Thank you. Actually never I have all these ofc without trees, but never wanted them in the set. I will put them in an upcoming update.
[OTTD] Flogeza's sets
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Re: [OTTD] Flogeza's sets
Re: [OTTD] Flogeza's sets
Funny ... I thought about it yesterday, that I miss these things too
Re: [OTTD] Flogeza's sets
City Objets Extras
- parks
- ships
- airport objects
- Attachments
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- COextrasv1.GRF
- V1
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Re: [OTTD] Flogeza's sets
very nice!
One question though..
Why do you give the ships that black outline?
I think they look more natural in the water without it: Same goes for some parts of the aircraftcarrier too.
One question though..
Why do you give the ships that black outline?
I think they look more natural in the water without it: Same goes for some parts of the aircraftcarrier too.
Last edited by Quast65 on 24 Mar 2021 12:30, edited 1 time in total.
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: [OTTD] Flogeza's sets
They have a black layer near water level. https://cdn.portfolio.hu/articles/image ... 416774.jpg Thats why I made the carrier that way. The destroyers are Klutz's work and I didn't pay enough attention to it (they have black layer on the front and on the end too). I will delete those later. Thanks Quast.
Re: [OTTD] Flogeza's sets
I see, ignore my remark about the carrier.They have a black layer near water level.
EDIT:
I am not sure if your sets are GPL-licensed, but if they are then this may be interesting:
viewtopic.php?p=1218382#p1218382 (link to most recent sources)
The WSF-ferryset has a submarine (submerged and surfaced), that may be nice as an object too.
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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Re: [OTTD] Flogeza's sets
And link hints for adding some animated pixels (water).
Re: [OTTD] Flogeza's sets
Small update coming next week. With fixes for ships, for some park decoration tiles. Also some new stuffs:
Re: [OTTD] Flogeza's sets
City Objects Extras V1.1
-new park decorations
-tiles
-bus stops
-station entrances
-fixes
2021.04.18.
-new park decorations
-tiles
-bus stops
-station entrances
-fixes
2021.04.18.
- Attachments
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- COextrasv1.1.GRF
- (140.59 KiB) Downloaded 156 times
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Re: [OTTD] Flogeza's sets
Hey flogeza
Thanks for Your work. For me City Objects and City HQ are one of those add-ons from the "Must be" category.
However, I would have one small but big request...
There is a problem with the version designations - they are no. Neither in the name nor in the parameters. As a result, the order of versions in the list is very chaotic and it's hard to find the most recent version. The window sorts add-ons first by name (version in name), then by version in parameters, and if there is neither one, it sorts by MD5sum and hence such chaos. So I would ask you to add such markings. Andythenorth's add-on labeling is a good example, but whatever style you choose, it will be fine.
That's all for the important remarks. But I will write a few more from the category "I'll find something anyway";)
1. In the NewGRF settings window, the settings bar are active, although there are no settings. It's not very important, but if that's not problematic, you could add a cost multiplier. Some time ago, on one of the servers, your objects served as extended and very expensive company headquarters - they were the status of the company's position. The Empire State Building cost tens or even hundreds of millions of dollars. The problem is that Base Cost Mod raises the costs of all objects and then also fenced grass from OpenGFX + Landscape cost astronomical amounts. It's nice if it could be set independently.
2. Your set significantly increases the size of the objects build window. Meanwhile, most previews take up a very small fraction. There are only two big previews: Berlin TV Tower and Torso Tower. This problem was solved interestingly by Yazalo in the Polish Lighthouse set, where large objects in the preview window are made smaller. This is especially good for the thumbnails displayed on the right side of the window.
3. I'm not sure, but overbuilding one object to the same probably can be done without cost.
4. I draw at a rate of one pixel per hour, and it's not going very well, so I can't help, but it would be nice if you could add more objects with trees and some winding paths, maybe some ponds for possibility of creating larger parks.
Thanks again!
Thanks for Your work. For me City Objects and City HQ are one of those add-ons from the "Must be" category.
However, I would have one small but big request...
There is a problem with the version designations - they are no. Neither in the name nor in the parameters. As a result, the order of versions in the list is very chaotic and it's hard to find the most recent version. The window sorts add-ons first by name (version in name), then by version in parameters, and if there is neither one, it sorts by MD5sum and hence such chaos. So I would ask you to add such markings. Andythenorth's add-on labeling is a good example, but whatever style you choose, it will be fine.
That's all for the important remarks. But I will write a few more from the category "I'll find something anyway";)
1. In the NewGRF settings window, the settings bar are active, although there are no settings. It's not very important, but if that's not problematic, you could add a cost multiplier. Some time ago, on one of the servers, your objects served as extended and very expensive company headquarters - they were the status of the company's position. The Empire State Building cost tens or even hundreds of millions of dollars. The problem is that Base Cost Mod raises the costs of all objects and then also fenced grass from OpenGFX + Landscape cost astronomical amounts. It's nice if it could be set independently.
2. Your set significantly increases the size of the objects build window. Meanwhile, most previews take up a very small fraction. There are only two big previews: Berlin TV Tower and Torso Tower. This problem was solved interestingly by Yazalo in the Polish Lighthouse set, where large objects in the preview window are made smaller. This is especially good for the thumbnails displayed on the right side of the window.
3. I'm not sure, but overbuilding one object to the same probably can be done without cost.
4. I draw at a rate of one pixel per hour, and it's not going very well, so I can't help, but it would be nice if you could add more objects with trees and some winding paths, maybe some ponds for possibility of creating larger parks.
Thanks again!
I am sorry for may English. I know is bed.
Re: [OTTD] Flogeza's sets
There is a problem with the version designations - they are no. Neither in the name nor in the parameters. As a result, the order of versions in the list is very chaotic and it's hard to find the most recent version. The window sorts add-ons first by name (version in name), then by version in parameters, and if there is neither one, it sorts by MD5sum and hence such chaos. So I would ask you to add such markings. Andythenorth's add-on labeling is a good example, but whatever style you choose, it will be fine. - I'll write it in the name next time.
1. In the NewGRF settings window, the settings bar are active, although there are no settings. It's not very important, but if that's not problematic, you could add a cost multiplier. Some time ago, on one of the servers, your objects served as extended and very expensive company headquarters - they were the status of the company's position. The Empire State Building cost tens or even hundreds of millions of dollars. The problem is that Base Cost Mod raises the costs of all objects and then also fenced grass from OpenGFX + Landscape cost astronomical amounts. It's nice if it could be set independently. - I'll check this.
2. Your set significantly increases the size of the objects build window. Meanwhile, most previews take up a very small fraction. There are only two big previews: Berlin TV Tower and Torso Tower. This problem was solved interestingly by Yazalo in the Polish Lighthouse set, where large objects in the preview window are made smaller. This is especially good for the thumbnails displayed on the right side of the window. - I'm slowly reworking things, every version above 0.7 had some fix from this type of problem. I'm on it.
3. I'm not sure, but overbuilding one object to the same probably can be done without cost. - What is the problem with this? .
4. I draw at a rate of one pixel per hour, and it's not going very well, so I can't help, but it would be nice if you could add more objects with trees and some winding paths, maybe some ponds for possibility of creating larger parks.
- I have graphics done for pond. I'm usualy working on objects for me, what I need in game, then for requests. Also the Auz sets have park with pond. But if you mean it as a request, I can make it.
Thanks
1. In the NewGRF settings window, the settings bar are active, although there are no settings. It's not very important, but if that's not problematic, you could add a cost multiplier. Some time ago, on one of the servers, your objects served as extended and very expensive company headquarters - they were the status of the company's position. The Empire State Building cost tens or even hundreds of millions of dollars. The problem is that Base Cost Mod raises the costs of all objects and then also fenced grass from OpenGFX + Landscape cost astronomical amounts. It's nice if it could be set independently. - I'll check this.
2. Your set significantly increases the size of the objects build window. Meanwhile, most previews take up a very small fraction. There are only two big previews: Berlin TV Tower and Torso Tower. This problem was solved interestingly by Yazalo in the Polish Lighthouse set, where large objects in the preview window are made smaller. This is especially good for the thumbnails displayed on the right side of the window. - I'm slowly reworking things, every version above 0.7 had some fix from this type of problem. I'm on it.
3. I'm not sure, but overbuilding one object to the same probably can be done without cost. - What is the problem with this? .
4. I draw at a rate of one pixel per hour, and it's not going very well, so I can't help, but it would be nice if you could add more objects with trees and some winding paths, maybe some ponds for possibility of creating larger parks.
- I have graphics done for pond. I'm usualy working on objects for me, what I need in game, then for requests. Also the Auz sets have park with pond. But if you mean it as a request, I can make it.
Thanks
Re: [OTTD] Flogeza's sets
Hi I'm here with 2 requests too
1. To add few more views. 1 - when I want to have a bend, I miss a smooth transition. It would be perfect to add grass and curve there.
2 - it's the same as case #1
3 - to have only grass or grass with trees, but have it 1 pixel higher. You have the grass separated from the sidewalk by a bollard, so it does this.
2. To tell me, how you connected City Objects with City Objects Extras
- I'm afraid I'll take over all available ID's over time. You did it perfect, that objects from Extras are in the same menu as City Objects. My NML has grfid: "FR\01\01"; I think that next nml file woulc be grfid: "FR\01\02"; and have the same #Object classes, am I right?
Thanks
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- Route Supervisor
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Re: [OTTD] Flogeza's sets
It would be very good and basically enough but it would be even better if you also include a version note. Yes, I know it's not nice asking for too much , but this allows the add-on in the list to be updated after downloading the new version - players can use the latest version more easily. Currently, the minimum compatible version parameter is broken, but it is also worth adding this information anyway.
Well, while the Empire State Building costs $162m, changing the flag costs $122k. Getting the flag you want can be really expensive.
Regarding the paths that Frideamon is trying to build, I just think it would be easier if apart from those between the tiles, they were also entirely on one tile. For example, graphics of bends, forks - without the need to assemble several of them, which is sometimes impossible.fridaemon wrote: ↑19 Apr 2021 18:04 1 - when I want to have a bend, I miss a smooth transition. It would be perfect to add grass and curve there.
2 - it's the same as case #1
3 - to have only grass or grass with trees, but have it 1 pixel higher. You have the grass separated from the sidewalk by a bollard, so it does this.
Yes, those curbs at the back seem to get in the way when you want to build a bigger park.
Well, combining different sets doesn't always produce a good effect, so it would be nice if you could create more different graphics that would allow to create larger parks. I think it would be good if CO and COE were one addition.
I am sorry for may English. I know is bed.
Re: [OTTD] Flogeza's sets
City Objects Extras V1.2
-new tiles
-fixes
2021.05.16.
-new tiles
-fixes
2021.05.16.
- Attachments
-
- COextrasv1.2.GRF
- (195.54 KiB) Downloaded 166 times
Re: [OTTD] Flogeza's sets
to fridaemon: I can only provide NFO, if you want that . Also I made some overlaping trees, to get the gap out, when mixing park tiles and added new tiles for inner corners.
to LaChupacabra: There are pond tiles in, but I kept the modular style. Fixed the graphics for the TV tower and Turning Torso. If I made correctly now versions are visible in the name.
to LaChupacabra: There are pond tiles in, but I kept the modular style. Fixed the graphics for the TV tower and Turning Torso. If I made correctly now versions are visible in the name.
Re: [OTTD] Flogeza's sets
Wonderful, have been thinking about those corner pieces! Now all that's missing is one of those grass bits with path to get a palm tree on it
Re: [OTTD] Flogeza's sets
City Objects Extras V1.3
-new canal tiles
-palm stuff
2021.06.28.
-new canal tiles
-palm stuff
2021.06.28.
- Attachments
-
- COextrasv1.3.GRF
- (254.74 KiB) Downloaded 143 times
Re: [OTTD] Flogeza's sets
viewtopic.php?f=67&t=70997 Hungarian Stations 1 v3 uploaded
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- hss1v3.png
- (163.2 KiB) Not downloaded yet
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Re: [OTTD] Flogeza's sets
https://imgur.com/a/HYHvvlK
Can't seem to fix this. Doesn't seem to be a way to force a palette change.
City Object Extras v1.30
Any advice?
(Beautiful work, btw)
Edit: can't get the image to load inline, sorry.
Can't seem to fix this. Doesn't seem to be a way to force a palette change.
City Object Extras v1.30
Any advice?
(Beautiful work, btw)
Edit: can't get the image to load inline, sorry.
Re: [OTTD] Flogeza's sets
Velociraptortillas wrote: ↑21 Sep 2021 14:32 fe7xxc874vo71.png
https://imgur.com/a/HYHvvlK
Can't seem to fix this. Doesn't seem to be a way to force a palette change.
City Object Extras v1.30
Any advice?
(Beautiful work, btw)
Edit: can't get the image to load inline, sorry.
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- platte.PNG (37.09 KiB) Viewed 5106 times
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