[OTTD] Fjell, fjord og vatnet
Posted: 14 Nov 2010 21:37
I'm very new to OTTD, but I've been a Simutrans-user for a looong looong time, and also I'm creating routes for the railway simulator LokSim3D, so I decided I might try to make a scenario for OTTD. I hope it is quiet usable.
First I created a heightmap with a program called ScapeMaker and then made the whole landscape slope into the sea - using a method rather crude but efficient - I put a semitransparent gradient from black to white onto the heightmap, played around with brightness and contrast and exported it to png. Then I put rivers into the valleys (which was the hardest part. Somewhere on the OTTD wiki I read an idea how the water system should work, including sources which generate automatic rivers - it would be great), created some bigger cities in the coast region and some smaller ones along the rivers, then vegetation and industries.
The scenario is especially heavy on agriculture. Norway has a relatively high agricultural production thanks to the gulf current. Nearly all the agriculture in Norway is along the coast and in the fjords, thus also the coast line of this scenario is covered in great parts with fields. Conserve factories are some way further upward the rivers.
In the downward corner there is a big penisula with wood production; along the rivers, there are paper mills, while printing plants are back down in the biggest cities.
Coal, gold and oil are being mined in two regions; on an island further in the sea and deep in the mountains. This is inspired both by the fact that in real life, minig is always in a specific region (like the Śląsk in Poland or the Ruhrpott in Germany) and by the random positions of mining industries in generated games being a major pain in the ***. Each city or conglomeration of villages has their own power plant. Refineries can be found along the coast line.
Now I have two questions:
- Is it possible to stop the game from building new industries? Or to define a region where which industry can be built? As random industries will destroy the sense of this scenario, which is to have a realistic landscape, population distribution and industry allocation and build a railway network with some ship use adapted to the landscape.
- Would an ECS-version be appreciated?
And now, a big big request: Comments, tips and ideas!
First I created a heightmap with a program called ScapeMaker and then made the whole landscape slope into the sea - using a method rather crude but efficient - I put a semitransparent gradient from black to white onto the heightmap, played around with brightness and contrast and exported it to png. Then I put rivers into the valleys (which was the hardest part. Somewhere on the OTTD wiki I read an idea how the water system should work, including sources which generate automatic rivers - it would be great), created some bigger cities in the coast region and some smaller ones along the rivers, then vegetation and industries.
The scenario is especially heavy on agriculture. Norway has a relatively high agricultural production thanks to the gulf current. Nearly all the agriculture in Norway is along the coast and in the fjords, thus also the coast line of this scenario is covered in great parts with fields. Conserve factories are some way further upward the rivers.
In the downward corner there is a big penisula with wood production; along the rivers, there are paper mills, while printing plants are back down in the biggest cities.
Coal, gold and oil are being mined in two regions; on an island further in the sea and deep in the mountains. This is inspired both by the fact that in real life, minig is always in a specific region (like the Śląsk in Poland or the Ruhrpott in Germany) and by the random positions of mining industries in generated games being a major pain in the ***. Each city or conglomeration of villages has their own power plant. Refineries can be found along the coast line.
Now I have two questions:
- Is it possible to stop the game from building new industries? Or to define a region where which industry can be built? As random industries will destroy the sense of this scenario, which is to have a realistic landscape, population distribution and industry allocation and build a railway network with some ship use adapted to the landscape.
- Would an ECS-version be appreciated?
And now, a big big request: Comments, tips and ideas!