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Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations

Posted: 25 Oct 2007 20:54
by Ameecher
Here we are, an updated set of the old foundations and also a set of sprites for the antizigzag patch for OTTD. Aren't I good to you lot? ;)

Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations

Posted: 25 Oct 2007 21:14
by FooBar
That needs to be coded real soon! Looking good, as always!

If you don't yet have a coder for this, I'd like to offer my services. Shouldn't take too long, so I can have it done by tomorrow afternoon (UTC+1). Drop a line if you want me to code it for you.

Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations

Posted: 25 Oct 2007 21:30
by XeryusTC
Done, it took quite a while because I made some pasting errors :s.

Edit: I made a massive boo boo.
Edit2: double boo boo.

Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations

Posted: 26 Oct 2007 05:35
by athanasios
Thre was something I didn't like with the foundations graphics from the beginning. Now that the anti zig zag are made it is more clear I was right. The pillars are darker than the wall. It should be the opposite to give the impression of depth. The anti zig zag are correctly made and look great. But they don't fit with the rest now. :?
:idea: I did a quicky (paint) and I hope it looks much better now. :wink:
Ameecher: I think there is some more homework for you now! :)

Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Posted: 26 Oct 2007 08:05
by XeryusTC
I think Ameecher's graphics show more depth than yours. IMO the pillars are more outstanding in Ameecher's graphics than in your edited screenshot.
Also notice that Ameecher redrew some of his foundation graphics for this re-release and they are a bit different from the first ones.

Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Posted: 26 Oct 2007 10:21
by Ameecher
Athanasios, I see no problem with the foundations and there they will be left like this. I may do another redraw at some point but that is unlikely and certainly won't be now.
For future reference, telling me to go and sort it as "homework", I might have taken more kindly to this if you had suggested that I have another look at them, rather than telling me that I have to go and sort them.

Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Posted: 26 Oct 2007 10:26
by FooBar
They look good the way they are now. 8)

If your not happy with 'em, go ahead and don't use them.

Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Posted: 26 Oct 2007 11:38
by m3henry
ah, you toned the arches down nicely there. :)

Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Posted: 26 Oct 2007 15:54
by frosch
Thanks Ameecher and XeryusTC. :) As requested a screenshot:
Screenshot
Screenshot
BrickFoundationScreenshot.png (110.74 KiB) Viewed 1422 times
Pick a region you like.

But the grf is not complete. The first 14 foundations are missing. They are not loaded by an Action5 but by an ActionA.
Some foundations are missing
Some foundations are missing
missingActionAResult.png (15.46 KiB) Viewed 6138 times
Foundations with walls at both north edges must be replaced by an ActionA.
Foundations with walls at both north edges must be replaced by an ActionA.
missingActionA.png (2.81 KiB) Viewed 6137 times

Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Posted: 26 Oct 2007 18:15
by Ameecher
Ah woops! forgot to update those as they were in the original .grf. I'll get on to those at some point.

Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Posted: 26 Oct 2007 23:41
by Ben_K
Ameecher, remember you thought my concrete foundations didnt match? And I said they didnt have the top edge line to make sure of smooth foundation walls? Well, if you check Frosch's screenie you'll see what I mean. The game will use 2 sets of arches and it looks weird. I guess there is no good solution other than coding a set of seperate sprites for that situation and get them coded - if thats even possible.

Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Posted: 26 Oct 2007 23:52
by Ameecher
That situation was raised when I first made this .grf. The problem is that type of foundation (in both TTDP and OTTD) is created by stacking two foundations on top of each other, unfortunately there is no solution without telling people to not build those.

Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Posted: 27 Oct 2007 02:03
by athanasios
Ameecher wrote:For future reference, telling me to go and sort it as "homework", I might have taken more kindly to this if you had suggested that I have another look at them, rather than telling me that I have to go and sort them.
I thought putting the word homework in brackets and adding a smilie would suffice.

If you took it so heavy, my apologies. :oops:

Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Posted: 28 Oct 2007 12:45
by Ben_K
Ameecher wrote:...unfortunately there is no solution without telling people to not build those.
Incorrect. It just involves creativity. In mine, I had to sadly leave out the edge lines (Leading to then foundations not looking entirely identical, as you pointed out) but at least the foundations flow. Id suggest for the foundations that could be a problem, can you not draw plain sections of brick work without arches? Its not quite what you want but at least it would be smoother. :?

Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Posted: 28 Oct 2007 13:17
by Ameecher
If I just did smooth sections then I'd lose the arches on all the foundations that use type. That would defeat the object of these foundations.

Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Posted: 28 Oct 2007 13:20
by Maedhros
Both TTDPatch and OpenTTD now have to ability to build on steep slopes in one way or another, so maybe it's time for us to come up with an extension to the spec to allow specific steep-slope sprites?

Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Posted: 28 Oct 2007 19:52
by Ben_K
That would be a solution... :D

Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Posted: 02 Nov 2007 12:01
by White Rabbit
Image
athanasios, that is much better. The original pillars could be too dark, or the diagonal arches too light. Either way, there's a clash, and you've fixed it.

Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Posted: 02 Nov 2007 16:59
by Ameecher
Find me some time to fix it and I will. I can bet that you won't find me any time to do so though.

Re: Ameecher's NewGRFs: LATEST RELEASE: Brick Foundations II

Posted: 12 Nov 2007 06:19
by one billion daleks
Hello Ameecher,

Could you clarify for us numbskulls please ...
Is this GRF strictly for TTDPatch, or will it run under OTTD as well ...?

I'm running OTTD 0.5.3 under Windows XT.
I've added foundw.grf to my data directory
I've got foundw.grf defined under [newgrf] in my openttd.cfg
It appears as being added under NewGRF Settings within OTTD

... but when I start a new game, I still get the same old crazy paving.

I haven't had any problems adding other GRFs, but this one just won't go!

Thank Q!

PS: Oh, I see you're from Norfolk!
I'm a kiwi now, but um, I came from Gt Yarmouth originally ...
Small world eh ;)