ISR/DWE style dock and objects, Version 1.1 released

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Quast65
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ISR/DWE style dock and objects, Version 1.1 released

Post by Quast65 »

I'm working on a new GRF that changes the dockgraphics and gives extra new objecttiles to merge that dock with graphics from the Industrial Stations Renewal set and the DWE-set. Input and suggestions are very welcome ;-)

EDIT:
The objects can be found here: viewtopic.php?f=26&t=58884&p=1226985#p1226985
The dock changing GRF can be found here: viewtopic.php?f=26&t=58884&p=1191844#p1191844


Matching foundations can be found via this link: http://www.tt-forums.net/viewtopic.php?f=67&t=59390
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newdock01.png
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newdock02.png
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Last edited by Quast65 on 24 Nov 2019 16:03, edited 14 times in total.
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Re: New dockgraphics and objecttiles compatible with ISR

Post by FooBar »

Hmm, not bad! Makes the dock blend in quite nicely!

Just one minor remark: in the first picture the building seems to be hovering.
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Re: New dockgraphics and objecttiles compatible with ISR

Post by Quast65 »

First pic is only to show how the dock looks without the newobjecttiles and how you have to landscape to create the finished product
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Re: New dockgraphics and objecttiles compatible with ISR

Post by Quast65 »

There was a request for junctiontiles, which ones would work best?

Strongcurved:
newdock03.png
newdock03.png (26.8 KiB) Viewed 36170 times
Softcurved or the cross only?:
newdock04.png
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Re: New dockgraphics and objecttiles compatible with ISR

Post by colossal404 »

I think those giant cranes cannot turn, so I think all of them are unreal, but othervise looks good! Can I ask for a dock version with simply two empty (or maybe the water side tile could be with crane rails) tiles? That one with the warehouse on it would look strange in a city, but a simple flat dock wouldn't (I think).
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Re: New dockgraphics and objecttiles compatible with ISR

Post by jor[D]1 »

I think the switches are not realistic with those cranes, the cross is very nice though. Mayby you could add some kind of buffer.
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Re: New dockgraphics and objecttiles compatible with ISR

Post by kamnet »

The building needs a foundation under it to look right on the slope (even though I know it's meant to have some other objects next to it to hide it).

The cranes aren't meant to cross-over or curve, so you can nix those. Instead, I'd suggest making a newobject tile that looks like a loading area, or maybe a "warning" area.

I wouldn't mind it if you broke out some of the other ISR graphics as NewObjects either.
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Re: New dockgraphics and objecttiles compatible with ISR

Post by Quast65 »

Thnx for all your inputs, I'll work on the suggestions. If it's not too much work I'll also make a version without rails and just the building and a completly empty one. Still too bad that it's not possible to make 2 or more versions (passenger/cargo/universal). Has anybody got an idea that this will be possible in the future or is this a general limitation of the game?
I wouldn't mind it if you broke out some of the other ISR graphics as NewObjects either
I don't have the coding knowledge to make animated newobjects, but non-animated objects I can code. Could you give me the spritenumbers of the things you would like coded?
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Re: New dockgraphics and objecttiles compatible with ISR

Post by FooBar »

Currently you can have exactly one set of dock graphics. That may change in the future with newgrf ports, but don't hold your breath. You can do a parameter setting to allow users to pick one version for their game.
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Re: New dockgraphics and objecttiles compatible with ISR

Post by kamnet »

Quast65 wrote:I don't have the coding knowledge to make animated newobjects, but non-animated objects I can code. Could you give me the spritenumbers of the things you would like coded?
No idea, don't have a sprite sheet handy. Animation doesn't matter.
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Re: New dockgraphics and objecttiles compatible with ISR

Post by Quast65 »

How about these newobject tiles? Little sample how it looks with the crane in the middle
newdock05.png
newdock05.png (53.04 KiB) Viewed 35968 times
And with the docks:
newdock06.png
newdock06.png (163.04 KiB) Viewed 35961 times
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Re: New dockgraphics and objecttiles compatible with ISR

Post by kamnet »

You don't want the rail bumpers on those rails, because in reality it blocks vehicles from driving underneath the gantry cranes so that stuff can be loaded/unloaded. I *REALLY* like the security gates broken out. In fact, I'd love to see that done so that you can actually put a road through it (essentually, industrial "road furniture").
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Re: New dockgraphics and objecttiles compatible with ISR

Post by Quast65 »

kamnet wrote:You don't want the rail bumpers on those rails, because in reality it blocks vehicles from driving underneath the gantry cranes so that stuff can be loaded/unloaded. I *REALLY* like the security gates broken out. In fact, I'd love to see that done so that you can actually put a road through it (essentually, industrial "road furniture").
Well it's possible to make newobjecttiles that overlap the road, so it looks like cars drive over that (see pic below)
newdock07.png
newdock07.png (12.96 KiB) Viewed 35882 times
But it has a couple of disadvantages:

- It takes up at least 2 tiles, one for the actual tile and one for the overlaptile
- It's glitchy, so sometimes the overlapping tile will flicker, but it looks good on stills ;-)
- If you have stuff that is higher than the road (for example the red building), you need another tile placed across the road, because when roadvehicles pass you will lose some part of the graphics (see pic below) So it will take up 3 tiles.
newdock08.png
newdock08.png (12 KiB) Viewed 35882 times
Furthermore, I've edited the buffers. So there is room for roadvehicles to drive to the gantry cranes. And I've made a couple of options for the guardhouse (nothing at all, only rails, rails with buffer)
newdock09.png
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Re: New dockgraphics and objecttiles compatible with ISR

Post by ZxBiohazardZx »

first of all: nice work!

as for some critisism:

the bends in the tracks are not realistic. these gantry/unloading cranes are so big, that they will simply not make the turn you have drawn. i pfrefer a different base grf under it with some sort of road? aka contrainer-trucks can drive "under" it, specially regarding the last few shots, how hard would it be to add a road under it, and make the trucks pass under the cranes (if possible at all)
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Re: New dockgraphics and objecttiles compatible with ISR

Post by Hyronymus »

This is really taking off in a fantastic direction. I agree with all the recommendations made above and I really like the "road furniture" you are adding to it. Keep it up :).
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Re: New dockgraphics and objecttiles compatible with ISR

Post by Quast65 »

the bends in the tracks are not realistic
True, If you want to make a bend realistic (like pic below), you would need something like 10 tiles to make that curve. But I wanted something to link the rails of the cranes with the rails of the dock. The way I build up my harbours, I would like my docks to have rails. I will make different options of the docks, including ones without rails, so you dont have to use the bend rails. Only problem is that you can have just 1 type of dock in the game, it doesn't allow different styles of docks at the same time. So you have to be inventive in how you build up your harbours.
cranecurve.jpg
cranecurve.jpg (44.49 KiB) Viewed 35804 times
i pfrefer a different base grf under it with some sort of road? aka contrainer-trucks can drive "under" it, specially regarding the last few shots, how hard would it be to add a road under it, and make the trucks pass under the cranes (if possible at all)
I dont really know what you mean. Regarding the shots of the trucks driving over the ISR road, there is a "normal" road under it. So it is possible to replace the ISR road with, for example a crane, Trucks would drive under that. Couple of problems:

- I don't know how to animate objects, so the crane would be static. That's not too big of a problem, because if you animate objects, they would be moving all the time. They don't get triggered by a ship/car/train loading or unloading (correct me if I'm wrong). And that would look strange, if it moved around with nothing there.

- Because it's an overlapping object, you would need a second objecttile to add the graphics that the passing vehicle cuts off (see below) and that means adding a second tile below to make up for the lost graphics. So a drivethru crane would take up 3 tiles. But hey, harbours are big aren't they :D
newdock10.png
newdock10.png (35.58 KiB) Viewed 35804 times
Well I would like some more suggestions of what kind of overlapping tiles we need where vehicles can drive over, So we have the ISR road, the Crane and cranerail, The guardhouse, what more?
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Re: New dockgraphics and objecttiles compatible with ISR

Post by jor[D]1 »

Place some containers along the road. I think it will look even better.
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Re: New dockgraphics and objecttiles compatible with ISR

Post by Yoshi »

Those containers normaly appear, when there is cargo at this station...
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Re: New dockgraphics and objecttiles compatible with ISR

Post by jor[D]1 »

This isn't a station set but NewObjects, would be cool if those drive under cranes can be added to ISR.
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Re: New dockgraphics and objecttiles compatible with ISR

Post by Quast65 »

jor[D]1 wrote:Place some containers along the road. I think it will look even better.
I want to keep that empty, for example people who have built gasolineharbours wouldn't want containers there.
jor[D]1 wrote:This isn't a station set but NewObjects, would be cool if those drive under cranes can be added to ISR.
Be aware that the driveundercranes are only camouflage for the road under it. These kind of tiles can be glitchy and flicker in game. I don't think they would really like that in that set. You have to be aware that that can happen, or they will be swamped by messages that the set is buggy ;-) But if they want to use it, they are more than welcome to.
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