TARS New Objects [Pistes, Lifts, Landscapes] Development

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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FooBar
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Re: TARS New Objects

Post by FooBar »

SwissFan91 wrote:Should Foobar not have waited to make motorways a roadtype, then? :P
Why wait if something can be done now?
It's currently (I think) the best possible implementation. And if a better method is ever invented, the graphics are there to be used.
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SwissFan91
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Re: TARS New Objects

Post by SwissFan91 »

FooBar wrote:
SwissFan91 wrote:Should Foobar not have waited to make motorways a roadtype, then? :P
Why wait if something can be done now?
lawton27 wrote:... best wait for newgrf road types. :)
Hmmmm :lol:
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planetmaker
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Re: TARS New Objects

Post by planetmaker »

Why should he have waited?
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Leanden
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Re: TARS New Objects

Post by Leanden »

New Road Types isnt going to allow for multi lane traffic, not right away anyway, so its rather irrelevant either way, except that road types will be easier to lay because you cant drag new objects.
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Re: TARS New Objects

Post by lawton27 »

SwissFan91 wrote:
FooBar wrote:
SwissFan91 wrote:Should Foobar not have waited to make motorways a roadtype, then? :P
Why wait if something can be done now?
lawton27 wrote:... best wait for newgrf road types. :)
Hmmmm :lol:
I think you've taken my words out of context I was referring to your pedestrianized roads replacing road tiles entirely, FooBar was referring to his motorway tile newObjects which sit alongside a road which is distinctly different :)
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SwissFan91
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Re: TARS New Objects

Post by SwissFan91 »

I'm trying to create a list of all of the sprites that need drawing to get an eye-candy cable car in the game via NewObjects; (ignoring x4 orientations, and placing random cable cars on the wires.)

Cable car station
\ wires
\ pylon
-- to \ pylon
-- wires
-- pylon
/ to -- pylon
/ wires
/ pylon
Cable car station 2

If anyone can understand that... anything I have missed?
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Eddi
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Re: TARS New Objects

Post by Eddi »

might want to have two kinds of steepness for the wires, one where you change one heightlevel every tile, and one where you change one heightlevel every 2 tiles. and possibly different height pylons (8px, 12px, 16px)
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Re: TARS New Objects

Post by SwissFan91 »

Good shout Eddi, yes.

In other news, here is something I have been wanting to draw for a while. This post can be for flat tile graphics.
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sprite showcase piste flat 1.png
sprite showcase piste flat 1.png (21.08 KiB) Viewed 5727 times
Last edited by SwissFan91 on 05 Dec 2011 11:52, edited 2 times in total.
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Re: TARS New Objects

Post by SwissFan91 »

This post can be for other objects, such as ski lifts and stuff.
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sprite showcase drag lift.png
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Re: TARS New Objects [Coder needed]

Post by SwissFan91 »

Accessories.
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sprite showcase accessories down 1.png
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SwissFan91
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Re: TARS New Objects [Coder needed]

Post by SwissFan91 »

Cable car.
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sprite showcase cable car.png
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Re: TARS New Objects [Coder needed]

Post by Purno »

Nice stuff there :)
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Re: TARS New Objects [Coder needed]

Post by planetmaker »

SwissFan91 wrote:Cable car.
That looks nice :-)

The pylons of the cables could probably need some touch (as in not pure black lines) - but I didn't see those sprites so far, so I assume they're still "in the press"?
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Re: TARS New Objects [Coder needed]

Post by SwissFan91 »

planetmaker wrote:
SwissFan91 wrote:Cable car.
That looks nice :-)

The pylons of the cables could probably need some touch (as in not pure black lines) - but I didn't see those sprites so far, so I assume they're still "in the press"?
Ah yes, I should have explained this. Those are not the pylons, they are just me measuring how many pixels off the ground the wires are, so it can remain constant. Pylons will be similar to this (attached).

Thanks for your kind words.

[EDIT] Mock-up in first post.
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mast 2 down 4.png
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Re: TARS New Objects [Coder needed]

Post by Eddi »

SwissFan91 wrote:[EDIT] Mock-up in first post.
i think that's a bit too steep there.
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Re: TARS New Objects [Coder needed]

Post by SwissFan91 »

Eddi wrote:
SwissFan91 wrote:[EDIT] Mock-up in first post.
i think that's a bit too steep there.
The cable car? Perhaps. But I did want it to get quite high above the ground, so it would allow for reasonable sized cable cars on the wires.
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Re: TARS New Objects [Coder needed]

Post by Eddi »

you have to realize that TTD has quite a compressed view, and some of the height illusions and mind tricks have to be applied. making the pylons too high may look odd in comparison with other nearby game objects. also, i think you should raise to a "reasonable height" directly on the base station tile, not with a flat section. imho you should offer flat, 4px (1/2 slope) and 8px (1 slope) sections. i don't see any reasonable use for a steeper section, as long as cliffs are not possible in game. if the player deems necessary, he could add another steep section on a flat tile, to gain additional height.
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SwissFan91
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Re: TARS New Objects [Coder needed]

Post by SwissFan91 »

Thanks for your help, Eddi. I might leave the cable car for a while, it makes my head hurt thinking about it :P There are lots of generic piste tiles to be churning out anyway!
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Re: TARS New Objects [Coder needed]

Post by SwissFan91 »

Something very, very much a WIP. This is the summer version of a ski jump (see attached inspiration).
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ski jump.png
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Re: TARS New Objects [Coder needed]

Post by SwissFan91 »

Flat piste sprites have been updated above.

[EDIT] Here's a ski school I made.
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skischule.png
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