[UNIV] ISR - Industrial Stations Renewal

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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Krowser
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Re: Industrial Stations Renewal (v 0.8.1 available!)

Post by Krowser »

Hi there,

Yesterday I installed this GRF but I didn't notice that many changes to my game. The docks graphics were nicer but I'm wondering how to obtain mines that look like the screenshots in this thread.

What exactly does this GRF do and is it compatible with 32bit graphics?

Thanks,
Eddi
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Re: Industrial Stations Renewal (v 0.8.1 available!)

Post by Eddi »

what this GRF does is provide station graphics, it doesn't change the industries.

when you open the build station window, you get presented with a dropdown that says "standard station" (or similar), if you click on that, you get different categories for industrial stations.
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Re: Industrial Stations Renewal (v 0.8.1 available!)

Post by Krowser »

Ahhhhhh.. thanks!

Is it compatible with 32 bpp graphics?
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Re: Industrial Stations Renewal (v 0.8.1 available!)

Post by FooBar »

Krowser wrote:that look like the screenshots in this thread.

and is it compatible with 32bit graphics?
Which thread? (Or alternatively, which screenshot?)

Depends on what you mean by "compatible". Yes, it can be used together with 32bpp graphics. No, the graphics from this set are not in 32bpp.
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Re: Industrial Stations Renewal (v 0.8.1 available!)

Post by Krowser »

FooBar wrote:
Krowser wrote:that look like the screenshots in this thread.

and is it compatible with 32bit graphics?
Which thread? (Or alternatively, which screenshot?)

Depends on what you mean by "compatible". Yes, it can be used together with 32bpp graphics. No, the graphics from this set are not in 32bpp.
There was a screenshot of a really cool looking lumber mill station in this thread, around page 35 I think.

That's what I meant. So I can install the better graphics but the stations will be in regular.
That's fine, as long as the game doesn't crash because of some conflict..
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Re: Industrial Stations Renewal (v 0.8.1 available!)

Post by FooBar »

Krowser wrote:There was a screenshot of a really cool looking lumber mill station in this thread, around page 35 I think.
Yeah, I'm not going to look that up...
But if it's a station on a screenshot in this thread, the station will most likely be part of this set :)

And crashes when combining 8bpp and 32bpp graphics are highly unlikely. So just go ahead and combine all you want.
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Re: Industrial Stations Renewal (v 0.8.0 available!)

Post by kamnet »

planetmaker wrote:
kamnet wrote:2) If it's possible, create tiles that road vehicles can drive over?
No. Nor will that be possible in the forseeable future.
Just an update to an old post that I started, and for historical purposes. Quast65 has started development on a complementing NewObjects set which does feature tiles that road vehicles can drive over (using some visual tricks).

http://www.tt-forums.net/viewtopic.php?f=26&t=58884
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Re: Industrial Stations Renewal (v 0.8.1 available!)

Post by hoemaco »

Hi! The first post says there are stations for tropical or arctic climate as well.
I find the tiles for standard temperate cargoes (wood, grain, livestock, steel, oil, mineral) and I found water station.
What do I do for the other cargoes?
Maize is grain, ok. Will diamonds work with minerals or valuables? What category is rubber or food in?
Otherwise a very nice project! Thanks.
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Re: Industrial Stations Renewal (v 0.8.1 available!)

Post by kamnet »

While the set will operate in all the climates, as far as I know there are no sprites coded specifically for diamonds or rubber.
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Re: Industrial Stations Renewal (v 0.8.1 available!)

Post by Kogut »

kamnet wrote:While the set will operate in all the climates, as far as I know there are no sprites coded specifically for diamonds or rubber.
There is a station for valuables, it should look nice with diamonds.
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Re: Industrial Stations Renewal (v 0.8.1 available!)

Post by Railwaymodeler »

hoemaco wrote:Hi! The first post says there are stations for tropical or arctic climate as well.
I find the tiles for standard temperate cargoes (wood, grain, livestock, steel, oil, mineral) and I found water station.
What do I do for the other cargoes?
Maize is grain, ok. Will diamonds work with minerals or valuables? What category is rubber or food in?
Otherwise a very nice project! Thanks.
Any cargo, including passengers, can be picked up or delivered to any type of station. The differences in stations in this set are purely visual.

One of the things I often do, is combine station set tiles. Michael Blunck's New Stations set has platform concrete that is very similar to the concrete in this set's platforms. In large cities, I use the New Stations set with hall-style platforms for passenger trains. Then off to the side are some storage sheds, made using this set, for mail trains (Those made up entirely of mail cars). Using waypoints, passenger trains are routed to the hall platforms, the mail trains to the freight platforms.
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Re: Industrial Stations Renewal (v 0.8.1 available!)

Post by jor[D]1 »

This set is also very nice for early passenger platforms. There is one building which is on a platfrom in this set, and you just have to finish it with sloped platform ends, look real good for 3 tile long early stations.
View my (train)pictures on Flickr
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Re: Industrial Stations Renewal (v 0.8.1 available!)

Post by Railwaymodeler »

Is that the office building on high platforms? I've done that myself, and can also lengthen the platform using blank high platform tiles. If the track is one direction only, then the far end can have a low platform tile at the end past the ramp, where the locomotive usually is when stopped at the station.

The low classic office also works for small rural stops, and also for a basic milk train station. In the USA, before the 1950s, branch lines used to run milk trains, making stops every so often to pick up cans of milk, load them into an express reefer, and deliver them to a dairy. Milk platforms varied quite a bit, but the low classic office is a good representation of one.
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Re: Industrial Stations Renewal (v 0.8.1 available!)

Post by mart3p »

It has been a very long wait but I finally found time for some updates to ISR. :D

Already done:
  • Known bugs have been fixed.

    FIRS cargo support: No new graphics but the appropriate FIRS cargos now show crates/containers on the general cargo/container platforms and the goods stations. Bauxite is shown on the mineral platform/tiles (currently using the iron ore mineral colouring - it looks very similar). Milk and alcohol display barrels on the barrel platforms and building materials show planks on the timber platforms.

    Various platforms now show catenary pylons. I don’t know why they didn’t do so in the first place. :wink:

    Added a non-track valuables unloader. Originally an idea by Nite Owl, his request is finally granted.

I have quite a few other things on my todo list and I plan to work through these and release v0.8.2 in the coming months.

As the ISR repository is on the DevZone server, progress can followed here: http://dev.openttdcoop.org/projects/isr/repository.

Nightly builds are compiled whenever I make changes. So if you would like to test a nightly version, follow the "Downloads" tab from the link above and you will find the latest build in nightlies/LATEST. Please report any bugs/issues either here or preferably on the DevZone issue tracker, follow the "Issues" tab from the link above.

Finally, there are a few strings missing from the Finnish translation. If there is a Finnish speaker who could help, please contact me. Of course any other translations would be welcome. Contact me for details.
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peter1138
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Re: Industrial Stations Renewal (v 0.8.1 available!)

Post by peter1138 »

Have you got any working station randomization triggers in there? ;-)
He's like, some kind of OpenTTD developer.
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Re: Industrial Stations Renewal (v 0.8.1 available!)

Post by mart3p »

Hi petern :)
petern wrote:Have you got any working station randomization triggers in there? ;-)
I’ve been working on it since I saw r24905. It still needs some testing. :wink:
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Re: Industrial Stations Renewal (v 0.8.1 available!)

Post by Nite Owl »

mart3p wrote: Added a non-track valuables unloader. Originally an idea by Nite Owl, his request is finally granted.
Glad to have you back working on this wonderful set. I think I will have the original test file that you sent me for that idea bronzed. I do believe it is still in my NewGrf folder after all this time.
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mart3p
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Re: Industrial Stations Renewal (v 0.8.1 available!)

Post by mart3p »

Hi Nite Owl.
Nite Owl wrote:Glad to have you back working on this wonderful set.
Thanks :)
Nite Owl wrote:I think I will have the original test file that you sent me for that idea bronzed. I do believe it is still in my NewGrf folder after all this time.
:D
Sorry it’s taken so long. At least it’s had plenty of testing. :wink:

Here’s a screenshot showing it in use...
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Valuables station with non-track unloader
Valuables station with non-track unloader
Valuables station.png (28.31 KiB) Viewed 2616 times
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Re: Industrial Stations Renewal (v 0.8.1 available!)

Post by Pingaware »

Echoing Nite Owl. Great to see you back Mart!
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Re: Industrial Stations Renewal (v 0.8.1 available!)

Post by Hyronymus »

mart3p wrote:Hi Nite Owl.
Nite Owl wrote:Glad to have you back working on this wonderful set.
Thanks :)
Nite Owl wrote:I think I will have the original test file that you sent me for that idea bronzed. I do believe it is still in my NewGrf folder after all this time.
:D
Sorry it’s taken so long. At least it’s had plenty of testing. :wink:

Here’s a screenshot showing it in use...
Looking good. And how difficult is it to code security fences only on the outter sides of those platforms? Just wondering here.
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