[UNIV] ISR - Industrial Stations Renewal

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mart3p
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by mart3p »

Aegir wrote:Those look good, mart3p.
Thanks Aegir. :D

And here is how they look re-coloured as copper.
copper non_track.png
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Incidentally, when these cargo sprites are finished, anyone is welcome to use them, as cargo for vehicle sets as well as stations, industries etc.
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by AndersI »

I know things are tiny in the TTD scale, but heavy metal things can't possibly be placed flat on the ground, there needs to be some (mostly wood) support to make it possible to lift the things (forklifts, slings around the slabs etc.).

Apart from that, the steel looks quite good except for the center hole. For some reson it looks more like something sticking out than a hole in the center. You've drawn them as a + sign, as if the view was perpendicular, maybe it should be a bit skewed to match the supposed angle of the view. Some shading instead of uniform black may increase the 'hole' experience. Maybe like this:
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by mart3p »

AndersI wrote:... heavy metal things can't possibly be placed flat on the ground, there needs to be some (mostly wood) support ...
You're right, I will try adding wood supports.
AndersI wrote:Apart from that, the steel looks quite good except for the center hole. For some reson it looks more like something sticking out than a hole in the center. You've drawn them as a + sign, as if the view was perpendicular, maybe it should be a bit skewed to match the supposed angle of the view. Some shading instead of uniform black may increase the 'hole' experience.
Yes, I had already noticed this problem and was actually trying a few changes when I saw your post.

Thanks for your suggestions. :D
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by Ammler »

We just had a little discussion about buffers at german forums and me is wondering now, if it is possible to turn them 90° around, it would make it possible to have buffers on foundations:
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Michael Blunck meant it should be possible. ;-)

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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by Beardie »

Ammler wrote:We just had a little discussion about buffers at german forums and me is wondering now, if it is possible to turn them 90° around, it would make it possible to have buffers on foundations:
I believe this was something that was going to be cover (fixed) in Version V0.8.0, mart3p?
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by mart3p »

Ammler wrote:We just had a little discussion about buffers at german forums and me is wondering now, if it is possible to turn them 90° around, it would make it possible to have buffers on foundations.
The thing that stops buffers being built on slopes of that direction, is the TTDPatch/OpenTTD limitations of the type of slopes on which station tiles can be built. A station tile can only be built on a slope where a straight level rail could be built.

I guess that some trick could be done by making the grf draw the rail sprites rather than using the underlying TTD sprite. It would mean a number of additional sprites though, as monorail and maglev would also have to be included.

I will consider it further. ;)
Beardie27 wrote:I believe this was something that was going to be cover (fixed) in Version V0.8.0, mart3p?
Ah, no Beardie it wasn’t. You’re probably thinking of the change in orientation of the facilities buildings.
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by Beardie »

mart3p wrote:
Beardie27 wrote:I believe this was something that was going to be cover (fixed) in Version V0.8.0, mart3p?
Ah, no Beardie it wasn’t. You’re probably thinking of the change in orientation of the facilities buildings.
Ah yes that was it, i thought maybe that came under to same problem, its all a bit confusing :? :wink:
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by mart3p »

Beardie27 wrote:
mart3p wrote:You’re probably thinking of the change in orientation of the facilities buildings.
Ah yes that was it, i thought maybe that came under to same problem, its all a bit confusing :? :wink:
Well it gives me a good excuse to show what I've been working on this evening. ;)

The direction of the facilities buildings have been changed, so they can now be built along a slope. This was requested by Smaug some time ago. :)
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by Smaug »

mart3p wrote:The direction of the facilities buildings have been changed, so they can now be built along a slope. This was requested by Smaug some time ago. :)
Ah, good work mart3p. Me very happy. :D
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by Ammler »

mart3p wrote:
Ammler wrote:We just had a little discussion about buffers at german forums and me is wondering now, if it is possible to turn them 90° around, it would make it possible to have buffers on foundations.
The thing that stops buffers being built on slopes of that direction, is the TTDPatch/OpenTTD limitations of the type of slopes on which station tiles can be built. A station tile can only be built on a slope where a straight level rail could be built.
Does it need to be track tiles for the automatic orientation thing?

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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by mart3p »

Ammler wrote:Does it need to be track tiles for the automatic orientation thing?
No, any station tile can use station variable 45 to respond to surrounding rails. But the build on slopes limitation applies to any station tile. Even if the tile is a ‘non-track’ tile, it still has a track direction.
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by Beardie »

Whilst playing around with the set i came across an idea, as you may know when building the station roads they take up the whole tile. When the road comes to an end it may not end at a building etc, but the roads still looks like it wants to carry on, (see below pic), was wondering is there way that i wouldn't do that so that it would look better, by the road not taking up the full tile (like the normal road seen below).

But rather not just end like the normal road below i was wondering is there no like a barrier or something that could be used to show the end.

Thanks Beardie
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by mart3p »

Well it might be possible, but... ;)

With normal roads you can build a half-length road on the last tile to give the road end. As this is not possible with station tiles, doing this would mean having special road end tiles. So, as well as the additional sprites these would need to use another station id...


There was some discussion previously (which I agreed with), that the container non-track tiles have far too many red containers. As Sanchimaru is busy with real life at the moment, I have had a go myself, at reducing the number of red containers:
container colours.png
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Please compare with Beardie's screenshot which started the discussion. Does the new colour selection look better?
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by Beardie »

mart3p wrote:Well it might be possible, but... ;)

With normal roads you can build a half-length road on the last tile to give the road end. As this is not possible with station tiles, doing this would mean having special road end tiles. So, as well as the additional sprites these would need to use another station id...
Well it was an idea, i just didn't like how the roads just ended, well least the idea is there maybe for the future,

Regarding the container colour changes, i think they look A LOT better now with less red, its a good improvement :D
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by andythenorth »

mart3p wrote:With normal roads you can build a half-length road on the last tile to give the road end. As this is not possible with station tiles, doing this would mean having special road end tiles. So, as well as the additional sprites these would need to use another station id...
Out of interest, when the road junctions are added, how is that it done? I am guessing you look at the adjacent tiles and set sprite overlays appropriately?

I am wondering if the road markings can be split in two, and then only applied if there is an adjacent road tile? So there would be no special road end tile as such, just a tile which is half road markings, half base colour.

It's a thought anyway.

cheers,

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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by mart3p »

andythenorth wrote:Out of interest, when the road junctions are added, how is that it done? I am guessing you look at the adjacent tiles and set sprite overlays appropriately?
Yes, that's how it's done.
andythenorth wrote:I am wondering if the road markings can be split in two, and then only applied if there is an adjacent road tile? So there would be no special road end tile as such, just a tile which is half road markings, half base colour.
That would be fine if you always wanted a half-tile when the road ends. In many cases though, you want the road end to join up with (for example) a building on the next tile.
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by Beardie »

mart3p wrote: In many cases though, you want the road end to join up with (for example) a building on the next tile.
I was thinking the same thing when i thought of the idea, but i solution to that is the have the road take up at least most of the tile, enough to allow a connecting building and enough to allow an end.
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by andythenorth »

Beardie27 wrote: I was thinking the same thing when i thought of the idea, but i solution to that is the have the road take up at least most of the tile, enough to allow a connecting building and enough to allow an end.
When is enough polishing enough? :lol:
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by mart3p »

While personally I don't like playing with maglevs to haul coal, iron ore etc., what I dislike even more, is seeing the ISR mineral unloader graphics used on maglev or monorail tracks. The track overlay was designed to fit normal track, if used on maglev or monorail tracks it looks awful.

So, I have made a few modifications to the graphics and the mineral unloader now has compatibility with monorail or maglev tracks. :)
mineral unloader 3_railtypes.png
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If any users of the Canadian set or Narrow Gauge Rails, are worried that this will break compatibility with NG, fear not. ;) ISR will detect one of these is being used and will continue to use normal rail overlays over the NG tracks. For future compatibility, I have also added a parameter, which allows the overlay selection to be set by the user.
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Re: Industrial Stations Renewal (v 0.7.1 available!)

Post by Beardie »

andythenorth wrote:
Beardie27 wrote: I was thinking the same thing when i thought of the idea, but i solution to that is the have the road take up at least most of the tile, enough to allow a connecting building and enough to allow an end.
When is enough polishing enough? :lol:
There is never enough polishing!, :lol:,

Anyway nice changes mart3p, looks weird though with the holes in the maglev, but as you said its better, but is it me or does it look like the maglev track is floating?
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