the same, but with this implementation, at least you made the results more colorful :mrgreen:
he he :D Actually I picked an area for the screenshot where the AI’s track routing was almost sensible. Have a look at this one:
Attachments
stupid AI.png
stupid AI.png (41.91 KiB) Viewed 2308 times
Image
User avatar
mart3p
Tycoon
Tycoon
Posts: 1030
Joined: 31 Oct 2005 21:00
Location: UK

Re: Industrial Stations Renewal (v 0.5.0 available!)

Post by mart3p »

I did a quick initial coding of the crates to see how they looked in the game. Only 2 of the 4 variations coded so far. They're looking pretty good. :)

>mph: A few comments on preparing sprites for coding: it saves me some time if the sprites are arranged with all the top edges and left-hand sides in line. Also could you arrange them so all platform tiles are together rather than being mixed with the non-track tiles. It would also help if all the platform orientations are together, i.e. all SW-NE platforms and then all SE-NW platforms. There is also a sprite (row 2 sprite A) with additional blue at the top, please remove this.

I’ll code the rest once you’ve made these changes. ;)

Edit: updated screenshot, I had a sprite alignment wrong the first time. :?
Attachments
general cargo platforms.png
general cargo platforms.png (30.08 KiB) Viewed 2189 times
Image
User avatar
mph
Engineer
Engineer
Posts: 124
Joined: 24 Aug 2007 20:47

Re: Industrial Stations Renewal (v 0.5.0 available!)

Post by mph »

They're looking so good. Here's a neater version of the sprites. Hope its OK.
Attachments
crates1.pcx
(74.8 KiB) Downloaded 157 times
previously known as daylight
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: Bing [Bot] and 18 guests