Tropic Station Set [WIP]

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What variants of copper ore unloading station do you like?

Poll ended at 14 Aug 2007 12:11

1
14
23%
2
17
27%
3
10
16%
4
12
19%
5
9
15%
 
Total votes: 62

MeusH
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Post by MeusH »

What do you mean by loading stages? That amount of wood scattered around station is proportional to actual cargo amount waiting at station?
Or some animated cranes?
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Post by DaleStan »

MeusH wrote:What do you mean by loading stages? That amount of wood scattered around station is proportional to actual cargo amount waiting at station?
That would be the normal definition of "loading stages". The other is better known as "animation".
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Post by ISA »

MeusH wrote:What do you mean by loading stages? That amount of wood scattered around station is proportional to actual cargo amount waiting at station?
Correct. Thats what I mean!
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Post by skidd13 »

MeusH wrote:Wood loading and/or unloading station. What do you think about it?
looks nice :D but a bit shuttered :| .
MeusH wrote:Seems like I should put more into it... but more what?
Maybe some wooden spacing strips so that the logs don't touch the ground.
MeusH wrote:Also, where would you like to see company colour? Frankly I've got no idea right now where to draw it.
What about a small sign or flag in company color at the building.
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Post by MeusH »

Wood station is on my workbench. I'm having some troubles with cranes, because:
yellow (typical crane colour) is too bright and creates much contrast
grey blends with background
shape - I have to try more shapes until I reach something I like.

I hope I'll show you almost finished wood station soon.


And now, cheers to XeryusTC who's about to code maize loading station :)
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XeryusTC
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Post by XeryusTC »

Yes, I'm going to try to be your coder :). I hope I can try to understand NFO and make a good station at the same time ;).
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Post by MeusH »

XeryusTC, try this one. You'll have 2 pcxs to play with :)
And now goodbye, I'll hop in after 20th January
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Post by XeryusTC »

I've completed the sheds, but I ran into a small error in your sprites. The dark sheds have animated pixels on their walls. It looks quite psychedelic but I don't think that you wanted that ;).
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Post by Purno »

Sounds like you got the wrong palette. (WIN/DOS)
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Post by Ameecher »

He he's used the fire cycle/water cycle pixels, I did that in the British Tram set when drawing the doors of the midland metro, when they were coded the tram drove along with it's doors flashing! :lol:
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Post by XeryusTC »

I thought of that one too, but when I used the other palette some of the platforms were screwed :(.

Edit: a quick palette swap made sure that it didn't matter, it is still animated.
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Post by Purno »

Is the artist sure he didn't use action colors, such as the brown smoke cycle?
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Post by OzTrans »

The problem is that sophisticated graphics utilities like PhotoShop mess things up; all great graphics artist have the same problem and they do not select animated colours by accident. The same non-animated colours turn into animated when saving the work.

What you need is PalConvert. Once you have placed the sprites in the .pcx file, run PalConvert over it, it will fix the flashing pixels. Ask DanMack, he can get you a copy.
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Post by XeryusTC »

Thank you very much, it worked :).

(I got PalConvert from here)
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Post by Purno »

OzTransLtd wrote:What you need is PalConvert. Once you have placed the sprites in the .pcx file, run PalConvert over it, it will fix the flashing pixels. Ask DanMack, he can get you a copy.
I assume that removes all action-color pixels, even if they're supposed to be there?
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Post by DaleStan »

If Photoshop causes problems, then why do people insist on using it? I have never had problems with GIMP, and I've heard that there are patches/plugins/something that make it look like Photoshop.
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Post by Purno »

MS Paint has never given me any troubles...
You don't need such an advanced tool as PhotoShop anyways...
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Post by Wile E. Coyote »

If you must use Photoshop, use this hint:

Decode any GRF. Open obtained PCX in Photoshop, erase eveything in it and save it as blank.pcx. Later, when you want to draw something, open blank.pcx and work in it.

Also, there are several TTD palettes for Photoshop in Forums, altough it's not neceserry to use palette: just paste palette (for example, from Wiki) in blank.pcx and you'll allways have allowable colours.
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Post by lifeblood »

Wile E. Coyote wrote: Also, there are several TTD palettes for Photoshop in Forums, altough it's not neceserry to use palette: just paste palette (for example, from Wiki) in blank.pcx and you'll allways have allowable colours.
This is what I do in photoshop. I've never had too many problems with it, and most errors were caused by sloppyness on my part. It does have some useful features that are absent in MSpaint. I highly recommend it.
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Post by XeryusTC »

Wile E. Coyote wrote:Decode any GRF. Open obtained PCX in Photoshop, erase eveything in it and save it as blank.pcx. Later, when you want to draw something, open blank.pcx and work in it.
I also did this after I got problems with TrueColor PCX files, but I only need to reorder and number (loads easier) them.

Oh, and I use Photoshop because I also do some other things with it and having another program only for moving sprites is kinda useless IMO.

Anyway, this is getting offtopic. So, characteristics are shown as a real copy of the screen.
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