
[UNIV] ISR - Industrial Stations Renewal
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Re: Industrial Stations Renewal (v 0.7.1 available!)
Perhaps it's a better idea to look in the screenshot forum. 

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Re: Industrial Stations Renewal (v 0.7.1 available!)
It is probably 100% compatible, but i'd upgrade to a more recent version if i were you, there are a few quite nice new features that have come out latelysynyster31 wrote:Has anybody got a saved game with a few examples of designs & uses for different stations so I could see them working please? Ive tried building a few but mine never seem to turn out very good! I dont mean junctions & signals, just the industry specific stations & how they can work, and aesthetically of course.
Im using r12799, is this compatible with the animations & everything?
Thanks

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Re: Industrial Stations Renewal (v 0.7.1 available!)
Yeah i had a look in there but I was hoping to see a few in action to see what you can do with the animations & how it all worksPurno wrote:Perhaps it's a better idea to look in the screenshot forum.
Ah thanks, Ive just updated to most recent nightly (14001 I think) now just have to get to grips with PBSDJ Nekkid wrote: It is probably 100% compatible, but i'd upgrade to a more recent version if i were you, there are a few quite nice new features that have come out lately

P.S Do i need any particular GRF's other than the ISR for the animations & things to work?
Re: Industrial Stations Renewal (v 0.7.1 available!)
You don't have to get to grips with PBS, you can still use the old signals.synyster31 wrote:Ah thanks, Ive just updated to most recent nightly (14001 I think) now just have to get to grips with PBS

No, you don't need any other grfs.synyster31 wrote:P.S Do i need any particular GRF's other than the ISR for the animations & things to work?
The best way to find out 'how it all works' is to try it for yourself. Most of the animations are triggered by activity at the station. In the case of the platform cranes (crane-on-rails, overhead crane, gantry cranes, steel mill station cranes etc.), the animation runs when there is a train loading at the platform. It looks better if you have 'gradual loading' on, as the trains then wait longer.

Most of the non-track tile animations are triggered by cargo arriving or being taken from the station, and some, like the container cranes will stop if the station has no cargo waiting. With others, like the warehouse doors, there is a random factor involved, so when cargo is delivered to the station, they don't all operate together.
Could you give some examples, of animations you are having trouble with and what you are expecting to work that isn't?

Re: Industrial Stations Renewal (v 0.7.1 available!)
Methinks Ameecher must be a NewHolland salesman when he is not working on saved games and scenarios.Ameecher wrote:Nope a combine would be awesome, just make sure it's a New Holland CR960. Little vote from the bloke living in the country for that one!![]()

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Re: Industrial Stations Renewal (v 0.7.1 available!)
No, not at all....wallyweb wrote:Methinks Ameecher must be a NewHolland salesman when he is not working on saved games and scenarios.Ameecher wrote:Nope a combine would be awesome, just make sure it's a New Holland CR960. Little vote from the bloke living in the country for that one!![]()
... I hardly make any save games and scenarios.

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Re: Industrial Stations Renewal (v 0.7.1 available!)
If the dock enable to built on the water......
such as......


http://www.penangcentral.com/Penang-Port.html
I think it might be outstanding..
such as......
http://www.penangcentral.com/Penang-Port.html
I think it might be outstanding..
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Re: Industrial Stations Renewal (v 0.7.1 available!)
From where download r12799?synyster31 wrote:Has anybody got a saved game with a few examples of designs & uses for different stations so I could see them working please? Ive tried building a few but mine never seem to turn out very good! I dont mean junctions & signals, just the industry specific stations & how they can work, and aesthetically of course.
Im using r12799, is this compatible with the animations & everything?
Thanks
Re: Industrial Stations Renewal (v 0.7.1 available!)
It's not quite what you are suggesting, but you can build a port like this:leaderfrontier wrote:If the dock enable to built on the water......
I think it might be outstanding..

That's an OpenTTD nightly build. You can get the latest one here.leaderfrontier wrote:From where download r12799?
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Re: Industrial Stations Renewal (v 0.7.1 available!)
Yes but ive been waiting to try them for a while, just have to unlearn some of the old principles! Hamart3p wrote: You don't have to get to grips with PBS, you can still use the old signals.
Ah ok thanks. Well I wasn't really sure just what was animated & what wasn't, i think i'll make a scenario where i can make some big stations & see what happens.mart3p wrote: . Most of the animations are triggered by activity at the station. In the case of the platform cranes (crane-on-rails, overhead crane, gantry cranes, steel mill station cranes etc.), the animation runs when there is a train loading at the platform. It looks better if you have 'gradual loading' on, as the trains then wait longer
Could you give some examples, of animations you are having trouble with and what you are expecting to work that isn't?
Thanks for all replies

By the way, like the look of that seaport/rail station nice idea!
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Re: Industrial Stations Renewal (v 0.7.1 available!)
Unfortunate,i can't build two dock or more in one station.
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Re: Industrial Stations Renewal (v 0.7.1 available!)
Yhea i have noticed that, how did you do that on the screenshot.leaderfrontier wrote:Unfortunate,i can't build two dock or more in one station.
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Re: Industrial Stations Renewal (v 0.7.1 available!)
Why not?leaderfrontier wrote:Unfortunate,i can't build two dock or more in one station.

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Re: Industrial Stations Renewal (v 0.7.1 available!)
What meaning?Beardie27 wrote:Yhea i have noticed that, how did you do that on the screenshot.leaderfrontier wrote:Unfortunate,i can't build two dock or more in one station.
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Re: Industrial Stations Renewal (v 0.7.1 available!)
One quick thought i had when making a station that covered multiple industries, mainly for visual continuity rather than game mechanics.
Can you have a waypoint that spans more than one tile? I just wondered because if you want to keep specific trains going to a platform of a station with the loading/unloading style that matches its cargo, say if you have a farm & coal mine supplying one station, a waypoint reduces flow to a single track, which kind of limits traffic flow for bigger stations!
But if you could have a waypoint over multiple tracks, it wouldnt be a problem!
Just a thought for future versions if its not already possible
Can you have a waypoint that spans more than one tile? I just wondered because if you want to keep specific trains going to a platform of a station with the loading/unloading style that matches its cargo, say if you have a farm & coal mine supplying one station, a waypoint reduces flow to a single track, which kind of limits traffic flow for bigger stations!
But if you could have a waypoint over multiple tracks, it wouldnt be a problem!
Just a thought for future versions if its not already possible

Re: Industrial Stations Renewal (v 0.7.1 available!)
Here is a list of ISR stations etc. that have animation:synyster31 wrote:Well I wasn't really sure just what was animated & what wasn't.
- Goods station A
Steel mill station
Tower crane
Crane on rails
Overhead crane
Gantry crane (modern)
Gantry crane (classic)
Conveyor belt
Main office
Shipping office
Large warehouse
Small warehouse
Modern warehouse
Brick warehouse

Beardie means that he has the same problem. But I suspect that's not what you are asking.leaderfrontier wrote:What meaning?Beardie27 wrote:Yhea i have noticed that, how did you do that on the screenshot.leaderfrontier wrote:Unfortunate,i can't build two dock or more in one station.

Edit:
It is not possible to have a waypoint that covers more that one track. It is possible though, to achieve the same thing using a station. For OpenTTD, 'TTDPatch compatible non-stop handling' needs to be enabled and set the trains' orders to 'non-stop' for that station.synyster31 wrote:Can you have a waypoint that spans more than one tile?
Re: Industrial Stations Renewal (v 0.7.1 available!)
In TTDPatch you could use routing-restrictions too. That's the way i'd do it anyway...
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Re: Industrial Stations Renewal (v 0.7.1 available!)
Ah i like that idea, especially with the ISR, it wont look like a random station stuck in the middle of nowhere.mart3p wrote: It is not possible to have a waypoint that covers more that one track. It is possible though, to achieve the same thing using a station. For OpenTTD, 'TTDPatch compatible non-stop handling' needs to be enabled and set the trains' orders to 'non-stop' for that station.
Oh & thanks for the help with animated station parts
I read about that but i use OTTDSkeedR wrote:In TTDPatch you could use routing-restrictions too. That's the way i'd do it anyway...

Re: Industrial Stations Renewal (v 0.7.1 available!)
mart3p wrote: It's not quite what you are suggesting, but you can build a port like this:
So that's actually 4 separate stations?

Re: Industrial Stations Renewal (v 0.7.1 available!)
Yes it is.Nagyzee wrote:So that's actually 4 separate stations?


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