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Author Topic: New Industry Graphics  (Read 30732 times)

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Offline ӔO

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Re: New Industry Graphics
« Reply #35 on: August 22, 2013, 05:15:26 PM »
how about modelling land value?

Industries tend to congregate to places with low land value, and therefore low land ownership taxes

say for example...

pax station coverage = +3
freight only station coverage = -2
next to high speed road = -1
next to rail = -1
next to industry = -1
next to factory industry = -2
next to attraction = +2
etc.

production factories should prefer zero, intermediate factories/industries should prefer negatives, while commerce and residences should prefer positives.
dat files should not need any additional values, as the values could be derived from a preset list.
Presumably, one could just reuse the code for station coverage to tally up land value.

Offline kierongreen

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Re: New Industry Graphics
« Reply #36 on: August 22, 2013, 06:00:49 PM »
What I mean is there are other things I'm concentrating on right now. One step at a time.

Offline jamespetts gb

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Re: New Industry Graphics
« Reply #37 on: August 22, 2013, 09:11:17 PM »
The important thing as far as industries are concerned is to be able to have their suppliers and customers well connected; what needs to be modelled for industry generation, in other words, is success rates for goods transport to neighbouring industries (except for primary industries, which locate on the basis of resources).

Offline The Hood

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Re: New Industry Graphics
« Reply #38 on: August 24, 2013, 11:40:20 AM »
Latest graphics - early and modern versions of the Builder's Yard. Fairly simple...




Offline jamespetts gb

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Re: New Industry Graphics
« Reply #39 on: August 24, 2013, 11:43:35 AM »
Lovely!

Offline The Hood

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Re: New Industry Graphics
« Reply #40 on: August 26, 2013, 06:10:15 PM »
An art deco style car dealership for the 1920s...


Offline jamespetts gb

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Re: New Industry Graphics
« Reply #41 on: August 26, 2013, 06:14:37 PM »
Very nice - I like that! One can imagine gentlemen in brimmed hats and floppy hair buying sports cars and being thrilled that they can go all of 45mph...

Offline greenling

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Re: New Industry Graphics
« Reply #42 on: August 26, 2013, 06:18:35 PM »
The Hood
the photo from the Shop looks very good out.

Offline Milko

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Re: New Industry Graphics
« Reply #43 on: August 26, 2013, 08:18:34 PM »
WOW!

Thanks The Hood!

Giuseppe

Offline kierongreen

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Re: New Industry Graphics
« Reply #44 on: August 26, 2013, 10:13:42 PM »
Is the lighting setup the same for that factory as other buildings? The contrast left/right doesn't seem as much as usual...

Offline The Hood

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Re: New Industry Graphics
« Reply #45 on: August 27, 2013, 08:35:17 AM »
It certainly doesn't does it - I hadn't noticed. I'll double check but I can't think why it would be any different...

EDIT: further inspection reveals the cause - a bug in the render script - http://forum.simutrans.com/index.php?topic=12451.new#new

I've no idea how many recent graphics are affected by the bug. Please report any that look dodgy (only 2/8 rotations were affected) and we can fix.
« Last Edit: August 27, 2013, 09:08:32 PM by The Hood »

Offline The Hood

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Re: New Industry Graphics
« Reply #46 on: September 01, 2013, 08:40:07 PM »
Some more graphics - two earlier versions of the cement works:





Also some more graphics for china and clothes shops, but these are similar to existing types so no screenshots...

@wlindley - any progress on the old car factory? I've skipped doing this one because I know you'd half finished it.

Offline jamespetts gb

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Re: New Industry Graphics
« Reply #47 on: September 01, 2013, 08:48:07 PM »
Splendid!

Offline wlindley us

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Re: New Industry Graphics
« Reply #48 on: September 01, 2013, 09:24:06 PM »
@wlindley - any progress on the old car factory? I've skipped doing this one because I know you'd half finished it.

Funny you ask, I had just picked up work on the 1860s Pharmaceutical factory and finally added snow images, still having a few alignment issues, but I'll see if I can't get that and the 1910 car factory up to preview status at least.  At some point, when the dat files can repeat images without embedding them twice, there will be a really good reason for the module approach, but it's important with the car factory as I will be making at least two ranges for 1910s (Model T) and 1920s (Austin Seven).  I might even do an 1860s version with horse-drawn coaches (in the United States, the Studebaker company was one of a few who made the transition from wagons to automobiles; not sure if that would be prototypical for Britain).

Offline The Hood

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Re: New Industry Graphics
« Reply #49 on: September 01, 2013, 09:27:43 PM »
Sounds perfect. I'd like to include those regardless of whether we ever get "modular" buildings implemented. I'll also avoid doing pharm factory graphics as well then.

Next up - early coal power station, loosely modelled on Deptford - the original high voltage power station.


Offline jamespetts gb

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Re: New Industry Graphics
« Reply #50 on: September 01, 2013, 09:37:26 PM »
Very nice!

Offline The Hood

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Re: New Industry Graphics
« Reply #51 on: September 02, 2013, 02:16:49 PM »
And some early mines, coal and iron ore...





Offline jamespetts gb

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Re: New Industry Graphics
« Reply #52 on: September 02, 2013, 02:29:11 PM »
Those are delightful! They do capture the spirit of the early industrial revolution rather splendidly.

Offline wlindley us

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Re: New Industry Graphics
« Reply #53 on: September 03, 2013, 01:29:42 PM »

OK ... 1860 pharmaceutical factory. 






Zip with dat, pngs, and Gimp xcf.

Offline jamespetts gb

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Re: New Industry Graphics
« Reply #54 on: September 03, 2013, 01:41:25 PM »
Very nice! I can just imagine them churning out vast quantities of carbolic smoke balls...

Offline The Hood

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Re: New Industry Graphics
« Reply #55 on: September 03, 2013, 06:20:21 PM »
Great!

Offline greenling

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Re: New Industry Graphics
« Reply #56 on: September 15, 2013, 07:13:26 PM »
Hello
The new factory rocks me. :thumbsup:

Offline The Hood

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Re: New Industry Graphics
« Reply #57 on: February 11, 2014, 10:32:01 PM »
Time for some more effort on factory graphics. Here's a modern coal mine - much larger than the existing older mines, on the basis that modern mines are larger to get economies of scale, and small ones look a bit daft next to long freight trains:


Offline jamespetts gb

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Re: New Industry Graphics
« Reply #58 on: February 11, 2014, 11:46:33 PM »
Very nice!

Offline The Hood

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Re: New Industry Graphics
« Reply #59 on: February 12, 2014, 07:28:30 PM »
Some more:



Above road L-R: furniture shops (victorian & deco), dairies (modern & early)
Below road L-R: furniture factories (early, modern)

Offline jamespetts gb

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Re: New Industry Graphics
« Reply #60 on: February 12, 2014, 09:48:41 PM »
These are lovely!

Offline kierongreen

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Re: New Industry Graphics
« Reply #61 on: February 13, 2014, 08:01:18 PM »
Excellent - is that meant to be ivy on the early furniture factory? Looks like you might want to increase the roughness of it is so (or turn down specularity) as seem quite bright at the moment...

Offline The Hood

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Re: New Industry Graphics
« Reply #62 on: February 13, 2014, 09:13:34 PM »
Good spot - I'd accidentally removed a darker green texture when removing the winter snow texture.

Offline The Hood

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Re: New Industry Graphics
« Reply #63 on: February 14, 2014, 09:58:24 PM »
New grain mills:




Offline jamespetts gb

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Re: New Industry Graphics
« Reply #64 on: February 15, 2014, 01:14:52 AM »
A windmill! I have wanted a windmill in the pakset for a long time.

I forget now - is there a way of getting animated industry graphics? If so, the windmill would be the perfect candidate.

Offline Sarlock

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Re: New Industry Graphics
« Reply #65 on: February 15, 2014, 05:04:02 AM »
An animated windmill would indeed be lovely.

And yes, you can add animations to industry graphics.  I did that for my Simutrans Fried Chicken outlet (though the pak.Britain one isn't animated).

Offline kierongreen

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Re: New Industry Graphics
« Reply #66 on: February 15, 2014, 09:12:21 AM »
Windmill very nice :)

Offline The Hood

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Re: New Industry Graphics
« Reply #67 on: February 15, 2014, 11:24:58 AM »
I've added some animation so that the windmill rotates 22.5 degrees every 1/2 second. It's a little jerky so maybe more rotations would improve it, but that would require 8 sets of images not 4. Test it and see when I release it.

Also, a modern hardware factory and more variety of hardware shops:


Offline jamespetts gb

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Re: New Industry Graphics
« Reply #68 on: February 15, 2014, 11:50:07 AM »
Delightful, although the image on the right is an under construction graphic...

Offline The Hood

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Re: New Industry Graphics
« Reply #69 on: February 15, 2014, 12:02:22 PM »
Clicked screenshot too quickly.. Here it is with an iron ore mine and a newsagent (on a roll this morning!)