OpenGFX+ Trees 0.2.2

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luk3Z
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Re: OpenGFX+ Trees 0.2.2

Post by luk3Z »

It looks really nice. Good job.
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Re: OpenGFX+ Trees 0.2.2

Post by NekoMaster »

I really like these trees, they're the only tree grf I play with now because the trees look so good, and the fact that you can change the road side trees is nice too. I can't wait for more tropical trees though, especially some rainforest ones so I know where rainforests are for lumber mills
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Re: OpenGFX+ Trees 0.2.2

Post by NekoMaster »

Been a long time since my last post so excuse me for the double post.

Anyways, could we have palm trees as an option for road side trees?
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Re: OpenGFX+ Trees 0.2.2

Post by Froix »

It took me three years but I finally made those roadside palm trees! :mrgreen:

Anyway I'm back to finish chip away at what I started. Just added two more tropical trees with exposed roots. Now it's not so palmy as before. Still more work to do but I shall persevere.

Is Devzone down or is it just me? File should be up for nightlies once I get that figured out. For now, file attached below.

Hi to old friends and to all new members! What's new in the TTD community?
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Re: OpenGFX+ Trees 0.2.2

Post by kyosuke1989 »

Nice trees you have there :)

DevZone has had some problems lately, waiting for those to be fixed.
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Re: OpenGFX+ Trees 0.2.2

Post by STD »

The beautiful trees on this screenshot :) .
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Re: OpenGFX+ Trees 0.2.2

Post by planetmaker »

Froix wrote:It took me three years but I finally made those roadside palm trees! :mrgreen:

Anyway I'm back to finish chip away at what I started. Just added two more tropical trees with exposed roots. Now it's not so palmy as before. Still more work to do but I shall persevere.

Is Devzone down or is it just me? File should be up for nightlies once I get that figured out. For now, file attached below.

Hi to old friends and to all new members! What's new in the TTD community?
Nice, the new trees look marvelous :-)

You could also try to push again; hopefully the issues we have had with http(s) access to repositories is solved now. Sorry for the inconvenience.
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Re: OpenGFX+ Trees 0.2.2

Post by YNM »

Augh ! Since when does someone put a tree-like paper property in OpenTTD ? :mrgreen: :lol:

Totally, they look silly IMO. Make the rot quite a lot darker and smaller ?
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Re: OpenGFX+ Trees 0.8.0

Post by Froix »

New version available via BANANAS.

Activated third parameter for preselected trees

1 - Uses all trees
2 - Uses just green trees
3 - Uses conifer like trees
4 - Dead trees
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Re: OpenGFX+ Trees 0.2.2

Post by Chrill »

Dead trees would be useful for a Chernobyl setup :P
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Re: OpenGFX+ Trees 0.2.2

Post by SquireJames »

Just need someone to do STALKER themed industries :P
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Re: OpenGFX+ Trees 0.2.2

Post by V453000 :) »

is it just me or is the tree choice parameter borked? :)
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Re: OpenGFX+ Trees 0.2.2

Post by NekoMaster »

dead trees would also be good for a Fallout setup, say a scenario where you get to rebuild the world
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Re: OpenGFX+ Trees 0.2.2

Post by STD »

NekoMaster wrote:dead trees would also be good for a Fallout setup, say a scenario where you get to rebuild the world
I agree with you. Can be used to create new scenario. As after a major environmental disaster.
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Re: OpenGFX+ Trees 0.2.2

Post by Andrew350 »

NekoMaster wrote:dead trees would also be good for a Fallout setup, say a scenario where you get to rebuild the world
Funny enough, I have actually been working on just such a set, and was thinking exactly the same thing (as everyone else did :P ). IMO a few trees are a little too bushy for that purpose, but that's fine since you can fine-tune precisely which trees to use, so everyone gets what they like. At least it adds some nice variety to the regular dead trees :D
Sindworth Transport, 6th Mar 2077.png
With all trees active
(1.09 MiB) Downloaded 2 times
And of course the 'normal' trees look good too!
V453000 :) wrote:is it just me or is the tree choice parameter borked? :)
Indeed it seems that at least the arctic climate doesn't work.
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Re: OpenGFX+ Trees 0.2.2

Post by Froix »

I wasn't able to find any borking, codewise at least. It just probably seems borked. Each climate treats trees differently. Temperate distributes the trees evenly. Sub-Tropical on the other hand doesn't. Some of the types of trees are so rarely used that excluding them hardly has any visual effect. With Arctic, trees are distributed evenly I think but I've separated snowed on trees from normal trees on the exclusion parameters where I should have paired each normal tree with its snowed on version which I've already done and so should be on the next update.
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Re: OpenGFX+ Trees 0.2.2

Post by Andrew350 »

Froix wrote:I wasn't able to find any borking, codewise at least. It just probably seems borked. Each climate treats trees differently. Temperate distributes the trees evenly. Sub-Tropical on the other hand doesn't. Some of the types of trees are so rarely used that excluding them hardly has any visual effect. With Arctic, trees are distributed evenly I think but I've separated snowed on trees from normal trees on the exclusion parameters where I should have paired each normal tree with its snowed on version which I've already done and so should be on the next update.
So it's intended that changing the third parameter (pre-selected groups) in the arctic climate has no effect whatsoever on the types of trees shown?
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Re: OpenGFX+ Trees 0.2.2

Post by Froix »

Yes unfortunately. The preset parameter does not affect all climates currently due to missing trees and tree stage sprites. For now, all presets work for temperate and the dead for both temperate and tropical. I was under the impression that the borking question was on individual tree choice settings.

Out of topic, "borked" is actually a word? I thought he just came up with that. English is not my first language. :o

bork (third-person singular simple present borks, present participle borking, simple past and past participle borked)

To misconfigure, especially a computer or other complex device.
To break or damage.
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Re: OpenGFX+ Trees 0.2.2

Post by Andrew350 »

Ah okay, I feel a bit stupid now. After re-reading the parameter description it does in fact indicate that it won't work in all climates. My brain just wasn't able to put 2 and 2 together, sorry about that :)
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Re: OpenGFX+ Trees 0.2.2

Post by slaca »

Hi, sorry for digging up this topic but I have 2 questions.

1. There are 19 trees to enable/disable in the parameter settings, but when I would like to plant some, there are only 12 trees to choose from.
2. How could I make a forest from one tree? If I plant only 1 tree, after a while will grow another type of tree on the same square. For example I can't make a 10x10 forest from only "#5 tree" because a tons of other trees will grow next to them.

Thanks
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