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Posted: 03 Jun 2005 19:58
by Oracle
Oz, those sprites are exactly what I was looking for! The way that I like to code (and the best method for the Patch) is just combining several different sprites on each tile, built up from smaller elements. I can still use the original ones you did anyway to get the relative alignment of the sprites as you wanted it, so all that effort was not wasted :wink:. Thanks for cutting them up like that for me :] - the only one that isn't quite right is the mill roof, but I can easily cut that in half myself.

Regarding the cranes, I have to specify cuboidal bounding boxes for every sprite, which means that TTD won't do particularly well at drawing them in the correct places. Therefore I suggest that you cut the cranes up into two sections: the main bit of the crane as one sprite and the boom and all other lowered bits as another, if that's feasible for you. You could just leave the ones where the entire crane should be above the train as one sprite, though, as there's not much reason to split it up.

On a slightly different note, is there anything specific you'd like to be done with the layout of the grain station? For example, what pieces are more important and should be used on small stations? And do you have any particular preferences for order (apart from the obvious large buildings)? Or does it really not matter to you?

Posted: 03 Jun 2005 20:11
by DanMacK
Well, I'll say that the Elevator buildings themselves are the most important with the lower storage buildings secondary.

Posted: 03 Jun 2005 21:59
by Oz
Hmmmm...yeah, wasn't sure about the roof. I was thinking that, maybe, like you did for the west facade of the GCT, the roof could be considered a flat plane, with the trains passing beneath it and disappearing. The light blue "wall" of the mill is going to written over by the adjacent crane support sprite, since I would like the mill to appear only when the depot is 2 tiles wide. Subsequent widths would then just keep adding plain crane tiles.

That's great news about the cranes themselves. I wasn't quite sure how you were going to work those. I was poking about the wiki this morning, and the thought of breaking the cranes into two spites apiece came to me as well. I chop them up for ya in a bit.

Dan's right on about the grain depot. The elevator, itself, which is two tiles in length, is the most important thing. So, the depot shouldn't be less than two tiles. Unless someone out there wants a depot consisting of a barn or just silos. :P After two tiles in length, I say randomly fill in each tile with a tractor, barn, or even a blank gravel tile. If the depot gets to be six or seven tiles in length, then another elevator can be added. For the ground sprites, just good old fashioned TT sprites will work fine. That way, climate won't be an issue. BTW, the stripes on the silos should be company colors. If there's anything else, let me know.

/boots Photochop

Cranes are done. Take a look. Problems?

Posted: 04 Jun 2005 03:23
by DanMacK
Specs for the interurbans

Wooden Interurban

Available: 1920
Lifespan: 30 Years
Available: 1920-1935
HP: 500
TE: 100Kn
Top Speed: 75MPH
Capacity: 35 passengers
Refits: 25 bags of mail, 30 bags of diamonds, 25 bags of gold, 20T of food, 20T of goods
Weight: 40T

GE Steeplecab Locomotive

Available: 1920
Lifespan: 40 Years
Available: 1920-1940
HP: 900
TE: 170Kn
Top Speed: 45MPH
Weight: 65T

Pullman Steel Interurban

Available: 1927
Lifespan: 30 Years
Available: 1920-1945
HP: 800
TE: 180Kn
Top Speed: 90MPH
Weight: 70T
Capacity: 45 passengers

Express Car

Available: 1920
Lifespan: 40 Years
Available: 1920-1950
Top Speed: 90MPH
Weight: 20T
Capacity: 25 bags of mail, 30 bags of diamonds, 25 bags of gold, 20T of food, 20T of goods


The trailer car is the same specs and same ID as the passenger coach.
These cars do NOT have contagious power, to get more power, you need to add more powered units to the coaches if you want more power.

Also, leave one more ID open for the electroliner

Posted: 04 Jun 2005 14:37
by krtaylor
Oracle, I think you have the most current Excel file, so could you add these stats to it? Or you could post your file here, and I'll add the stats for you.

Posted: 04 Jun 2005 16:25
by krtaylor
Say, Oracle, you didn't by any chance remove the HSE Sunset from Temperate and Arctic, did you? Because we need it, or something like it, in all 3 climates.

Posted: 05 Jun 2005 21:13
by Oz
Been messing around with the iron ore hoist a bit today (while battling a brutal tequila hangover. Ugh!). Comments, suggestions welcome as usual. Now I must take a few Tylenol, curl up in a fetal position, and whimper like a beat puppy for awhile.

Cheers!

Posted: 05 Jun 2005 21:41
by Aegir
Niiiice. Is it just me or do you draw the most when recovering from a hangover?

I think you need to get drunk more often then ;).

Posted: 05 Jun 2005 23:43
by Raichase
Wow, thats great!

I'll send you some booze if you run out of hangovers :)).

Posted: 06 Jun 2005 02:00
by krtaylor
Looks really filthy. Great!

Posted: 06 Jun 2005 02:58
by coalroads artist
Big cranes i like but what do they lift-ore buckets or wagon hoppers from thier frame :?

Posted: 06 Jun 2005 11:41
by Oracle
Oz wrote:Hmmmm...yeah, wasn't sure about the roof. I was thinking that, maybe, like you did for the west facade of the GCT, the roof could be considered a flat plane, with the trains passing beneath it and disappearing.
It might well work, but I think I'll cut it up to be on the safe side.
Oz wrote:The light blue "wall" of the mill is going to written over by the adjacent crane support sprite, since I would like the mill to appear only when the depot is 2 tiles wide. Subsequent widths would then just keep adding plain crane tiles.
OK, that's what I thought.
Oz wrote:Dan's right on about the grain depot. The elevator, itself, which is two tiles in length, is the most important thing. So, the depot shouldn't be less than two tiles. Unless someone out there wants a depot consisting of a barn or just silos. :P After two tiles in length, I say randomly fill in each tile with a tractor, barn, or even a blank gravel tile. If the depot gets to be six or seven tiles in length, then another elevator can be added. For the ground sprites, just good old fashioned TT sprites will work fine. That way, climate won't be an issue. BTW, the stripes on the silos should be company colors. If there's anything else, let me know.
No, that sound fine. I'm making progress on that station at the moment but there's nothing to see yet.
Oz wrote:Cranes are done. Take a look. Problems?
Those look fine, assuming that the non-cut-up ones are to go in front and that TTD doesn't play up on me (but I can usually fiddle it if that happens).
Oz wrote:Been messing around with the iron ore hoist a bit today (while battling a brutal tequila hangover. Ugh!). Comments, suggestions welcome as usual.
That looks extremely good! To be honest, I can't think of any improvements. If you want to sacrifice a whole platform for something, though, remember that you can now do that.

krtaylor, I'll add the interurban specs.
Why did you think I'd removed the Sunset from any climates? It's still there, introduced in 2012 or thereabouts, as it always has been.

Posted: 06 Jun 2005 13:37
by Oz
Rai, Aegir, et. al: Glad you like the depot. And please, no more booze for awhile. ESPECIALLY tequila. I keep saying that I'm never touching the stuff agin, but I always seem to once the bartender sits a shot and a lemon in front of me. If you do really feel the inkling to send me some, though, Bombay Sapphire gin would do the trick. :wink:

Coalroads artist: really I'm not sure how the cranes work. I'm modeling the depot off of some historical U.S. Steel photographs from the Gary, IN works circa 1910 (see below). If you have any links to some newer mill hoists, I'd love to have them, though. That way I can get started on the modern version.

Oracle: Glad to hear progress is being made on the depots. Are you going to include them in the new Industrial Staions? Also, what do you mean by "sacrifice a whole platform?"

Cheers!

Posted: 06 Jun 2005 13:54
by DanMacK
Those unloaders were used to take the ore from the holds of the ore boats and put it into hoppers. Another, larger type of unloader was also used for this. Those cranes would look great alongside a dock and a rail line.

Posted: 06 Jun 2005 14:34
by krtaylor
You mean, that's the wrong kind of equipment to unload ore hoppers? :shock:

Posted: 06 Jun 2005 17:24
by DanMacK
Unfortunately yes. The pits are where the ore is dumped and carried by conveyor to the mill. I still say keep those cranes though, as they'll be great for transloading from ship to rail :D

Posted: 06 Jun 2005 20:17
by cornelius
Oz wrote:Been messing around with the iron ore hoist a bit today (while battling a brutal tequila hangover. Ugh!). Comments, suggestions welcome as usual. Now I must take a few Tylenol, curl up in a fetal position, and whimper like a beat puppy for awhile.

Cheers!
That's really pretty amazing (the hoist, not the hangover). :)

Posted: 06 Jun 2005 21:43
by Andrew Barchifowski
Hey guys. Finished up a UP SD40-2. Frankly, I think it is a little bright, what do you think? I talked to B52, and he said he was doing a BNSF SD40-2. I will work on the ATSF SD40-2 next.

Posted: 06 Jun 2005 21:45
by krtaylor
Looks nice to me, at least for one fresh from the paint shops.

Posted: 06 Jun 2005 22:02
by Andrew Barchifowski
Thanks Ken, here is a beginning sprite for the ATSF SD40-2. I work quickly, very quickly.