New Mines

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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Wile E. Coyote
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Post by Wile E. Coyote »

Anyway, it looks SOOO real...
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Dave
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Post by Dave »

Amazing what 256 colours can do... Great work. Really great.
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Post by denwong »

Purno wrote:
Prebral wrote:Some other WIP: A double Pacold-system limekiln (Prague - Velk?Chuchle), 2nd half of 19th century. In use until 1938.
Well, it's a nice drawing, but IMO it doesn't really fit in the TT world...
Same thought here, but I would look forward to see an image of the whole quarry, coz the magic Prebral can work is unexpectable... :D
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Post by Prebral »

Thanks. It will take some time, however.

I am for example not used to paint on slopes using slopes (and cutting them again to make them fit into sprites) while having irregular sides and dimensions (which quarries have) is a tough job. Pit quarries are quite easy, as are, for example, adit entrances to underground quarries. However I have not succeeded yet in creating an irregular hillside-based quarry - and these are most frequent ones. And the thing has to evolve over time (at least with a pre-1950s and post 1950s phase) and have some construction phases.

Are there any general recommendations on drawing consistently on slopes?
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Post by Prebral »

I have finished some limekilns (probably usable as a cement factory). These are based on limekilns of Vojtěšská huť (Adalberthutte, Poldi) at Kladno and fit best into large industrial areas. They may need some administrative building if standing alone in fields - but a train station can do the job too.
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Post by Sonicelo »

Very nice job :D
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Post by Purno »

Huh? Can you have a multi-level industry?
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Post by Prebral »

Purno wrote:Huh? Can you have a multi-level industry?
Do you mean various terrain levels? I hope so, some new industries (forests...) are located partly on slopes. The lowered part is a slope too.
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Post by Dave »

So that lowered section only appears when built on a slope? Cos if it appears ALWAYS you'll end up with a situation where it doesn't fit with the terrain.
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Post by Purno »

Sounds impossible. But probably a patch-dev knows more about that.
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Post by Prebral »

Dave Worley wrote:So that lowered section only appears when built on a slope? Cos if it appears ALWAYS you'll end up with a situation where it doesn't fit with the terrain.
This is not coded yet (and I have only vague understanding of how industry coding works). The lowered part should appear only on slopes, other construction sites should be just unsuitable. That limits this limekiln to a certain terrain configuration (unless other sprites are chosen to replace the lowered ones), but there may be different types of them.
If something like this is not possible, then it may be faked somehow - for example by adding a ramp and one additional row of buildings, warehouses etc. to northwestern side.
I suppose this may or may be not the key:
http://wiki.ttdpatch.net/tiki-index.php ... ibility_28_

For example this ECS forest must also somehow determine, what is build on slopes:
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Post by DaleStan »

Prebral is quite right, except that the controlling callback is 2F.

Any industry tile may allow/require any one or more of the nineteen possible slopes.
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Post by jacke »

Prebral: Very good looking industry!
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Post by pETe! »

A bit more structure/texture on the mines' houses would be good i think.
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Post by comrade-max »

Prebral wrote:I have finished some limekilns (probably usable as a cement factory). These are based on limekilns of Vojtìšská hu� (Adalberthutte, Poldi) at Kladno and fit best into large industrial areas. They may need some administrative building if standing alone in fields - but a train station can do the job too.
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wow amazing work, astonishing, however i think a wee bit more texturing on the flat bits athe the bottom wouldnt go amiss
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Post by Prebral »

Chemical processing facility of a chemical uranium mine...as discussed in the Future Set thread...

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Post by metallicsomber »

*Dreads the day when uranium is so abundant it needs to be shiped by rail cars*

Looks good but doesn't it seem a bit grayish? Any idea what those pipes go to on the side?
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Post by Prebral »

metallicsomber wrote:*Dreads the day when uranium is so abundant it needs to be shiped by rail cars*
The day has already been there, for example between 1948 and 1989, Czechoslovakia exported cca 98 500 tons of uranium to USSR for ...uh... some peace purpose, you know :-). Most of this via rail.
metallicsomber wrote:Looks good but doesn't it seem a bit grayish? Any idea what those pipes go to on the side?
Well, the building is grayish, maybe it should be a bit lighter, but it shined too much when I tried to do so. I do not know exactly, where these pipes on the side go, but there are lots of pipes in such an area, so they will simply connect this building with others and the drill-fields.
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Post by metallicsomber »

Oh that makes me sleep well at night lol, espically living near one of the largest Mlitary bases in the US and possibly one of the first targets for a nuke... lol

What about the white hues you used in that cement plant? those turned out ok.
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Post by Prebral »

metallicsomber wrote: What about the white hues you used in that cement plant? those turned out ok.
I took the original picture, converted it to TTDX palette, used colors from it and it turned to look like this. I used the front side as a default, shading of the other side had to be darkened a lot because of different light direction. T

The lower part of the building seems to be cleaner and should be a bit lighter, but shifting the greys a bit more towards white is also possible:
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