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PostPosted: Fri Jun 01, 2007 10:53 pm 
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v0.11 released. Resolved clipping problems discussed on this thread.
See first post for details...

Please note, this was coded by me and was my first attempt. Please give me any feedback as necessary. :)

Edit:
For those who were waiting... the other climates are taking longer than expected due to a delay in coding and sprite completion. Once I have a realistic estimate, I'll let everyone know. 8)
Also, anyone who is able to offer any particular coding advice or skills, please contact me. Your help would be greatly appreciated! :)

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PostPosted: Fri Jul 06, 2007 12:54 pm 
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Coder needed for further coding. See first post for details.

Edit: (To prevent too many double posts!)

Sprites are now completed for all climates... just awaiting the services of a coder before I release an updated version. However, to give you an idea of what they will be like, have a look at some of these! Oh, and please let me know if you have any ideas or feedback with regard to this set. :D


Attachments:
File comment: Sub-arctic - Above snowline
Farningbury Transport, 10th Mar 2000.png
Farningbury Transport, 10th Mar 2000.png [ 9.28 KiB | Viewed 2529 times ]
File comment: Sub-arctic - Below snowline
Farningbury Transport, 6th Aug 2000.png
Farningbury Transport, 6th Aug 2000.png [ 32.55 KiB | Viewed 2529 times ]

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Last edited by Ben_K on Fri Jul 06, 2007 5:33 pm, edited 3 times in total.
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PostPosted: Fri Jul 06, 2007 5:31 pm 
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And now for some tropical tasters...


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File comment: Tropical - desert
Bontfingpool Transport, 31st Jan 2000.png
Bontfingpool Transport, 31st Jan 2000.png [ 12.99 KiB | Viewed 2532 times ]
File comment: Tropical - grass
Bontfingpool Transport, 27th May 2000.png
Bontfingpool Transport, 27th May 2000.png [ 14.19 KiB | Viewed 2535 times ]

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PostPosted: Fri Jul 06, 2007 5:46 pm 
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Coding shouldn't be too difficult, you are using ActionA's mainly right?

You could just add a block like this (modify acordingly) above each actionA block.
Code:
 -1 * 0         07 83 01 03 <climate> <num>

Where:
<climate> - Temperate (0), Arctic (1) etc. (follows the pattern on the main screen!).
<num> - The number of sprites in the block(s) + 1 for each actionA header.


My nfo is quite rusty though, so (DaleStan and Pikka) feel free to correct my nfo. ;)

Hope that helps,
~ Lakie

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PostPosted: Fri Jul 06, 2007 7:12 pm 
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Well, sadly I have no coding ability. Ameecher did the originals through GRFmaker and I did the update, also in GRFmaker. However, we dont have the knowledge needed to do the whole set now. Plus, Id like to add different functions if its possible, such as parameters to select materials (Brick, stone, concrete) etc. I was going to ask any potential coders how much is possible at the current time.

(I would like to start learning NFO when I get some time... sadly, I dont have quite enough at the moment to start learning a whole new subject :( )

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PostPosted: Fri Jul 06, 2007 11:54 pm 
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Ben_K wrote:
... having tunnels coded ...

Send me the sprites, I'll see what I can do for you ...

Quote:
... I'd like to add different functions if its possible, such as parameters to select materials (Brick, stone, concrete) etc.

You can have that ... the following variants are all possible and can be handled automatically :

. any climate, temperate, above snow, sub-arctic, rainforest and desert.
. any major track type, normal rail, monorail, maglev, narrow gauge.

You just need to come up with the sprites ...


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PostPosted: Sat Jul 07, 2007 9:04 am 
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The tunnels look very nice, though can I suggest that snow (and possibly sand in desert regions) would pile up a little around the bases of the presently uncovered vertical sections. This may be hard to draw, but would probably add a realistic edge.


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PostPosted: Sat Jul 07, 2007 9:41 am 
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SuperTycoon wrote:
The tunnels look very nice, though can I suggest that snow (and possibly sand in desert regions) would pile up a little around the bases of the presently uncovered vertical sections. This may be hard to draw, but would probably add a realistic edge.

Sure thing, I'll have a look when I get a chance.

OztransLtd, Thanks a lot for the offer fella. 'll PM/Email you in a bit with a sprite sheet. :D

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PostPosted: Sat Jul 07, 2007 1:56 pm 
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I think there should be a teeny weeny bit more snow inside the tunnel mouth

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PostPosted: Sat Jul 07, 2007 4:23 pm 
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m3henry wrote:
I think there should be a teeny weeny bit more snow inside the tunnel mouth

Yep, I see what you mean. Will look at that :)

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PostPosted: Sat Jul 07, 2007 10:38 pm 
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A few blemishes with the snowy ones, otherwise they do look great ...

@Ben_K : GRF is in the mail shortly ...


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PostPosted: Sun Jul 08, 2007 9:41 am 
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OzTransLtd wrote:
A few blemishes with the snowy ones, otherwise they do look great ...

Oh dear, so I see. Im at work at the moment, but when I get a chance later I will get you an updated snow sprite. :)
I must admit, they all look even better than I thought they would! :D

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Last edited by Ben_K on Sun Jul 08, 2007 8:48 pm, edited 1 time in total.

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PostPosted: Sun Jul 08, 2007 1:49 pm 
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Suggestion for your next art: Foundations in the same style!

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PostPosted: Sun Jul 08, 2007 8:47 pm 
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Dave Worley wrote:
Suggestion for your next art: Foundations in the same style!

Hmmm.. dont you worry... the BK Tunnels will be a fully comprehensive set. Luckily, I have Oztrans on board and we should be able to make it cover all possibilities.. Watch this space!!

In the meantime, once ive tested this version and updated the possible errors on the snow sprites, I will probably upgrade this release to version 1 as it will be all standard climates stable. After that, we will go onwards and hopefully upwards! :D Please keep any suggestions coming :)

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PostPosted: Wed Jul 11, 2007 8:55 pm 
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Version 0.2a released. First post updated. 8)

With thanks to Oztrans for becoming the coder for this set! 8)

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Last edited by Ben_K on Wed Jul 11, 2007 9:54 pm, edited 1 time in total.

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PostPosted: Wed Jul 11, 2007 9:46 pm 
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Ben_K wrote:
Version 0.2a released. First post updated. 8)
Nice work guys! :D
I bet you can't do that with narrow gauge. :twisted:
:lol: :lol:

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PostPosted: Wed Jul 11, 2007 9:53 pm 
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I can if the owner of the narrow GRF gives me sprites and permission :)

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PostPosted: Wed Jul 11, 2007 10:07 pm 
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Ben_K wrote:
I can if the owner of the narrow GRF gives me sprites and permission :)
mart3p should be able to help you with this :wink:

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PostPosted: Sat Jul 14, 2007 3:13 pm 
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Awesome. Time to download this one.

Edit: Updated the website for you Ben, let me know if you want things to be changed.

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PostPosted: Fri Jul 27, 2007 6:40 pm 
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Good Evening all!

Im not sure if anyone noticed the hint I dropped in my screenshot thread (I hope people didnt think I was just posting semi-dull shots! ;) )

Anyway, during the last 16 days since I posted the last release, I was worried about you all. :( Really, very worried about you.... :( that you may not have the right BK Tunnels for every application! :shock:
So, I drew up some solutions. Now, Im no Jesus, so you'll have to make do with just the 4 materials for now but I hope they will be enough to improve our gameplay just a little.
Hence, I proudly release BK Tunnels v0.3a!

Please see the first page for details.

On a personal level, I drew these because I wanted these tunnels to blend in nicely with the sub-arctic and tropical foundations. Im really chuffed with the result and I hope some of you will find these useful too. Ive seen many great screenies using the previous versions and think that this small upgrade will make them fit in even better. Now, I have a few new materials planned but as before, please, please let me know if there are any ideas you want added to the set. Also, if there are any terrains or foundations etc. that you want matched, I need the author of those to give me permission to use the textures and I will convert them too.
"Enough banging on Ben", I hear you say... so..... ENJOY!


Thanks:
OzTranLtd - for coding this set... VERY quickly! Cheers mate :D

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