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Re: [OTTD] Toch's Screenshots

Posted: 06 Jul 2008 16:25
by Toch
Continue....

Re: [OTTD] Toch's Screenshots

Posted: 06 Jul 2008 16:42
by Toch
Now screnes of stations servising Liberec factory.

1st Oil fields located on Red Island (it is really expensive, but blue island doesnt have oil so far), oil is transported by Tanker to Manetín Oil rafinery

2nd Manetín rafinery is producing refined products from oil.

3rd Far from town of Ceske Zatanolupy (to prevent polluting of air) builded chemical plant, producing dyes wich is tranported to Liberec Factory

Re: [OTTD] Toch's Screenshots

Posted: 06 Jul 2008 21:37
by Ameecher
You seem to have got diagonal build on slopes and I'm curious to where you got these from.

I refer to the ones in your oil refinery shot.

Re: [OTTD] Toch's Screenshots

Posted: 06 Jul 2008 22:21
by Toch
It is litlle trick :) i have redraw sprites of maglev tracks with empty platform. thats why are hedges around.

Re: [OTTD] Toch's Screenshots

Posted: 06 Jul 2008 23:50
by mart3p
I was also wondering about those sprites. :) The fact that they are maglev tracks also explains why ISR is showing a double buffer here:
maglev trick.png
maglev trick.png (12.77 KiB) Viewed 3686 times
It detects your maglev sprite as a connected track. I'll have to change the buffers so they only respond to connecting tracks of the same rail type. ;)

Re: [OTTD] Toch's Screenshots

Posted: 07 Jul 2008 00:11
by Toch
It would be great mart3p.

Re: [OTTD] Toch's Screenshots

Posted: 07 Jul 2008 08:19
by Aegir
That's a slick trick, Toch. Very slick.

I'd be in love if we could have this as a general building tool, rather than wiping out an entire track mode. Bare grass could be laid beside tracks to make fake cuttings in the hillside, etc. etc. Although, in OpenTTD, shouldn't it be possible to use the remaining slot of either maglev/monorail that TTDPatch NewGRF set's can't use? Would need a dummy vehicle to allow the building mode to still be selected though, methinks.

That is awesome Toch, I can't get over how pleased I am to see you using that in your screen shots, I like seeing something new :).

Re: [OTTD] Toch's Screenshots

Posted: 07 Jul 2008 08:39
by michael blunck
In TTDPatch, it´s perfectly feasible to have station tiles drawn the way you like (plain, inclined, special foundation, ...), according to the z-coordinates of own and/or neighbouring tile(s).

And this has been done, BTW. 8)

regards
Michael

Re: [OTTD] Toch's Screenshots

Posted: 07 Jul 2008 11:41
by Aegir
However, you still can't build a station tile on certain shoreline corners, Toch's interesting little solution gets around this.

Re: [OTTD] Toch's Screenshots

Posted: 07 Jul 2008 11:53
by michael blunck
Aegir wrote:However, you still can't build a station tile on certain shoreline corners, Toch's interesting little solution gets around this.
Well, you can. At least in all cases where you´re allowed to place a track tile, you may place a station tile, depending on orientation.

regards
Michael

Re: [OTTD] Toch's Screenshots

Posted: 07 Jul 2008 12:16
by Aegir
Now bear in mind, I am cheating, this is OpenTTD, but as I remember TTDPatch behaved just the same last time I used it.

If this is something that can be thwarted by newgrf, I'd love a shove in the right direction.

Re: [OTTD] Toch's Screenshots

Posted: 07 Jul 2008 12:25
by michael blunck
Aegir wrote:[...]If this is something that can be thwarted by newgrf, I'd love a shove in the right direction.
Well, I wrote:
mb wrote:At least in all cases where you´re allowed to place a track tile, you may place a station tile, depending on orientation.
Obviously, in your case you can´t place a track tile, neither in x- nor in y-orientation.

regards
Michael

Re: [OTTD] Toch's Screenshots

Posted: 07 Jul 2008 12:56
by Aegir
Ahh, you should have mentioned specifically X or Y direction beforehand ;). You were quite open to misinterpretation there.

Anyways, I'm over it. We have rivers, but that's NOT ENOUGH. I want MOAR landscaping tools!

Re: [OTTD] Toch's Screenshots

Posted: 07 Jul 2008 15:14
by Toch
Now screenes of Glass service to Liberec factory.

1st "Ctyr kolak" with six lowsidewagons bringing sand into Sedlec glass works.

2nd Another "Ctyr kolak" with coal taking to same glassworks.

3rd Sedlec Glassworks, from here is glass taken by "Panter" to Liberec factory

Re: [OTTD] Toch's Screenshots

Posted: 07 Jul 2008 15:30
by Toch
Now steel mill servis

1st Coal mine serviced by "ctyr kolak"

2nd Ore mine

3rd Tachanolupy Steel Mill (with extra platform build for future use), producing steel wich is taken by first electric train to Liberec factory.

Re: [OTTD] Toch's Screenshots

Posted: 07 Jul 2008 15:58
by Badger
Ooooo, I like that last one a lot!

Re: [OTTD] Toch's Screenshots

Posted: 07 Jul 2008 19:21
by Toch
Thx Badger, it nice to hear from someone like you 8)

Re: [OTTD] Toch's Screenshots

Posted: 07 Jul 2008 19:32
by michael blunck
Toch wrote:Thx Badger, it nice to hear from someone like you
Well then, my 2cc.

I´m beginning to hate that yellow childish-looking crane which closely reminds to the building crane in original TTD and can be found on nearly every picture these days. Time to remove it from whichever set, IMO. :?

Another point which doesn´t please me is the difference in scale between the storage sheds and the sheds of the mine (apart from the different drawing styles, o/c).

But that´s the price of mixing sets ... 8)

Other than that, composition generally looks good.

regards
Michael

Re: [OTTD] Toch's Screenshots

Posted: 07 Jul 2008 20:52
by Toch
Thx for posting Michael

With your opinion about childish-looking crane, i have to disagree cos i a quit like it, but if you doesnt i will try to reduce it 8)

And about scale topic, i thing it is general (O)TTD problem, even in original grafic, were unrealistic big buses comparing with houses, if i rember well. cos i havent play without newgrfs for long time :)

Re: [OTTD] Toch's Screenshots

Posted: 07 Jul 2008 21:08
by michael blunck
Toch wrote:[...] about scale topic, i thing it is general (O)TTD problem, even in original grafic, were unrealistic big buses comparing with houses, if i rember well.
Yes, indeed TTD lacks a unique scaling. Nevertheless, something like this:
sheds.png
sheds.png (23.95 KiB) Viewed 4427 times
may be easily avoided (by the graphics´ artists): just make the big sheds somewhat smaller and the small sheds somewhat bigger. Especially the latter could be easily achieved by simply increasing the mine´s area and make bigger sheds. Now, you could easily push the small mine sheds through the door of the big shed, hehe. 8)

regards
Michael