[WIP] INFRA by SAC

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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SAC
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Post by SAC »

Well, I really can't tell what it does until it's actually finished! But I'm looking forward to it though! :P
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Post by Michael24 »

SAC wrote:The tunnel I'm using in my game is from the Czech Road set, or more specifically; a separate tunnel .grf. :P
Merry christmas SAC :)

I've tried to serch for this tunnel.grf file, but without luck. I used the Czech railroadset and love the tunnels. But i think that the tracks are a little to bright, so could you be so kind to direct me to where I can fint these tunnels in a seperat grf? :D
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Post by Darkvater »

whohoo, /me bounces up and down with joy :lol:
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Post by SAC »

I admit there has been a lot of INFRA-diary posts lately, but I haven't forgotten about this thread. :P

As such I figured I should post an update as far as the INFRA-Euro Set regards. New buildings of all sorts, some completely new while others uses parts from other great artists original artwork, adapted to the usual INFRA-look which basically means re-coloring, added details, and so on!
As can tell by the screen most buildings are "town buildings" for downtown placement, along with a few residential ones. Also included are some improved versions of Zimmlocks original cathedrals, one of them "upgraded" to a dome and two smaller versions of the usual cathedrals - although recolored and with some details added.

At the bottom of the screen obviously the new IKEA store, drawn in modules to allow for the end user to build up the facility according to personal preferences - not to mention space available! :P

As with most of the buildings planned for the INFRA-Euro Set, these new/improved ones also lacks construction stages. I will get to that at some point though! :P

Anyways, back again tomorrow with yet another addition of new graphics compiled!
Last edited by SAC on 29 Feb 2012 09:56, edited 1 time in total.
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Post by krtaylor »

:shock:

I can only assume that the game is not smart enough to place an IKEA store properly; that can only be done by a scenario designer?
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very good

Post by maquinista »

Very good!!! I like these graphics!
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Post by WWTBAM »

/me wants to see the ikea building as its own grf :D
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Post by lws1984 »

I want that IKEA!! Seriously, good job SAC!
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Post by Bad Hair Day »

*Bowled over.*

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Post by Michael24 »

robotboy wrote:/me wants to see the ikea building as its own grf :D
/me agrees! :D
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Post by SAC »

krtaylor wrote::shock:

I can only assume that the game is not smart enough to place an IKEA store properly; that can only be done by a scenario designer?
That would be a correct assumption! :P

However, when drawing it I decided to make it in modules, (1x1), and one idea that came to mind - as the IKEA store is intended to receive wood and produce furnitures, (goods) - was to check the possibility to have this particular "industry" be represented by a 1x1 tile only, perhaps the sign itself. The rest of the building should thereby be avalaible either as station tiles or "eye-candy" graphics, allowing for the end user to "design" the rest of it.

While the game can't do all, at least it should be able to place a 1x1 tile sign! :P
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Post by Darkwalker »

Respect :shock:

BTW, as you say, some buildings are new and some buildings are from other artists. Do you have their permission to redraw their work? Because I see there is the house of my grandma, drawn by me, and I don't remember any question about using it in your set... (it's the sixth house, first line, in front)

Anyway, I haven't any problem with it, but other artists could have...

Keep up good work
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Post by SAC »

Then I must have forgotten you in the process Darkwalker! Very sorry about that! :oops: I spent awhile over at your place and wrote and received permission from artists from within the Tycoonez Com:munity but somehow I must have missed you! I hope you can forgive me!

However, none of these are available but in my own game though! Anyways, check your pm's at Tycoonez Com:munity! :D
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Post by Wile E. Coyote »

:shock: What to say? It's... it's... amazing! :D
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Post by MeusH »

Wile E. Coyote wrote::shock: What to say? It's... it's... amazing! :D
yeah indeed :P
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Post by Saibot »

MeusH wrote:
Wile E. Coyote wrote::shock: What to say? It's... it's... amazing! :D
yeah indeed :P
I agree 100%! :D
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Post by Purno »

Would those buildings be compatible/combinable with TTRS?

Of course, they look stunning, but I think you already knew that. 8)
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Post by Aegir »

Purno wrote:Would those buildings be compatible/combinable with TTRS?

Of course, they look stunning, but I think you already knew that. 8)
Building sets aren't mutually exclusive, by their very design they can all co-exist, but there is a limit to how many 'slots' that can be used, which is 255. At last count TTRSv3 took up something like 130-150 slots, maybe more or less. And even if you disable a building set inside a save game, those slots it used are still reserved. Combining bigger sets is a bit more unpredictable than with small sets (Take the North American buildings for example), but provided there is enough slots left free, it should work.
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Post by Colonel32 »

If ikea was coded as an industry, that accepts goods, player could be placing them on his own decission.
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Post by Purno »

Aegir, thanks.
Colonel32 wrote:If ikea was coded as an industry, that accepts goods, player could be placing them on his own decission.
True, but the Ikea should accept/produce passengers too IMO.
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