No snow on rail tiles on partial snow level
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No snow on rail tiles on partial snow level
Is it possible to draw partial snowed tiles instead of snowless tiles in situation like this?
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AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
Re: No snow on rail tiles on partial snow level
Assuming you're talking about the default rails, then no. The rails are "physically" drawn on the unsnowed and fully snowed tiles. There are no separate bits with the appropriate ballast, so we can't draw them with partial snow.
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Re: No snow on rail tiles on partial snow level
http://devs.openttd.org/smatz/snow_desert_r14280.diff
http://devs.openttd.org/smatz/snow.png
http://devs.openttd.org/smatz/snow2.png
But it doesn't look very good with OpenGFX. And the patch is very outdated...
http://devs.openttd.org/smatz/snow.png
http://devs.openttd.org/smatz/snow2.png
But it doesn't look very good with OpenGFX. And the patch is very outdated...
Re: No snow on rail tiles on partial snow level
Picture is from swedish rails.
@Smatz - it looks great! Why it is not working with opengfx - I assume that it is just referencing sprites, so that way it should work.
@Smatz - it looks great! Why it is not working with opengfx - I assume that it is just referencing sprites, so that way it should work.
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
Re: No snow on rail tiles on partial snow level
How many additional sprites would be needed to add this feature to the base sets? Just the 6 track and ballast sprites? It would break support for some track sets though...
Re: No snow on rail tiles on partial snow level
I thought that openttd displays tile layer than track layer - in that case cropping flat sprite would be enough.Zephyris wrote:How many additional sprites would be needed to add this feature to the base sets? Just the 6 track and ballast sprites? It would break support for some track sets though...
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AIAI - AI for OpenTTD
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- planetmaker
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Re: No snow on rail tiles on partial snow level
Base sets don't work the railtypes way, they supply full sprites for all ground tiles, that is tracks and ground in one sprite. And as such they don't have transition sprites between snowy and non-snowy parts.Zephyris wrote:How many additional sprites would be needed to add this feature to the base sets? Just the 6 track and ballast sprites? It would break support for some track sets though...
Railtypes don't have that feature so far either, but it might be possible to add as there the ground sprites are taken as usual and then just the track drawn over them. See http://wiki.ttdpatch.net/tiki-index.php?page=Action3 for the needed sprites. In short:
- all 16 underlay tracks
- 10 overlay sprites. Without now checking back: six of them are present in a base set, the 4 sloped ones are missing afaik.
- all 10 level crossing sprites
- all 4 tunnel track sprites. The same as the underlay could be used, ignoring shadows
- all 10 bridge overlay sprites. The underlay sprites could maybe be re-used, it needs checking as they're just drawn over the default tracked bridges.
So basically: everything needs doing in order to make it look nice. It's one reason I wrote SwedishRails
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Re: No snow on rail tiles on partial snow level
That doesn't sound like too much to have to do... I suppose it would be easier to add this feature by newgrf through.
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Re: No snow on rail tiles on partial snow level
Yes. Implementing that also for the base set is as far as I see it much more work than making the BigGUI / sprite font size adjustment work properly as it means to change the way rail tracks from base sets are handled from their current way to the newgrf way.Zephyris wrote:That doesn't sound like too much to have to do... I suppose it would be easier to add this feature by newgrf through.
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Re: No snow on rail tiles on partial snow level
Cool, that makes it a job for OpenGFX+ Rails then
*offtopic* So... the big GUI/big fonts bugs, is there interest in trying to solve them?
*offtopic* So... the big GUI/big fonts bugs, is there interest in trying to solve them?
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Re: No snow on rail tiles on partial snow level
Yep, an OpenGFX+ Rails would be pretty easy. Basically: give me the sprites and I recycle 95% of my code from SER and we're setZephyris wrote:Cool, that makes it a job for OpenGFX+ Rails then
*offtopic* So... the big GUI/big fonts bugs, is there interest in trying to solve them?
See the BigGUI thread for where the 2nd part of my answer wrt the fonts is not off-topic
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Re: No snow on rail tiles on partial snow level
Cool, are the SER sprites in the repo so I can copy the offsets?
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Re: No snow on rail tiles on partial snow level
Sure, that'd be quite awesome if you could keep the same sprite arangement.Zephyris wrote:Cool, are the SER sprites in the repo so I can copy the offsets?
All is there: http://dev.openttdcoop.org/projects/swe ... ow/src/gfx
* You may safely skip all image files ending with either TTD or OpenGFX - those are just sprites which help to emulate the old behaviour for pre-railtypes versions. That gets rid of most graphics files there
* Also no fence sprites are required when we just keep the default fences and don't want to offer the amount of variety as in SER. But it's easy to allow for that variety.
* Having the sprites for the depots is needed, esp. as it needs snowy versions. Having an old and a new style will be nice IMHO, but is not required. The same goes for the level crossings. Especially the latter are a pain to get correctly aligned.
* you can also skip all files with GUI in it - they GUI sprites need no change here.
So:
- depot_normal*.png (4 files) and depot_modern*.png (4 files) - could be boilt down to two: normal (as in OpenGFX) + snowy version thereof
- level_crossing_railtypes*.png (4 files)
- rail_overlays*.png (2 files) - they actually contain under- and overlay and are a bit misleadingly named.
- tunnel_track*.png (2 files)
Cheers,
pm
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Re: No snow on rail tiles on partial snow level
Is it possible to make OpenGFX+ Rails working also with graphics?
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
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- planetmaker
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Re: No snow on rail tiles on partial snow level
No OpenGFX+ Rails will disable all graphics and leave the user with a black screen.Kogut wrote:Is it possible to make OpenGFX+ Rails working also with graphics?
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Re: No snow on rail tiles on partial snow level
Is it possible to make OpenGFX+ Rails working also with original graphics?
I hope there is nothing missing
I hope there is nothing missing
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
- planetmaker
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Re: No snow on rail tiles on partial snow level
No.Kogut wrote:Is it possible to make OpenGFX+ Rails working also with original graphics?
I hope there is nothing missing
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Re: No snow on rail tiles on partial snow level
That's how the patch works - it generates overlay sprites as a difference of "clear ground" and "clear ground with track" sprites. For snowy tracks, it is a difference of "snow" and "snow with track" tiles.planetmaker wrote:Base sets don't work the railtypes way, they supply full sprites for all ground tiles, that is tracks and ground in one sprite. And as such they don't have transition sprites between snowy and non-snowy parts.
Re: No snow on rail tiles on partial snow level
planetmaker, would you mind if I based the OpenGFX+ level crossing graphics on the ones you have drawn for the swedish rails? Those gfx are very nice, I think they will fit the OpenGFX style well and the offsets are all sorted!
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Re: No snow on rail tiles on partial snow level
I don't mind at all. And yes, getting right the level crossings (composing the sprites from the single pieces as well as their alignment) was the single most tedious task for that set... I'll not be unhappy to just re-use thatZephyris wrote:planetmaker, would you mind if I based the OpenGFX+ level crossing graphics on the ones you have drawn for the swedish rails? Those gfx are very nice, I think they will fit the OpenGFX style well and the offsets are all sorted!
But it's Irwe who did the drawing for SwedishRails set
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