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Patch: Grass growth on unused tracks

Posted: 31 May 2007 13:33
by boekabart
After the discussion on Suggestions, http://www.tt-forums.net/viewtopic.php?t=32233, I decided to go ahead and try something.

Ben_K supplied me with a makeshift png of which I was able to make the attached grf file, with 3 levels of growth on X and Y tracks. The code is in place for all track pieces though, as soon as someone finishes all the sprites! (the grf has placeholders for them, the code has the drawing of them commented)

I decided to use 8 bits total, currently _me.m7 but that can be replaced with the high 8 bits of _m.m2 I guess. (code commented)

Let me know what you all think!

[Edit: attached lasted version]
[Edit: attached lasted version r17778]

Posted: 31 May 2007 13:37
by DeletedUser21
Is it me or is this odd? :P

Same goes for the piece of track at the first depot.

But that would be hard to make I guess. :wink:

Posted: 31 May 2007 13:41
by boekabart
Mr. X wrote:But that would be hard to make I guess. :wink:
It would mean a big load on the free space in the map array; the question is whether it'd be worth it.

Posted: 31 May 2007 13:42
by Sionide
I like that... What happens when a train goes over old tracks that have grass on them??
a big load on the free space in the map array
Same as elrails does? (or does it? I don't know...) That's pretty much eye-candy too..

Posted: 31 May 2007 13:44
by boekabart
Sionide wrote:I like that... What happens when a train goes over old tracks that have grass on them??
It cleans the track up a bit. Enough trains will clean it up completely. ToDo: slow down trains on heavily overgrown tracks, until cleared.

Posted: 31 May 2007 13:47
by Sionide
Also, does the grass appear slowly over time - or does the grf just suddenly change... obviously only affecting tracks in the current viewport...?

Nice though, I'll get the patch on my SVN build later.

Posted: 31 May 2007 13:53
by Chicago Rail Authority
boekabart wrote:ToDo: slow down trains on heavily overgrown tracks, until cleared.
Cool. Perhaps a similar concept could work with snow? :)

Posted: 31 May 2007 13:54
by Sionide
rename the patch "Mother Nature" :p

Posted: 31 May 2007 14:02
by boekabart
Sionide wrote:Also, does the grass appear slowly over time - or does the grf just suddenly change... obviously only affecting tracks in the current viewport...?
There are 3 phases with only slight differences between each of them. When it changes, it gets redrawn immediately.

Posted: 31 May 2007 14:04
by boekabart
Updated Map Accessors to match standards (better, at least).

Posted: 31 May 2007 14:35
by boekabart
Another update, changed some comments. And found out that it works perfectly for monorail and maglev too :)

Posted: 31 May 2007 15:58
by Red.xiii
ha ha cool, well done :)

Posted: 31 May 2007 15:59
by boekabart
Updated to r10001 since it cannot be merged automatically.

Re: Patch: Grass growth on unused tracks

Posted: 31 May 2007 19:48
by Ben_K
boekabart wrote:The code is in place for all track pieces though, as soon as someone finishes all the sprites!
Ok ok... I'll do them as soon as possible!! :roll:

Patch looks good though! ;)
And those sprites weren't designed for monorail or maglev. Excellent!

Posted: 31 May 2007 20:32
by knedle
Unfortunately it doesn't work for me. I've applied diff, downloaded and copied grf, and nothing. How long does it take for tracks to age?

Posted: 31 May 2007 20:35
by Ameecher
Having overgrown Maglev strikes me as very odd, I just can't see it myself... not sure why. Otherwise nice.

One thing I would say is the track is a bit *too* overgrown. at first glance it can't be seen at all (well with a fleeting look anyway) perhaps make the rails a bit more visible?

Posted: 31 May 2007 21:36
by PouncingAnt
Ameecher wrote:Having overgrown Maglev strikes me as very odd, I just can't see it myself... not sure why. Otherwise nice.

One thing I would say is the track is a bit *too* overgrown. at first glance it can't be seen at all (well with a fleeting look anyway) perhaps make the rails a bit more visible?
Indeed, since maglev shows a fully concreted (I assume) area, it would take much longer to overgrow. (however osmotic pressure generated by plants growing under constructions is easily enough to break through concrete if left long enough in the correct conditions)

Posted: 31 May 2007 22:11
by Psistorm
I agree with the maglev looking odd - maybe it should just get rusty and accumulate some dirt and only a little grass? same for the monorail, really, since it also seems to sit on a concrete foundation of sorts

Posted: 01 Jun 2007 08:30
by Ben_K
Ameecher wrote:One thing I would say is the track is a bit *too* overgrown. at first glance it can't be seen at all (well with a fleeting look anyway) perhaps make the rails a bit more visible?
Are you talking about the full disused stage? Check his first screenshot. It shows the 3 stages there and the 1st stage isnt too bad. Sadly, there is only one tile in the shot though. Personally, I drew the one he has used most to be a 'final' stage where you pretty much never use the track.
Have a look back at the shot and let me know what you think needs doing. If you want, I can send you a sprite sheet to look at.

As for Maglev/monorail - as stated, these sprites weren't designed with those tracks in mind. That is Boekabart playing around. If he did decide to go ahead with it, I think that they would need different overlays.

Posted: 01 Jun 2007 11:45
by SuperVGA
A sprite sheet would be nice to see in here.
Anyone planning on painting the rest of the grass sprites for the other directions?

I can easily imagine everything overgrown but i agree that the maglevs
should be rust/scratchy with grass pixels in between the mag's elements, where there'd usually be a black line. To show that mother nature
is peeking up. Better let Boekabart through with his ideas.

I think generally, this is a great idea... definately worth the CPU
time to sacrifice...