Red*Stars modern train station set [beta released]

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Purno
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Post by Purno »

Ok, this looks impressive :!:
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Post by athanasios »

Your station is cool in 32bit.
I am working on 128x63 sprites (buildings) currently. A lot of work. Anybody else willing to join the project? He'd better start drawing and not waste his time talking in the forums!
Hope OpenTTD will support these. If not they can be used in a SimuTrans TTD128.pak.
Pity I cannot find a suitable 3D editor that is easy to use. Blender cannot make accurate isometric sprites. (Rotation is not fine.)
Will have news from my home page in a couple of months. Don't ask me now (very busy).
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Red*Star
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Post by Red*Star »

Here I am again.

After modifying some details of the station I have now started coding, and, well, I have made my first grf ever! :D

What? No, there's nothing wrong, I want that the platform is up in the air... erm... :oops: What, you don't believe me? :mrgreen:
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Post by Lakie »

Interesting progress.
Looks better than when my first station grf didn't cause a crash / started working.
You can find screenshots of my first and only station grf, here.

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Red*Star
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Post by Red*Star »

Lakie wrote:Interesting progress.
Looks better than when my first station grf didn't cause a crash / started working.
You can find screenshots of my first and only station grf, here.

~ Lakie
Interesting... I have seen that picture today while searching for examples of already coded stations ;).



EDIT: Crashes I now also had enough *rolleyes*. This is the first really working version of just the platforms. Anyway: Thanks for sharing your glass station nfo file with the comments, Lakie - I learned a lot from it, together with the tutorial.
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The Irish
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Post by The Irish »

Hey guys,

Just so that this doesn't get forgotten... Any progress?
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Red*Star
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Post by Red*Star »

Don't be afraid, I don't have forgotten it :D. I wanted to update the status so or so:

I have just sought some advice from Michael Blunck about station coding and that has confirmed my considerations: Station coding is damn complicated if you use non-standard layouts.

Because I don't have the time to learning coding in that detail, here is my "advertisement" ;) :
Every coder out there which has free time and interest to code this station is invited to volunteer for it. (Don't expect it to be a simple task :roll:)

(You can mail me or post here, but please no PMs - simple because I never pay attention to my new TTD forums messages folder... :lol:)


PS: If nobody wants to code this, the only thing I could offer is to code this station myself, but then just in a way that every tile/platform has to be placed individually and not with the auto-multi-platform-thingumajig of TTD...
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Post by lobster »

i was quite impressed by the coding so far though. but hey, ask Aegir. i simply drop his name everywhere, so he's bound to notice it sometime.
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Lakie
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Post by Lakie »

Red*Star wrote:I have just sought some advice from Michael Blunck about station coding and that has confirmed my considerations: Station coding is damn complicated if you use non-standard layouts.
It's even more complex if you want to code them like MB's stations.
From what I've heard some of the code in it is meant to be seriously complex. :shock:

~ Lakie
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
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Post by eis_os »

A reason I added in-byte-data-comments to grfcodec :)

Looking forward to see this nice station in a grf...
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Post by Red*Star »

eis_os wrote:A reason I added in-byte-data-comments to grfcodec :)

Looking forward to see this nice station in a grf...
If that will be the case at all... until yet nobody evinced interest for the coding part (uuhm, and yes, I can understand that hundred per cent ;) ), so it seems I have to contact Aegir or who else is a good station coder myself.


Apart from that I'm currently cutting down the whole station. Because that's really not a nice work, although I implemented some automatism routines for it, here is something more interesting for you: How it could look like some day in the game...
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Post by Prof. Frink »

Except that openTTD doesn't support newstations yet.

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Post by Born Acorn »

Yes hurry up peter1138! We can't rely on only waypoints forever!
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Red*Star
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Post by Red*Star »

Well, for the time in between we have still TTDPatch...
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so is true enlightenment to the soil's friends.

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Red*Star
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Post by Red*Star »

Sorry for being so lazy, but I had many other things to do in the last time. 3 months have passed, but now I'm back ;) ... and, well...

jamesvassie wrote:Holy COW! :shock:


That is amazing Red*Star! I think we need to hand this over to someone like Aegir and get it coded! I wanna play with it now! :D

Also, got any plans to do more? I hope so! :wink:

James

...with some new stuff in the pockets.

The new station you can see in the attachment I've created recently. It's still in alpha or beta state or something, and because I'm working on it, it's already a little bit more developed than on the picture you can see. It's a little bit inspired by the new German Berlin Hauptbahnhof (which is, translated, Berlin main station, its old name is "Berlin Lehrter Bahnhof"), but only a little bit - Berlin has flat ends, no ellipsed ends for the big glass hall, and the latter one is also white/grey, not greenish.

Then there are these tiny little platforms with glass roofs, its stilts have *some* similarity with the train station stilts of the city I live in (Jena), although I could not transport much of the original design into the game because the details get much to small in TTD.

And THEN, there is my (partly already carried out) plan to make these three stations/sprites (Hannover-Messe-, Jena-, Berlin-like) fully interchangeable/customizable, so that they can be merged together and above all look good when placed together.

Just a "little" bit coding work has to be done for that... :roll:


In the time between you could just write what type of addons you would like to have concerning train station forecourts, the appearance of my new hypermodern-trainstation layout and the models in general. Constructive criticism is very welcome, cause I have the feeling that the new station is just... erm... to big? Uummm...
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Post by lobster »

bloody hell! :shock:
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Red*Star
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Post by Red*Star »

Ok... the first two reactions seem to be positive. :D

So I can now also present the small hall for uneven numbers of train-occupied platforms. (The pillars, windows and pseudo-shadows for the last two big halls are omitted because I just wanted to see if the roof of big and small halls fit together.)
You can also see a skywalk as in the Hannover station, just for fun adopted to this station design. This is the last version for today, I wish a good n8 (at least for the european users of this forum ;) ).
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Post by Dave »

Add a third positive comment. How futuristic and awesome does that roof look!
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