Worley's Sidings Pack (v0.1 released!)

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Worley's Sidings Pack (v0.1 released!)

Post by Dave » 27 Aug 2007 17:58

Worley's Sidings Pack

A small venture to begin with, I'd like to see this build up to hold a huge number of station tiles for creating realistic and planned reception sidings, Traction Maintenance Depots, disused loops, old branch sidings, etc, etc, etc.

Version 0.1 is available. It was released on the 2nd of September.

This link takes you to the latest version's release post

Critique and comments welcome.

Enjoy!

(I'd like to see my work in action; if you'd like to use it in your games and send me some screenshots, I'd be most grateful!)
Last edited by Dave on 02 Sep 2007 23:00, edited 1 time in total.
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Re: Rusty Siding.

Post by daylight » 27 Aug 2007 18:13

these are nice.

im playing a game now where i have an old station that ive shut down, and i was thinking about something like this.

one thing- i think it would be nice if the buffers themselves had some more plants and rust and stuff too. they look too "clean
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Re: Rusty Siding.

Post by Ben_K » 27 Aug 2007 19:45

Nice start Dave. A few things though:
- They are a bit too orange and single tone. (It looks like just a tweak with the RGB sliders. :?)
- The buffer is too clean!
- You can draw the diagonals too - as long as you only use one per tile. Its better than nothing and would help in situations like your mock-up shows.

Also, many of you may be aware that Boekabart did an OTTD patch that will add overlays to rails dependant upon usage amount. It actually works really well. For now, it only has a single stage of degradation but he has sprites to support 3 stages. The other advantage is that it would support different overlays in GRF form.
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Re: Rusty Siding.

Post by Dave » 27 Aug 2007 22:42

Well I was doing this mainly just for cosmetics.

As for the RGB change, it pretty much near enough is just that - there are four shades involved in making the rails look silver, I just swapped the four shades for four shades of that brown. Although it looks a bit uniform, remember there isn't that much difference other than the colour. I realise the buffer stop is a bit clean, I have to admit that's my next challenge, as is building up a few grassy bits. Foliage :D

Ta for the critique gentlemen.
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Re: Rusty Siding.

Post by wallyweb » 28 Aug 2007 01:32

Dave Worley wrote:Well I was doing this mainly just for cosmetics ...

... as is building up a few grassy bits. Foliage :D
Excellent concept sir.
A couple of suggestions:
1. Substitute "weedy" for "grassy". Grass is too clean. Weeds are properly decrepit. :wink:
2. Keep them as station tiles. They are ideal as a siding for that occasional slow moving work train that needs to pull off to allow the express a clear track.
3. I shouldn't worry about the angle track in TTDPatch unless it is possible to add it as another option in the track laying tool.

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Re: Rusty Siding.

Post by athanasios » 28 Aug 2007 03:54

I 'd like a goat grazing...
No, let me be serious: It is very nice. Also some goods and oil rail cars or even a loco left over to rotten and rust.
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Re: Rusty Siding.

Post by SkeedR » 28 Aug 2007 09:04

If this is a station, perhapse you could make the transition from Clean to disused better?
Like, instead of going from Clean to disused in an instant, it's a gradul. Over a tile maybe?
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Re: Rusty Siding.

Post by m3henry » 28 Aug 2007 10:17

very nice, when coded, i suggest it be put in the 'default' station class.
Also try making a transition tile, one end of it being clean, and the other side being rusty, same with the weeds and all, it could be a seperate station tile or coded when there is no rusty track next to it.
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Re: Rusty Siding.

Post by welshdragon » 28 Aug 2007 10:49

DaveW. can you PM me the files? then i can try and do something with them (something means my idea jyust went out of my head) Maybe, it could replace the void station piece (idea just returned to me) and i'll try to make a 'crumbling' platform to make it look like an abandoned station....
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Re: Rusty Siding.

Post by daylight » 28 Aug 2007 11:42

hi.

i had a little go at doing something. i stole some of pikkabirds uk coal and livestock cars- (Sorry!) and edited them slightly. -just to see what it would look like with a few old wagons.

also had a go at plants on the buffers.
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siding.png
siding.png (28.29 KiB) Viewed 13190 times
now called mph

-mph- my initials- for a transport game! why did i never think about that before?!? -

i changed since i actually released something

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Re: Rusty Siding.

Post by XeryusTC » 28 Aug 2007 11:50

It's all up to Dave now ;).
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Re: Rusty Siding.

Post by Tom0004 » 28 Aug 2007 12:05

i'm liking that fence, daylight's added to the picture.

any chance getting it into company colours ?

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Re: Rusty Siding.

Post by m3henry » 28 Aug 2007 12:15

dude, the fence is awesome!!!
it should be in a fence grf as for CC, a 2x2 pixel tag could go somewhere on it
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Re: Rusty Siding.

Post by daylight » 28 Aug 2007 17:00

ok- well. i dont want to go off topic here so im going to start a new thread. (http://www.tt-forums.net/viewtopic.php?f=26&t=33856)

some of you seemed to like my fences so i made a complete set for the tracks. so- any discussion about that- go there!

of course-talk about my fence and daves siding all you like here.
now called mph

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i changed since i actually released something

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Re: Rusty Siding.

Post by Dave » 28 Aug 2007 21:32

Take it easy gentlemen! One day away and bam!

Well, XeryusTC has coded the tracks very nicely, and I'm plaesed to report I'm looking at some sort of release tomorrow.

I'll add a few weeds to the tracks and buffers.

"Transition" pieces aren't required, I don't think; not at TTD's Scale. You rarely see a piece of track "gradually" become more rusty. There is a dead stop where trains stop and the track is rusty from there. The issue with the way the .grf would work, I've already covered.
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Re: Rusty Siding.

Post by Psistorm » 29 Aug 2007 00:37

the ideas in this tread are quite nice - ideal for realism lovers :)

as to the transition piece: one reason for such a piece would be, imo, that right now, the transition blank -> rusty happens right at the tile border, which looks a bit strange to the eye. but if it would happen at maybe 1/3rd the tile, this effect would be different. maybe allow 1-2 pixels transition and it might look good :) - just an idea though

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Re: Rusty Siding.

Post by Dave » 29 Aug 2007 12:57

Let me get the original release out, and then I'll have a look at it - remember that I can't just release it, I have to send things to XeryusTC first!

Thank you again for your critique gentlemen.
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Re: Rusty Siding.

Post by Dave » 02 Sep 2007 22:43

So here it is! Dave Worley's first ever commercial grf! Coded by... XeryusTC :D

DOS and Windows versions exist here. You'll need the NewStations settings in either flavour of the game though, so don't hassle me about that!

Enjoy!

v0.2 hopefully coming soon!
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Re: Worley's Sidings Pack (v0.1 released!)

Post by athanasios » 03 Sep 2007 02:29

I enabled it and my PC didn't crash yet... 8o
OK. It is nice. And now I can see that your next step should be the transitional tile.
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Re: Worley's Sidings Pack (v0.1 released!)

Post by Ameecher » 03 Sep 2007 07:58

Oooo, very fancy pants.
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