OpenGFX Trees

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Froix
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OpenGFX Trees

Post by Froix » 02 Sep 2010 16:38

OpenGFX+ Trees
version 0.2.0

Image
  • Temperate Climate - 19 sets, 7 sprites for each set
  • Sub-arctic Climate - 16 sets for sub-arctic, 8 for dry trees and 8 for snowy snowy.
  • Each type of tree can now be disabled via parameters.
Sub-tropical trees to be added later. For each set, the 7 sprites represent the stages of life for the tree.

Most trees stay within a 35x50 pixel boundary.

NewGRF available via online content download. See Release Thread for more details.

Note: When updating saved games from 0.1 to 0.2.0, you'll have to reset your parameters to enable all trees, or you can also just reload the Newgrf.

Copyright © 2010 Froix
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forests.png
forests.png (4.72 KiB) Viewed 20749 times
Last edited by Froix on 19 Sep 2010 00:57, edited 2 times in total.

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planetmaker
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Re: OpenGFX Trees

Post by planetmaker » 02 Sep 2010 17:05

In that case I propose to call them OpenGFX+ trees :-)

That way it shows clearly the association but is a somewhat distinct name. OpenGFX+ is planned series of small enhancements which fit the OpenGFX theme; but non of it so far got anywhere to a release-ready state, the trees could well become the first of those :-)

EDIT: sizes look fine to me
Last edited by planetmaker on 02 Sep 2010 17:08, edited 1 time in total.

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Bob_Mackenzie
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Re: OpenGFX Trees

Post by Bob_Mackenzie » 02 Sep 2010 17:07

I loaded the test and are currently playing with them in a snowy landscape. I like them loads :)

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Re: OpenGFX Trees

Post by Dante123 » 02 Sep 2010 17:36

looking nice :)

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stevenh
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Re: OpenGFX Trees

Post by stevenh » 03 Sep 2010 00:57

Can someone make a screenshot for those of us at work who can't wait to try them out?
They look really nice!

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planetmaker
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Re: OpenGFX Trees

Post by planetmaker » 03 Sep 2010 04:05

Actually there is: http://www.tt-forums.net/viewtopic.php?p=900785#p900785 and http://www.tt-forums.net/viewtopic.php?p=900246#p900246

btw, @ Froix: What about the name "OpenGFX+ ART"? :-)

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Froix
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Re: OpenGFX Trees

Post by Froix » 03 Sep 2010 16:45

Thanks All! Glad you like it.

I decided to stay with the OpenGFX+ Trees title. :)

update
* released newgrf, see release thread, see screenshot there as well
* two more temperate trees added
* missing stage sprites for a few sets
* forest sprites

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Zephyris
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Re: OpenGFX Trees

Post by Zephyris » 05 Sep 2010 17:13

These are some really really nice graphics! I look forward to your next project :)

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Bob_Mackenzie
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Re: OpenGFX Trees

Post by Bob_Mackenzie » 18 Sep 2010 17:00

Ive just applied 0.20 to an existing Arctic game running 1.04 RC1 which previously was running trees v0.1. When 0.20 was applied all I got was default trees. Re-apply 0.1 the trees came back

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Froix
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Re: OpenGFX Trees

Post by Froix » 19 Sep 2010 01:09

Yes. Just updated this thread. Sorry.

Saved games has zero set for all unused parameters and v0.2.0 now uses 19 parameters counting from the 4th. Remove the newgrf, apply settings, add the newgrf back, apply settings and you should see all trees back or you can just click reset on your parameter settings if that's available. If not, I really urge you or rather everyone to get the latest version of OpenTTD so you can get this new fancy parameter GUI.
newgui.png
newgui.png (35.07 KiB) Viewed 20204 times
As you can see, you can easily disable each and any tree by toggle button. I'm not really sure if OpenTTD 1.04 has this...

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Re: OpenGFX Trees

Post by Timmaexx » 19 Sep 2010 09:58

Froix wrote:As you can see, you can easily disable each and any tree by toggle button. I'm not really sure if OpenTTD 1.04 has this...
It hasn't! You need a current Nightly or have to wait for OpenTTD 1.1.0

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Re: OpenGFX Trees

Post by Froix » 19 Sep 2010 12:10

Aye! I've tracked it down to version r20766 at the earliest. At least the one which supports loading savegames.
r20766 | yexo | 2010-09-08 15:35:54 +0000 (Wed, 08 Sep 2010) | 1 line

-Fix [FS#4112]: action14 data was not used for NewGRFs loaded from a savegame
Just to avoid any misunderstanding, parameter setting works just as well with older versions of the game that does not have the new parameter GUI.

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Re: OpenGFX Trees

Post by Lord Aro » 02 Oct 2010 12:15

not a bug as such, but when starting OTTD in debug mode (d4 i think), i get this output:

Code: Select all

dbg: [grf] LoadNewGRFFile: Reading NewGRF-file 'opengfx_trees-0.2.0/opengfx+trees.grf'
dbg: [grf] [opengfx_trees-0.2.0/opengfx+trees.grf:5] StaticGRFInfo: 'INFO'->'PARA'->'LIMI' is only valid for parameters with type uint/enum, ignoring this field
dbg: [grf] [opengfx_trees-0.2.0/opengfx+trees.grf:6] StaticGRFInfo: 'INFO'->'PARA'->'LIMI' is only valid for parameters with type uint/enum, ignoring this field
dbg: [grf] [opengfx_trees-0.2.0/opengfx+trees.grf:7] StaticGRFInfo: 'INFO'->'PARA'->'LIMI' is only valid for parameters with type uint/enum, ignoring this field
dbg: [grf] [opengfx_trees-0.2.0/opengfx+trees.grf:8] StaticGRFInfo: 'INFO'->'PARA'->'LIMI' is only valid for parameters with type uint/enum, ignoring this field
dbg: [grf] [opengfx_trees-0.2.0/opengfx+trees.grf:9] StaticGRFInfo: 'INFO'->'PARA'->'LIMI' is only valid for parameters with type uint/enum, ignoring this field
dbg: [grf] [opengfx_trees-0.2.0/opengfx+trees.grf:10] StaticGRFInfo: 'INFO'->'PARA'->'LIMI' is only valid for parameters with type uint/enum, ignoring this field
dbg: [grf] [opengfx_trees-0.2.0/opengfx+trees.grf:11] StaticGRFInfo: 'INFO'->'PARA'->'LIMI' is only valid for parameters with type uint/enum, ignoring this field
dbg: [grf] [opengfx_trees-0.2.0/opengfx+trees.grf:12] StaticGRFInfo: 'INFO'->'PARA'->'LIMI' is only valid for parameters with type uint/enum, ignoring this field
dbg: [grf] [opengfx_trees-0.2.0/opengfx+trees.grf:13] StaticGRFInfo: 'INFO'->'PARA'->'LIMI' is only valid for parameters with type uint/enum, ignoring this field
dbg: [grf] [opengfx_trees-0.2.0/opengfx+trees.grf:14] StaticGRFInfo: 'INFO'->'PARA'->'LIMI' is only valid for parameters with type uint/enum, ignoring this field
dbg: [grf] [opengfx_trees-0.2.0/opengfx+trees.grf:15] StaticGRFInfo: 'INFO'->'PARA'->'LIMI' is only valid for parameters with type uint/enum, ignoring this field
dbg: [grf] [opengfx_trees-0.2.0/opengfx+trees.grf:16] StaticGRFInfo: 'INFO'->'PARA'->'LIMI' is only valid for parameters with type uint/enum, ignoring this field
dbg: [grf] [opengfx_trees-0.2.0/opengfx+trees.grf:17] StaticGRFInfo: 'INFO'->'PARA'->'LIMI' is only valid for parameters with type uint/enum, ignoring this field
dbg: [grf] [opengfx_trees-0.2.0/opengfx+trees.grf:18] StaticGRFInfo: 'INFO'->'PARA'->'LIMI' is only valid for parameters with type uint/enum, ignoring this field
dbg: [grf] [opengfx_trees-0.2.0/opengfx+trees.grf:19] StaticGRFInfo: 'INFO'->'PARA'->'LIMI' is only valid for parameters with type uint/enum, ignoring this field
dbg: [grf] [opengfx_trees-0.2.0/opengfx+trees.grf:20] StaticGRFInfo: 'INFO'->'PARA'->'LIMI' is only valid for parameters with type uint/enum, ignoring this field
dbg: [grf] [opengfx_trees-0.2.0/opengfx+trees.grf:21] StaticGRFInfo: 'INFO'->'PARA'->'LIMI' is only valid for parameters with type uint/enum, ignoring this field
dbg: [grf] [opengfx_trees-0.2.0/opengfx+trees.grf:22] StaticGRFInfo: 'INFO'->'PARA'->'LIMI' is only valid for parameters with type uint/enum, ignoring this field
dbg: [grf] [opengfx_trees-0.2.0/opengfx+trees.grf:23] StaticGRFInfo: 'INFO'->'PARA'->'LIMI' is only valid for parameters with type uint/enum, ignoring this field
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Froix
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Re: OpenGFX Trees

Post by Froix » 02 Oct 2010 16:39

Aye! Thanks!

OpenTTD does well ignoring the field. There's no limit needed for an off/on type parameter. :)

*problem fixed.

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Re: OpenGFX Trees

Post by Timmaexx » 29 Dec 2010 15:00

Hello,

i think I found a little graphical bug(or glitch?) in OpenGFX+ Trees 0.2 in OpenTTD 1.1.0-beta1:
opengfx+trees_glitch.png
The tree is more in the water then on the beach...
opengfx+trees_glitch.png (3.52 KiB) Viewed 19085 times
Greets,
Tim

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alluke
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Re: OpenGFX Trees

Post by alluke » 16 Jun 2011 15:47

This set needs roadside palms! :)
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jvassie
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Re: OpenGFX Trees

Post by jvassie » 16 Jun 2011 18:06

alluke wrote:This set needs roadside palms! :)
I think thats controlled by road sets rather than tree sets :wink:
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Re: OpenGFX Trees

Post by V453000 :) » 16 Jun 2011 19:20

jvassie wrote:
alluke wrote:This set needs roadside palms! :)
I think thats controlled by road sets rather than tree sets :wink:
I do not know exact newGRF possibilities but I am sure opengfx+ trees is able to change roadside trees to many different kinds, so palms would work as well I guess
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