[UNIV] ISR - Industrial Stations Renewal

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maquinista
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by maquinista »

mph wrote:I noticed that your streetlights are actually drawn on to the roads themselves, so they look great, except the veihcles drive over them!

I cant however work out how you did the corner waterfront part. Is it a secret or can you tell us? It looks amazing though. Maybe someone could write a patch allowing you to build on the very corner tile in OTTD?

I never get bored of looking at those screenshots.
It could be created with unused maglev tracks, with a sprite replacement.
I have seen this trick in some screenshots.
I think that a eyecandy tool and a custom building placement tool (as a cheat) would be awesome, as SAC's screenshots. :bow:
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by Toch »

maquinista wrote:It could be created with unused maglev tracks, with a sprite replacement.
I have seen this trick in some screenshots.
It was my idea and it works fine for me. Maglev is useless anyway.
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by Ameecher »

I was trying to work out the corner river bits and my only solution was a 4 tile building on which one of the tiles was graphically water but not actually functional water, if you get my drift.
Last edited by Ameecher on 13 Aug 2008 20:43, edited 1 time in total.
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by Beardie »

Right, them corners bits could have been created using road pieces, since road pieces in TT can go on corner parts of land. Just the raod has edited graphics somehow maybe.

Edit: Either That or edited land purchase.
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by krtaylor »

Are those the legendary "stolen trees"?
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by SAC »

ISA wrote: Yes I can see that SAC uses those lanterns or lamps, dunno how to call it, to solve a problem! If those "lamps" would be available with ISR (with same tile colors as ISR empty tile is, hope you understand what I mean) but as eye candy to replace lighthouse or something else?! There was some time ago grf where those "lamps" were available?! :roll:
But is it possible to add those in game or only in scenario editor? I remember some development about that somewhere some time ago.
Well, those lamps, (which, along with the power lines, are available as a "landscape.grf" at TTArtist), are only part of the solution. The other solution - or illusion if you want - is visible on the opposite side of the river in the same image... Unfortunately you cannot "add" either of them in game, but there's always the ability to open a current game in the scenario editor should you want to make some changes to the map...
Beardie27 wrote: Course them screnshots SAC are amazing, i would imagine you made all the buildings, track and assorted other things because they don't exsist on tt-forums as far as i know. Hance making you screenshots unique.
I'm the author behind some of the buildings, while others were originally made by Zimmlock and Oz - although improved or otherwise changed to better fit the ones I've made myself. The rest visible in those images such as tracks, trees, and whatnot, are all my own work though!
mph wrote: I noticed that your streetlights are actually drawn on to the roads themselves, so they look great, except the veihcles drive over them!

I cant however work out how you did the corner waterfront part. Is it a secret or can you tell us? It looks amazing though. Maybe someone could write a patch allowing you to build on the very corner tile in OTTD?
The streetlights are, as noted, drawn on the roads themselves, but only some of them. The disadvantage is that vehicles do "run" over them, yes, but I'm going to remake those and have the streetlights placed on the opposite side of the roads instead. However, there are other types of streetlights present in those images as well, where vehicles do not "run" over them. Can you spot them?

As for the corner tiles, well, it's a graphic illusion, and while those particular tiles are rounded, I also have squared ones allowing for a solution to that problem being discussed earlier in this very thread. The one about creating a harbor without those "ugly" edges...
krtaylor wrote: Are those the legendary "stolen trees"?
If you're referring to the ones in my images, then yes - although my version differs from the one available as a .grf both here and at TTArtist, (Stolen Trees), where I had most of the trees replaced with new versions. That's why my screens are different from yours, (when the "StolenTrees.grf" is used)!
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by krtaylor »

So if your version is redraws, can you post the tree GRF?
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by SAC »

krtaylor wrote:So if your version is redraws, can you post the tree GRF?
The reason there is a .grf out there labeled "Stolen Trees" is because Aegir, (the coder), usually labels specific files as "stolen", but ironically in this case the files were in fact "stolen" by someone here at TTForums. As a result thereof I decided to offer this particular file as a download for the time being while continuing on my INFRA-work!

So the answer is no at this point. First of, the trees aren't completed since stages are missing, and secondly there aren't any snowy versions drawn yet - and I'm not referring to George's snowy versions of my trees, which again are based on the "StolenTrees.grf"
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by Lakie »

Well, its nice to see you've come back for a little while, and to see you still are working on your graphics.
I think we all understand that you'll release them as they are done and don't want to rush them, though it seems others are more impatient.
I believe the rounded corners on you screenshot looked a bit out of shape, but that could just be my eyes.

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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by SAC »

Lakie wrote: I believe the rounded corners on you screenshot looked a bit out of shape, but that could just be my eyes.
They are indeed out of place as they are test objects only. The foundation is different and the shape of the corners needs to be adjusted... all in good time though...
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by Beardie »

SAC wrote:
Lakie wrote: I believe the rounded corners on you screenshot looked a bit out of shape, but that could just be my eyes.
They are indeed out of place as they are test objects only. The foundation is different and the shape of the corners needs to be adjusted... all in good time though...
well i can't wait, lol

Anyway just wondering if the GRF Crawler pics on ISR had been updated? because they looked like they had, sorry but i believe i was asked to do it. But is was away when Sanchimaru asked for it to be done and i just haven't had the time.
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by ISA »

SAC wrote:Well, those lamps, (which, along with the power lines, are available as a "landscape.grf" at TTArtist)
which is only available in temperate climet :(
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by lobster »

SAC wrote:And by all means, my screens, as accurate as they are, are filled with illusions, and some of them you may be able to spot by having a closer look below;
will you watch it, heart conditions run in my family!

anyway, whilst on the subject; that IKEA slash mall thingy, is that an industry or eye-candy? if it is, it probably generates and accepts loads of passengers, theoretically. nice concept.
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by Raichase »

lobster wrote:accepts loads of passengers
...and meatballs.
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by SAC »

ISA wrote:which is only available in temperate climet :(
Well, I assume that's a coding issue, but I'm only focusing on the temperate climate as it's the one I'm playing myself. However, nothing will prevent a coder from making sure that at least the INFRA-Landscape stuff will work in for instance the arctic climate...
lobster wrote: anyway, whilst on the subject; that IKEA slash mall thingy, is that an industry or eye-candy? if it is, it probably generates and accepts loads of passengers, theoretically. nice concept.
In my game a lot of the new stuff is coded as station tiles, but that's because it's a convenient way of testing in game. The idea with IKEA and similar establishments is to have them work as "industries", but how it actually will be coded in the end is still floating in the air... However, I have a tremendous amount of "eye candy" stuff drawn already, but as far as I'm aware of "eye candy" is still something that's not supported by the patch.
Raichase wrote:
lobster wrote:accepts loads of passengers
...and meatballs.
:mrgreen:
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by DJ Nekkid »

well, as an industry an IKEA would probably accept people, and produce trash ;)
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by Beardie »

Have you ever noticed that IKEA has no windows, its so when shopping inside that you don't notice the passege of time and so you shop longer. lol
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by wallyweb »

Beardie27 wrote:Have you ever noticed that IKEA has no windows, its so when shopping inside that you don't notice the passege of time and so you shop longer. lol
Wrong ... It's so you can't jump out when you see the prices. :lol:
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by azett »

Where has the download link of version 0.7.0 gone? ;(
Thank god for TTDX :D
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by Beardie »

azett wrote:Where has the download link of version 0.7.0 gone? ;(
Y would you need v0.7.0, v0.7.1 have the same station IDs and should be compatible
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