Page 2 of 23

Re: New dockgraphics and objecttiles compatible with ISR

Posted: 17 Mar 2012 19:48
by Yoshi
They could enable/disable those tiles via parameter...
I want to keep that empty, for example people who have built gasolineharbours wouldn't want containers there.
Or draw some sprites for the most important cargos...
I know it's a huge amount of cargos...

Re: New dockgraphics and objecttiles compatible with ISR

Posted: 17 Mar 2012 20:41
by jor[D]1
include empty and container version?

Re: New dockgraphics and objecttiles compatible with ISR

Posted: 17 Mar 2012 21:03
by alluke
Change the box trucks to ones that carry containers. (HTS contains such things) :wink:

Re: New dockgraphics and objecttiles compatible with ISR

Posted: 17 Mar 2012 23:14
by Edd.Dragon
Quast65 wrote:Well it's possible to make newobjecttiles that overlap the road, so it looks like cars drive over that
100500 likes! =)))

Re: New dockgraphics and objecttiles compatible with ISR

Posted: 18 Mar 2012 05:24
by kamnet
These are all good ideas! You could also modify some of the building sprites that were meant to have trains enter them so that they can be placed over lorry stops as well.

I don't mind the glitchy graphics, if that's the best we can do right now for some honest-to-goodness eyecandy enhancement, I'll take it!

Re: New dockgraphics and objecttiles compatible with ISR

Posted: 18 Mar 2012 05:36
by Supercheese
kamnet wrote:These are all good ideas! You could also modify some of the building sprites that were meant to have trains enter them so that they can be placed over lorry stops as well.
These are good ideas, indeed!
kamnet wrote:I don't mind the glitchy graphics, if that's the best we can do right now for some honest-to-goodness eyecandy enhancement, I'll take it!
As will I! :mrgreen:

Re: New dockgraphics and objecttiles compatible with ISR

Posted: 18 Mar 2012 07:05
by Quast65
Yoshi wrote: Or draw some sprites for the most important cargos...
I know it's a huge amount of cargos...
jor[D]1 wrote:include empty and container version?
That is a lot of drawing/coding and will also make a huge list of available objecttiles. Keeping it empty (but with a tile in ISR style) is the simplest and most universal option in my opinion. Making a harbour just one or two tiles thicker should not be a problem when using this GRF. It is meant for use in huge harbours.
alluke wrote:Change the box trucks to ones that carry containers. (HTS contains such things) :wink:
You can choose whatever truck you want. The objecttiles just cover the road, where whatever vehicle you want drives over. The trucks I have in the screenshot are just there to show how the covering up of the road works and how it would look if a vehicle drives over them.
kamnet wrote:You could also modify some of the building sprites that were meant to have trains enter them so that they can be placed over lorry stops as well.
Good idea! I'll see what I can do ;-)

And thnx to all for the thumbs up!!!

Re: New dockgraphics and objecttiles compatible with ISR

Posted: 18 Mar 2012 11:50
by Quast65
It is possible to hide the roadvehiclestops (depots will fit under it too) The big tile can also be used to hide crossroads
newdock11.png
newdock11.png (81.32 KiB) Viewed 5544 times
Also edited the gates and made corresponding fences, fits in better in my opinion than the ISR gate
newdock12.png
newdock12.png (43.02 KiB) Viewed 5536 times

Re: New dockgraphics and objecttiles compatible with ISR

Posted: 18 Mar 2012 14:03
by Leanden
Do the gates overlay roads too?

Re: New dockgraphics and objecttiles compatible with ISR

Posted: 18 Mar 2012 19:27
by Quast65
Yes, I will draw road overlaying gates too

Re: New dockgraphics and objecttiles compatible with ISR

Posted: 18 Mar 2012 19:42
by Leanden
With roads? :roll:

Re: New dockgraphics and objecttiles compatible with ISR

Posted: 18 Mar 2012 20:25
by Quast65
Not on the gate tile, the idea is that you can't see the "normal" roads. After the gatetile you can add 3 different sort of overlaying tiles: Empty, ISR road and cranerailsroad
Like this:
newdock13.png
newdock13.png (55.91 KiB) Viewed 5452 times

Re: New dockgraphics and objecttiles compatible with ISR

Posted: 19 Mar 2012 13:16
by kamnet
Looking over my old screenshot thread, some more graphics that should be broken out:

1) All the farm-related tiles that have rails on them. Break them out into non-rail tiles.
2) The grain elevator could use a refit for road.
3) The giant overhead crane (not the gantry ones, but the bigger, heavy-duty ones).

Re: New dockgraphics and objecttiles compatible with ISR

Posted: 19 Mar 2012 17:52
by Quast65
What are their spritenumbers? I've added the .pcx of the ISR-set below:
indstatrw.pcx
(2.11 MiB) Downloaded 226 times
And not to forget, what this all started. The docks themselves! I've drawn a new building for it, looks like this:
newdock14.png
newdock14.png (71.13 KiB) Viewed 5352 times

Re: New dockgraphics and objecttiles compatible with ISR

Posted: 19 Mar 2012 17:55
by DeletedUser14
Lookin' good :)

Re: New dockgraphics and objecttiles compatible with ISR

Posted: 19 Mar 2012 18:50
by jor[D]1
Very nice, can the waypoint bouy also be replaced?
Like the new building very much, it make a nice mix between being usefull for goods aswell for passengers.

Re: New dockgraphics and objecttiles compatible with ISR

Posted: 19 Mar 2012 19:31
by Quast65
Thnx for the thumbs up!

Yeah, the bouy can be replaced. But I'm happy with the one that is currently available, so I'm not going to change it. Maybe you can better place that request at the Marico development thread, because there are also pierhead-lights being drawn and they might be interested in making a bouy that matches those: http://www.tt-forums.net/viewtopic.php? ... start=2760

Re: New dockgraphics and objecttiles compatible with ISR

Posted: 19 Mar 2012 19:56
by andythenorth
:D

Re: New dockgraphics and objecttiles compatible with ISR

Posted: 20 Mar 2012 10:25
by Eddi
suggestion: make the dock switchable by parameter between:
  • original
  • empty tile
  • building
  • crane path
(or something)

Re: New dockgraphics and objecttiles compatible with ISR

Posted: 20 Mar 2012 10:54
by Quast65
That is already the plan :wink:

- original
- building with empty/cranerails/ISRroad-tile
- empty with empty/cranerails/ISRroad-tile