FIRS Industry Replacement Set - Development
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- athanasios
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Re: newgrf proposal: FIRS Industry Replacement Set
Everything getting better and better!
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Re: newgrf proposal: FIRS Industry Replacement Set
why not make them in CC', and they can be recolored as needed...Zephyris wrote:And some animated stockpiles... They are in the 8bpp palette; if you recolour them I'm sure they can be a useful resource!
Re: newgrf proposal: FIRS Industry Replacement Set
can't you apply arbitrary recolour maps? why limit to company colours?
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Re: newgrf proposal: FIRS Industry Replacement Set
Yes, that´s how it´s done in the realm of ECS, both for vehicles and stations. IIRC, I even posted recolour mappings for ECS´s bulk cargo types quite a long time ago. Unfortunately, the search function refuses to work for me in this case.Eddi wrote:can't you apply arbitrary recolour maps? [...]

regards
Michael
- andythenorth
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Re: newgrf proposal: FIRS Industry Replacement Set
Makes sense. Shotgun on *not* coding that though.DJ Nekkid wrote:why not make them in CC', and they can be recolored as needed...
cheers,
Andy
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: newgrf proposal: FIRS Industry Replacement Set
Or just adjust RGB and contrast and resave with the 8bpp palette and some dithering...
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- andythenorth
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Re: newgrf proposal: FIRS Industry Replacement Set
...which also works. We'll need to figure out the best approach, given that sprites of this type will be reused by different industries *but* that only one or two types of cargo is shown per industry tile (unlike stations which might be required to show n types of cargo).Zephyris wrote:Or just adjust RGB and contrast and resave with the 8bpp palette and some dithering...
cheers,
Andy
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: newgrf proposal: FIRS Industry Replacement Set
Feel free to use this as you see fit.andythenorth wrote: - mill building (chimney is from TTD and needs replacing due to copyright)
Coders wanted:
DSB Litra E in 2cc -
DSB Litra A in 2cc
Unless stated otherwise all works published by me on these forums is covered by a Creative Commons Attribution Non-commercial share-alike License. Please PM me if you are interested in obtaining a different license.
Re: newgrf proposal: FIRS Industry Replacement Set
Just please, if you care about my sanity, don't do "Locomotion" style industies. . .
From what I've seen so far, it looks good. Just remember a square block of commercia buildings is only 2x2 or 3x3 tiles. Looking forward to trying out the finished product.

From what I've seen so far, it looks good. Just remember a square block of commercia buildings is only 2x2 or 3x3 tiles. Looking forward to trying out the finished product.
andythenorth wrote:I was thinking that possibly the original TTD industries were quite small so they were proportional to the small original map size. With today's much larger maps these bigger industries are more appealing (although I have recently found playing smaller 128x128 or 256x256 maps to be more fun). It could also be a factor that smaller industries don't need much flat land for a site. As in real life, the number of places where an aluminium plant can be built is going to be limited...
By the way, I hope it's obvious that the colours in my sprites are for mockup purposes only!
@ Zephyris, thanks, I'll substitute that sprite soon.
You're quite right, the electrical substation will appear on the most energy intensive industries that need to be near a power station. For example it's used in the fertiliser factory (sketch in the first page of the thread).Eddi wrote:the electricity bit could appear on all (modern) industries that require to be near a power station.
The coal / wood idea is interesting, but due to the limited number of accepted cargos (maximum of three) per industry, it can't be implemented consistently. However it will be used for some industries, steel plants for example.
cheers,
Andy
Who is John Galt?
- andythenorth
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Re: newgrf proposal: FIRS Industry Replacement Set
What's the issue with Locomotion industries? I've never played it...ostlandr wrote:Just please, if you care about my sanity, don't do "Locomotion" style industies. . .
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
- trainmaster611
- Traffic Manager
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Re: newgrf proposal: FIRS Industry Replacement Set
The Aluminum plant looks great Andy
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What is the transformer for?
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Re: newgrf proposal: FIRS Industry Replacement Set
[OT]
May I ask why you (almost) always attach predecessing posts at the end of yours? Even if they have absolutely nothing to do with your post? Is this a reminiscence of the ancient M$ Outlook TOFU-style?
In the long run, this is quite annoying, and I suppose that many people over here would be glad if you´d be able to give up that weird behaviour, and adopt the general forum style when refering to foreign posts.
Thanks in advance.
regards
Michael
@ostlandrostlandr wrote:Just please, if you care about my sanity, don't do "Locomotion" style industies. . .![]()
From what I've seen so far, it looks good. Just remember a square block of commercia buildings is only 2x2 or 3x3 tiles. Looking forward to trying out the finished product.
andythenorth wrote:I was thinking that possibly the original TTD industries were quite small so they were proportional to the small original map size. With today's much larger maps these bigger industries are more appealing (although I have recently found playing smaller 128x128 or 256x256 maps to be more fun). It could also be a factor that smaller industries don't need much flat land for a site. As in real life, the number of places where an aluminium plant can be built is going to be limited...
By the way, I hope it's obvious that the colours in my sprites are for mockup purposes only!
@ Zephyris, thanks, I'll substitute that sprite soon.
You're quite right, the electrical substation will appear on the most energy intensive industries that need to be near a power station. For example it's used in the fertiliser factory (sketch in the first page of the thread).Eddi wrote:the electricity bit could appear on all (modern) industries that require to be near a power station.
The coal / wood idea is interesting, but due to the limited number of accepted cargos (maximum of three) per industry, it can't be implemented consistently. However it will be used for some industries, steel plants for example.
cheers,
Andy
May I ask why you (almost) always attach predecessing posts at the end of yours? Even if they have absolutely nothing to do with your post? Is this a reminiscence of the ancient M$ Outlook TOFU-style?
In the long run, this is quite annoying, and I suppose that many people over here would be glad if you´d be able to give up that weird behaviour, and adopt the general forum style when refering to foreign posts.
Thanks in advance.

regards
Michael
Re: newgrf proposal: FIRS Industry Replacement Set
IOW:michael blunck wrote:May I ask why you (almost) always attach predecessing posts at the end of yours? Even if they have absolutely nothing to do with your post? Is this a reminiscence of the ancient M$ Outlook TOFU-style?
Code: Select all
A: Because it messes up the order in which people normally read text.
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Re: newgrf proposal: FIRS Industry Replacement Set
For those of you who don't read boing boing, here are some japanese factories for inspiration - http://www.bouncingredball.com/2009/02/ ... -in-japan/
- andythenorth
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Re: newgrf proposal: FIRS Industry Replacement Set
More testing for proportions and general graphical approach...this is a large fertiliser plant.
Inspiration here: http://www.ub.uit.no/baser/arkinord/cat ... cat_id=154 Example of potential layout variation
Inspiration here: http://www.ub.uit.no/baser/arkinord/cat ... cat_id=154 Example of potential layout variation
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
- nicfer
- Director
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Re: newgrf proposal: FIRS Industry Replacement Set
I have another question, would industries accept and generate passengers like oilrigs? Because not only them need workers.
And don't make tourists a special cargo, just use passengers for it, I think there is no need of separating tourists from normal passengers, after all everyone is human right?
And don't make tourists a special cargo, just use passengers for it, I think there is no need of separating tourists from normal passengers, after all everyone is human right?
Sorry for my english I am argentinian
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Formerly known as UnderBuilder.
MyMiniCity
TTO don't crashes in Windows XP; XP crashes TTO
Formerly known as UnderBuilder.
MyMiniCity
Re: newgrf proposal: FIRS Industry Replacement Set
i agree, ideally, different passenger classes would be handled by destinations and vehicle preferrance [in context of cargodest]nicfer wrote:And don't make tourists a special cargo, just use passengers for it, I think there is no need of separating tourists from normal passengers, after all everyone is human right?
and especially in cargodest context, the separation between passengers and tourists really hurts, because you need to run separate tourist busses even through the smallest of villages, where the normal busses are not even fully occupied.
- andythenorth
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Re: newgrf proposal: FIRS Industry Replacement Set
Generally no. The reason is that industries can only accept three cargoes and produce two (think I've mentioned this previously in a few different contexts now). If we want industries that deal primarily with cargo, then we need to prioritise cargo, not passengers. I have no philosophical objection to industries that accept/produce passengers but it can't be implemented practically.nicfer wrote:I have another question, would industries accept and generate passengers like oilrigs? Because not only them need workers.
If anyone can produce a patch (and get it into trunk) to increase the number of cargos industries deal with, I would be able to make use of that, however it's not essential; we can have a fun industry chain without it, and moreover industries that accept/produce too many cargos would be a headache for players.
Exactly, and well put. There will be no tourists, people are people and passengers will do fine. We'll put a cargo table up somewhere soon to answer these kind of questions....I think there is no need of separating tourists from normal passengers, after all everyone is human right?
cheers,
Andy
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: newgrf proposal: FIRS Industry Replacement Set
The industries were larger than the mountains- steel mills taller than skyscrapers- add that to the small maps, and ugggh
andythenorth wrote:What's the issue with Locomotion industries? I've never played it...ostlandr wrote:Just please, if you care about my sanity, don't do "Locomotion" style industies. . .
Who is John Galt?
Re: newgrf proposal: FIRS Industry Replacement Set
Hey Ostlandr, did you read MB's post? 

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