ToyLand Graphics Conversion

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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SHADOW-XIII
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Post by SHADOW-XIII »

WOW ... nice .... let me think about the last one ..... hmmm:
this:

Code: Select all

Battery farm -> toy factory -> toy shop 
Plastic fountains -> 
change to this:

Code: Select all

silicon mine -> electronic factory (-> factory) -> city
plastic .....  -> 
what are you looking at? it's a signature!
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uzurpator
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Post by uzurpator »

That won;t do. There was no electronics in 1930 and I bet you want to play with some serious steam.
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krtaylor
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YES, you can put rice paddies on hillsides

Post by krtaylor »

YES, you can put rice paddies on hillside, you "terrace" the hillside, which I think more than anything else would make the new "East Asia" environment look totally different from the others.
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Post by Daid »

I've created this image the help us changing the GFX of toyland, it's just a basic layout of the industries. Becouse i didn't even knew what industies where in Toyland (i never played it)

Now, if you take this picture and change it to the industies you like to see, you can easy see how it fits :)

[EDIT]Image deleted, saves space on forum[/EDIT]
Last edited by Daid on 13 Feb 2003 21:46, edited 1 time in total.
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krtaylor
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Toyland vectors

Post by krtaylor »

Wow, I had no idea the Toyland product vectors were this complicated. I never played it much either, it gives me a headache.

I think in replacing the industries, we should emphasize 1) regional distinctives, and 2) visual appearance as different as possible from what we already have.

I am assuming we can control where the industries appear, since the existing industries work this way - Oil Refineries appear on the shore, Banks appear in cities, etc.

See what you think of this arrangement, it lines up with the existing vectors.

VECTOR SET #1 - Industrial

Customs Import Warehouse (should be near the shore, looks like a port as much as possible). Provides imported components like tires, car parts, etc. Using the "random freight car" feature we can make a wide and ever-changing variety of cars for this one.

Mini-Mill (like a steel mill, but explains why we don't bring it iron ore - it reprocesses scrap metal.) Generates steel. We could use the existing steel car, but it would be cooler to use a more modern sheet-steel car - those big semi-cylindrical green dome things.

Plastics Plant (something big, nasty, and polluting) - generates Plastic components or maybe pellets. Coule be hopper cars, some sort of boxcar, who knows.

The above go to:

Automobile Plant - pretty easy to imagine and have fun with. Of course this generates autos, which you haul to the city using the beautiful new car-carriers that will be out shortly.

VECTOR SET #2 - Agricultural

Rice paddies (work like farms, but look like paddies and have terraces on hills) - make Rice. Rice cars look like U.S. grain hoppers.

Soybean farms (also work like farms, dunno what they look like, maybe like the existing farms with Asian buildings?) - make Soybeans. Soybeans travel in cars that look like the existing Coal cars but they're full of beans :lol:

The above two items travel to:

Food Processing Plant - but we could make it look totally different than already exists. This generates food, obviously, but I think we can come up with a better car. The food goes to cities.

VECTOR SET #3 - Hi-tech

Beach (preferably near the water) generates Sand. This goes in hopper cars I suppose.

Rare Earths Mine - generate, well, Rare Earths. This looks basically like the Iron Ore Mine unless someone has a better idea. The rare earths can be in hoppers, gondolas, who knows.

These both go to the

Semiconductor Chip Fab - looks like a big shiny white factory, and (slowly) generates (high-value, extremely time-sensitive) Chips. The Chip cars could be some sort of special shock-mounted car, I've heard of these but never seen one. A boxcar would work also, or even the Valuables car.

The Chips go to the

Export Warehouse. These are found in cities (like Banks).

I'm not totally satisfied with this but I think it gives us some good ideas. Any thoughts?
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mp3Pro
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Post by mp3Pro »

Sounds like a plan..now who does what?
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krtaylor
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Plan of action

Post by krtaylor »

I think Step #1 is to get a list of all the various graphic elements involved, and post them somewhere we can all look at them. I have server space so I can make a neat table of them all, but I have to get the actual graphic files for each item in a format that works with browsers (GIF would be best I suppose.) Does someone have a graphic tool that can do this for me, and send them to me in a ZIP file? Then I can put up a long table with all of them, with their name, description, etc., and what they are supposed to become, then we can post who wants to work on each one, and put the new one up there when it's finished. Then when they are all done someone can make a package of them, with the necessary changes to the settings also.

I envison there being another control in the TTDPatch Starter (which needs to become an actual part of the patch, and I think pretty much is going to be in the new version) where you can install new scenarios. Then you get a dropdown for "Replacement of Toyland" - East Asia, Canada, Sweden, Netherlands, Germany, etc. You could only pick one at a time, of course, but the Patch could record in each game file which one it was supposed to be and switch them back when you loaded a saved game. It looks like we want complete environments this way, since we now have a list of German engines, several Dutch engines, and Canadian/US ones. Of course you could make an "environment" without actually replacing every last one of the graphics the way we have to with Toyland.
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Post by mp3Pro »

here are the sprites in both pcx and gif format in the DOS palette
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Post by G-Klav »

I think the mini mill itself are good, but the name... yack!!!
The trucks/waggons for it could be MB's sheet metal waggons, or...?

Otherwise this idea is going to be pretty cool!! It's good that we don't have such common industries as oil wells.
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Post by krtaylor »

OK, I will take the sprites file and see what I can do with it to post them all neatly.

I am a little worried about the Hi-Tech vector, in that it would look odd in 1930. The car vector is a bit forced too but I think close enough. Maybe instead of being a Chip Fab, it's just Electronics Factory, producing Export Goods instead of Chips.
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Post by Daid »

So is someone creating a site for the NewTexture set?

Then we can list people who work on it, and hand out work :)
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Post by krtaylor »

>> So is someone creating a site for the NewTexture set?

>> Then we can list people who work on it, and hand out work

Yes, that is exactly what I am doing. It'll keep things more neatly organized. Basically just a big HTML table with

1. Reference number

2. GIF of the sprite

3. PCX of the sprite

4. Name/description of the sprite, and what it should become

5. Name of who's claimed it to replace it

6. GIF of the replacement file

And when they are all done they'll all be there to be converted into the proper format, with the other necessary coding information
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krtaylor
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WORKING FILES POSTED

Post by krtaylor »

OK, I have posted a reference page for all the Toyland graphics.

<a href="http://www.as-st.com/ttd">http://www.as-st.com/ttd</a>

Please post all comments and contributions concerning that page here where I can see them.

NOTE: All the images are viewable, which means the entire page is BIG. If you don't have a broadband connection, expect to be there a while.
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krtaylor
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Post by krtaylor »

OK, let me try that link again...

[url]http://www.as-st.com/ttd[/url]
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krtaylor
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Post by krtaylor »

Oh, fergoodnesssake. How do I make that a real link?
SHADOW-XIII
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Post by SHADOW-XIII »

krtaylor wrote:OK, let me try that link again...
http://www.as-st.com/ttd
hehe ... here you go:
http://www.as-st.com/ttd
what are you looking at? it's a signature!
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Jan
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Post by Jan »

SHADOW-XIII
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Post by SHADOW-XIII »

krtaylor wrote:Oh, fergoodnesssake. How do I make that a real link?

you turn off BBCode in your posts
what are you looking at? it's a signature!
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Jan
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Post by Jan »

Hi, now you got two links. Shadow was again faster....
SHADOW-XIII
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Post by SHADOW-XIII »

Jan wrote:Hi, now you got two links. Shadow was again faster....
btw.3 ... in my post in quoting :P
what are you looking at? it's a signature!
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