FIRS Industry Replacement Set - Development
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Re: newgrf proposal: FIRS Industry Replacement Set
i assumt this is a early 1900's or something furniture factory, a modern one would most likely be more a two-three story high group of a few warehouses, perhaps with a skywalk between them, and one of them with a office complex on the top or so...
- andythenorth
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Re: newgrf proposal: FIRS Industry Replacement Set
More tweaks. Subtle, but it's better. Might be the last from me for a week - going to Vegas

FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: newgrf proposal: FIRS Industry Replacement Set
Yes, it´s from 1899 says the writing above the office entrance (left) in the photo. The difference between both entrances is very instructive. http://en.wikipedia.org/wiki/File:Belmo ... am_-UK.jpg
Version_3 shows exactly what I meant with "vertical accents", well done! But it should also have some windows and an entrance I think.
The gables looks much better than _2, I guess there are some angles which allways look wrong in pixels.
Though to capture the looks of such a victorian style, but maybe some chimneys and decorative bits and bobs can be added, once the shape is right.
The building is now three tiles long, right? Since there are just plain walls on both sides, I think there is no need to leave space left and right of the building, actually it´s the other way around - there are plain walls because there were no space left. Then it may also use just two tiles (minus a pixel on each side).
I dont know if it is easier to draw and code a variable design or different designs of an industry? I appreciate the concept of variable designs for the industries but is it allways usefull? Having the watertower and/or some backyard storages as addition somewhere behind the main building, how many possible layouts are there? And I dont think they should be seperated by a street. In this case I feel the overall appearance would benefit from drawing it all together in a single fixed layout.
Oh, new post. Yes, roof is much better in _4.
Version_3 shows exactly what I meant with "vertical accents", well done! But it should also have some windows and an entrance I think.
The gables looks much better than _2, I guess there are some angles which allways look wrong in pixels.
Though to capture the looks of such a victorian style, but maybe some chimneys and decorative bits and bobs can be added, once the shape is right.
The building is now three tiles long, right? Since there are just plain walls on both sides, I think there is no need to leave space left and right of the building, actually it´s the other way around - there are plain walls because there were no space left. Then it may also use just two tiles (minus a pixel on each side).
I dont know if it is easier to draw and code a variable design or different designs of an industry? I appreciate the concept of variable designs for the industries but is it allways usefull? Having the watertower and/or some backyard storages as addition somewhere behind the main building, how many possible layouts are there? And I dont think they should be seperated by a street. In this case I feel the overall appearance would benefit from drawing it all together in a single fixed layout.
Is there a plan to change industries over time?DJ Nekkid wrote:i assumt this is a early 1900's or something furniture factory, a modern one would most likely be more a two-three story high group of a few warehouses, perhaps with a skywalk between them, and one of them with a office complex on the top or so...
Oh, new post. Yes, roof is much better in _4.
Re: newgrf proposal: FIRS Industry Replacement Set
good luck!andythenorth wrote:going to Vegas

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- George
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Re: newgrf proposal: FIRS Industry Replacement Set
Imho, it would be better if it is darkerandythenorth wrote:More tweaks. Subtle, but it's better. Might be the last from me for a week - going to Vegas
Re: newgrf proposal: FIRS Industry Replacement Set
And completely off topic: Enjoy Vegas! That'll be awesome!
Re: newgrf proposal: FIRS Industry Replacement Set
Andy, have fun in Vegas indeed!
Hopefully it isn't as hot as when I was there last time. 40 degrees centigrade in the shade isn't exactly chilly
Hopefully it isn't as hot as when I was there last time. 40 degrees centigrade in the shade isn't exactly chilly

Re: newgrf proposal: FIRS Industry Replacement Set
I agree with George, I think it looks better when darker.
Hmm, what should I put here...
- andythenorth
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Re: newgrf proposal: FIRS Industry Replacement Set
Which reminds me yet again why I normally draw in false colour and do the shading latermrMann wrote:I agree with George, I think it looks better when darker.

First we get the shape right, then we do the colouring

FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: newgrf proposal: FIRS Industry Replacement Set
Pretty clever how you guys got rid of the stockpiling limits because that practically assures compatibility with cargodest or cargodist should they ever hit trunk.
In fact I like the way you guys are doing everything except the waste which currently has what I see as an inelegant solution.
I'd exclude it all together for now, at least in towns. Till you can get each building producing its own waste at its own quantity which is, imo, the only correct solution.
Other than that reading through this thread has been awesome
Sweet work guys!
In fact I like the way you guys are doing everything except the waste which currently has what I see as an inelegant solution.
I'd exclude it all together for now, at least in towns. Till you can get each building producing its own waste at its own quantity which is, imo, the only correct solution.
Other than that reading through this thread has been awesome
Sweet work guys!
Re: newgrf proposal: FIRS Industry Replacement Set
<nitpicking>
While looking at http://wiki.ttdpatch.net/tiki-index.php?page=CargoTypes it occurred to me that you are planning to change the cargo classes of some cargo types, namely Goods and Fruit. I think (although I am not an expert) that this may cause issues in combination with existing vehicle sets. These newgrfs expect cargoes to have certain classes and use the properties 28/29 and 1D (1) accordingly. Changing cargo classes, no matter how well the intentions are (2), might break these expectations and change the refit options of existing vehicles. E.g. vehicles that should be refittable to goods are no longer refittable, causing confusion and complaints.
1) Property numbers are for trains
2) I do not understand the current cargo-classifications of goods/fruit either
</nitpicking>
This set is on highway 1337 with destination Awesome.
Keep it up!
While looking at http://wiki.ttdpatch.net/tiki-index.php?page=CargoTypes it occurred to me that you are planning to change the cargo classes of some cargo types, namely Goods and Fruit. I think (although I am not an expert) that this may cause issues in combination with existing vehicle sets. These newgrfs expect cargoes to have certain classes and use the properties 28/29 and 1D (1) accordingly. Changing cargo classes, no matter how well the intentions are (2), might break these expectations and change the refit options of existing vehicles. E.g. vehicles that should be refittable to goods are no longer refittable, causing confusion and complaints.
1) Property numbers are for trains
2) I do not understand the current cargo-classifications of goods/fruit either
</nitpicking>
This set is on highway 1337 with destination Awesome.

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Re: newgrf proposal: FIRS Industry Replacement Set
The converse argument is that vehicle action0 properties for cargo classes should have been set in a clever enough way to cope with any new unknown cargo, so therefore can cope gracefully with a change to default cargo properties. If more clever things are being done with refitting via callbacks then these will need to be new industries grf specific anyway, so should have no issues.
Having said that the biggest test will be playtesting. If changing the cargo classes for fruit breaks compatibility with major vehicle sets then it is a very simple change to "reset" the cargo classes to the "default" for that cargo label.
All in all so long as it is kept in mind during playtesting then it is not something to worry about now!
Having said that the biggest test will be playtesting. If changing the cargo classes for fruit breaks compatibility with major vehicle sets then it is a very simple change to "reset" the cargo classes to the "default" for that cargo label.
All in all so long as it is kept in mind during playtesting then it is not something to worry about now!
- andythenorth
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Re: newgrf proposal: FIRS Industry Replacement Set
Afternoon all, I'm back with a few pixelated goodies. First of all the furniture factory that I was working on. As rock climbers say about some routes, it "just wouldn't go". I changed the proportions of it, and suddenly it all came together nicely.
This is *not* final shading (a little reading test there for the armchair critics
)
Earlier version for comparison:
Need more chairs? How about a bigger factory:
This is *not* final shading (a little reading test there for the armchair critics

FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
- andythenorth
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Re: newgrf proposal: FIRS Industry Replacement Set
Now that we have tables and chairs (see previous post), how about some milk and cheese? Here's a dairy, in a rather fetching architectural style (check out the semi-circular art deco tower on the office block) http://www.highstreetguide.net/images/Budd-Dairylg.jpg
More cheese Grommit? Here's a bigger dairy:
One of the inspirations for this: FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
- andythenorth
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Re: newgrf proposal: FIRS Industry Replacement Set
Something a little different to the last two posts, here's some development work on a scrapyard. The piles of small scrap were rather tiresome to draw but they came good in the end. The equipment (shovels, cranes) will need to change to suit the game era, but I haven't got around to that yet. I also need to draw a scrap pile that is larger than small, and smaller than a bus

FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: newgrf proposal: FIRS Industry Replacement Set
well, you can't say that i didn't tell youandythenorth wrote:I changed the proportions of it, and suddenly it all came together nicely.

anyway, great job, it looks very nice now.
- andythenorth
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Re: newgrf proposal: FIRS Industry Replacement Set
Sand Quarry - with fences, vehicles etc. Alternative layouts will be possible - with more work!
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: newgrf proposal: FIRS Industry Replacement Set
Why is there water in a SAND pit? 

Hmm, what should I put here...
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