Additional Livery Set
Moderator: Graphics Moderators
Additional Livery Set
The updated Addliv Set has liveries for the passenger, mail, valuables and goods carriages for the Chimaera maglev locomotive. The passenger and goods carriages use dual company colors, so the dual company colors grf file is required. It is available on the ttdpatch site:
http://ttdpatch.net/newgrf.html
as "Dual Company Colors".
Update 6/3/06:
Added a livery change for Chimaera locomotives not located at the ends. A new Dual CC powered carriage graphic replaces them.
http://ttdpatch.net/newgrf.html
as "Dual Company Colors".
Update 6/3/06:
Added a livery change for Chimaera locomotives not located at the ends. A new Dual CC powered carriage graphic replaces them.
- Attachments
-
- ADDLIVW.GRF
- Here's the windows GRF.
- (23.61 KiB) Downloaded 1331 times
-
- A preview of some of the cars in the Additional Livery Set.
- Addliv.PNG (27.86 KiB) Viewed 17855 times
Last edited by Flamelord on 04 Jun 2006 02:47, edited 15 times in total.
Those look good, how about the diagonals though?
You might be able to give DanMacK a hand with NARS
.
You might be able to give DanMacK a hand with NARS

Currently working under the name 'reldred' on Github, and Discord.
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.
14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.
14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
For the carrages and wagons you should be able to get away with 4 views in it.
| / - \
For the engine you'll need the full 8 views
| / - \ | / - \
Those look like very nice graphics.
~ Lakie
| / - \
For the engine you'll need the full 8 views
| / - \ | / - \
Those look like very nice graphics.
~ Lakie
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
Well, I was curious about my project that I've undertaken, and so I was wondering what it would take to get my livery override graphics to show up in the game. (I basically figured it out, refer to the next post to see what I still need at this point)
I'm going to go through the files tonight and figure out what I can, but if anyone can provide some further information on what I have to do, that'd be great.
PLUS, I got about this far into one of the diagonal sprites before I realized something was really wrong. I can't figure out what it is. A little help please?
EDIT: I attached all of the sprites I have drawn for it so far. No diagonals yet, so I just moved the horizontal and vertical sprites together. Passengers, 4 Mail, 4 Valuables, in descending order.
EDIT II: I think I found what I need with the details on action 3, but I'm not sure. I'm going to finish reading about it, then edit as necessary.
I'm going to go through the files tonight and figure out what I can, but if anyone can provide some further information on what I have to do, that'd be great.
PLUS, I got about this far into one of the diagonal sprites before I realized something was really wrong. I can't figure out what it is. A little help please?

EDIT: I attached all of the sprites I have drawn for it so far. No diagonals yet, so I just moved the horizontal and vertical sprites together. Passengers, 4 Mail, 4 Valuables, in descending order.
EDIT II: I think I found what I need with the details on action 3, but I'm not sure. I'm going to finish reading about it, then edit as necessary.
- Attachments
-
- What's wrong here?
- diagonalNE.PNG (658 Bytes) Viewed 20595 times
-
- The sprites so far.
- sprites.PNG (1.98 KiB) Viewed 20583 times
Last edited by Flamelord on 29 Aug 2005 01:38, edited 1 time in total.
That's from the Wiki. That's all fine and dandy, I need it to make this work. But, I can't figure out how to tell it only to replace the livery when the wagons are being pulled by the "Chimera". Anyone know how to do this?It must immediately follow the action 3 entry of the engine, or another wagon override (no other kind of sprites allowed in-between) (This requirement is no longer present starting from 2.0.1 alpha 41.)
Ah, okay. Um, funny error messages are not my friend-
File "!" cannot be found.
Yeah, thanks, TTD, that's real descriptive. Where did my GRF pick up the filename "!"?
That's just a passenger carriage replacement. I wanted to test it, but it didn't work. I'm going to add the Chimera and stuff to see if it helps. How can I get my new Chimera to replace the old one? I don't know its ID or anything like that...
File "!" cannot be found.
Yeah, thanks, TTD, that's real descriptive. Where did my GRF pick up the filename "!"?
Code: Select all
// Automatically generated by GRFCODEC. Do not modify!
// (Info version 4)
// Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
0 * 4 08 00 00 00
1 * 45 08 06 62 42 01 01 4d 61 67 6c 65 76 20 4c 69 76 65 72 79 20 53 65 74 00 43 6f 70 79 72 69 67 68 74 3a 20 46 6c 61 6d 65 6c 6f 72 64 00
2 * 4 01 00 01 08
3 C:\TTDX\CODECS\SPRITES\magliv.pcx 11 9 01 8 19 -3 -10
4 C:\TTDX\CODECS\SPRITES\magliv.pcx 27 9 09 20 16 -14 -6
5 C:\TTDX\CODECS\SPRITES\magliv.pcx 59 9 01 28 12 -4 -8
6 C:\TTDX\CODECS\SPRITES\magliv.pcx 107 9 09 20 16 -14 -6
7 C:\TTDX\CODECS\SPRITES\magliv.pcx 139 9 01 8 19 -3 -10
8 C:\TTDX\CODECS\SPRITES\magliv.pcx 155 9 09 20 16 -14 -6
9 C:\TTDX\CODECS\SPRITES\magliv.pcx 187 9 01 28 12 -4 -8
10 C:\TTDX\CODECS\SPRITES\magliv.pcx 235 9 09 20 16 -14 -6
11 * 7 02 00 F5 01 00 01 00
12 * 7 03 00 81 2B 00 F5 00
Yeah, it was. I changed it just before I came to post my new problem, which is that I have more sprites than specified. These should be the relevant files, I have no idea where to begin to try fixing it...
(That's just a test version without the proper diagonal sprites on the replacement livery for the passenger car)
(That's just a test version without the proper diagonal sprites on the replacement livery for the passenger car)
- Attachments
-
- The PCX as a PNG.
- magliv.png (1.96 KiB) Viewed 20550 times
-
- magliv.TXT
- The NFO file, as a TXT
- (1.41 KiB) Downloaded 583 times
If I'm reading everything correctly, a type 82 variational 2 checking variable 80+46 for 57h, and returning your new graphics only in that case should work. (Use a callback result to fail the graphics lookup.) If you want to be really robust, check variable 0C first and return your new graphics if the you're in a callback.Flamelord wrote:I can't figure out how to tell it only to replace the livery when the wagons are being pulled by the "Chimera". Anyone know how to do this?
Very interesting things will happen if some other GRF replaces the Chimera sprites, though.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
I've changed your nfo code, slightly.
This nfo file should compile and run correctly in ttdpatch
Right, few things to note,
The number of sprites is in hex.
You have 22 sprites (lines of code) so you get 16h (16 + 6 = 22)
(Not 8, which is why you got more sprites than specified error)
When defining graphic sets of the same number of views, just put them under the same action1. The Action2's can be set to use which set of graphics you choose.
And finally an action3 override must come after the engines action3.
If you need any more help, I'm always around to help.
~ Lakie
This nfo file should compile and run correctly in ttdpatch
Code: Select all
// Automatically generated by GRFCODEC. Do not modify!
// (Info version 4)
// Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
0 * 4 16 00 00 00
1 * 45 08 06 62 42 01 01 4d 61 67 6c 65 76 20 4c 69 76 65 72 79 20 53 65 74 00 43 6f 70 79 72 69 67 68 74 3a 20 46 6c 61 6d 65 6c 6f 72 64 00
// Define the trains and passenger carrages graphics
2 * 4 01 00 02 08
// Train graphics
3 C:\TTDX\CODECS\SPRITES\magliv.pcx 11 9 01 8 19 -3 -10
4 C:\TTDX\CODECS\SPRITES\magliv.pcx 27 9 09 20 16 -14 -6
5 C:\TTDX\CODECS\SPRITES\magliv.pcx 59 9 01 28 12 -14 -6
6 C:\TTDX\CODECS\SPRITES\magliv.pcx 107 9 09 20 16 -4 -8
7 C:\TTDX\CODECS\SPRITES\magliv.pcx 139 9 01 8 19 -3 -10
8 C:\TTDX\CODECS\SPRITES\magliv.pcx 155 9 09 20 16 -14 -7
9 C:\TTDX\CODECS\SPRITES\magliv.pcx 187 9 01 28 12 -14 -6
10 C:\TTDX\CODECS\SPRITES\magliv.pcx 235 9 09 20 16 -4 -6
// Passenger wagon graphics
11 C:\TTDX\CODECS\SPRITES\magliv.pcx 11 31 01 8 19 -3 -10
12 C:\TTDX\CODECS\SPRITES\magliv.pcx 27 31 09 20 16 -14 -6
13 C:\TTDX\CODECS\SPRITES\magliv.pcx 59 31 01 28 12 -14 -6
14 C:\TTDX\CODECS\SPRITES\magliv.pcx 107 31 09 20 16 -4 -8
15 C:\TTDX\CODECS\SPRITES\magliv.pcx 139 31 01 8 19 -3 -10
16 C:\TTDX\CODECS\SPRITES\magliv.pcx 155 31 09 20 16 -14 -7
17 C:\TTDX\CODECS\SPRITES\magliv.pcx 187 31 01 28 12 -14 -6
18 C:\TTDX\CODECS\SPRITES\magliv.pcx 235 31 09 20 16 -4 -6
// Train uses the action2 cargo id 00
19 * 9 02 00 00 01 01 00 00 00 00
// Define the carrages graphics to use cargo id 01
20 * 9 02 00 01 01 01 01 00 01 00
// Define the trains graphics
21 * 7 03 00 01 57 00 00 00
// Now override the carrages graphics
22 * 7 03 00 81 59 00 01 00
The number of sprites is in hex.
You have 22 sprites (lines of code) so you get 16h (16 + 6 = 22)
(Not 8, which is why you got more sprites than specified error)
When defining graphic sets of the same number of views, just put them under the same action1. The Action2's can be set to use which set of graphics you choose.
And finally an action3 override must come after the engines action3.
If you need any more help, I'm always around to help.
~ Lakie
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
Okay, thanks. I'll try that.
Uh, it's still giving me the same error, even after I changed it to 17 for the sprite count, because it's 23 sprites (Lakie forgot to count sprite 0?). So now I'm really confused about what's wrong. Here's the NFO file as it stands. (I backed up a copy with all the nice comments, but I'm using a version of it without the comments included.)
Anybody know what's wrong now? It's still the same "More sprites than specified" error in TTD.
BTW, Dalestan: What you said about callbacks and variables tells ME nothing. This is my very first time drawing sprites or coding for a GRF. If you could explain a little more thoroughly, it might help. Thanks!
Uh, it's still giving me the same error, even after I changed it to 17 for the sprite count, because it's 23 sprites (Lakie forgot to count sprite 0?). So now I'm really confused about what's wrong. Here's the NFO file as it stands. (I backed up a copy with all the nice comments, but I'm using a version of it without the comments included.)
Code: Select all
// Automatically generated by GRFCODEC. Do not modify!
// (Info version 4)
// Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
0 * 4 17 00 00 00
1 * 45 08 06 62 42 01 01 4D 61 67 6C 65 76 20 4C 69 76 65 72 79 20 53 65 74 00 43 6F 70 79 72 69 67 68
74 3A 20 46 6C 61 6D 65 6C 6F 72 64 00
2 * 4 01 00 02 08
3 C:\TTDX\Codecs\SPRITES\magliv.pcx 66 8 01 8 19 -3 -10
4 C:\TTDX\Codecs\SPRITES\magliv.pcx 98 8 09 20 16 -14 -6
5 C:\TTDX\Codecs\SPRITES\magliv.pcx 130 8 01 28 12 -14 -6
6 C:\TTDX\Codecs\SPRITES\magliv.pcx 162 8 09 20 16 -4 -8
7 C:\TTDX\Codecs\SPRITES\magliv.pcx 194 8 01 8 19 -3 -10
8 C:\TTDX\Codecs\SPRITES\magliv.pcx 226 8 09 20 16 -14 -7
9 C:\TTDX\Codecs\SPRITES\magliv.pcx 258 8 01 28 12 -14 -6
10 C:\TTDX\Codecs\SPRITES\magliv.pcx 290 8 09 20 16 -4 -6
11 C:\TTDX\Codecs\SPRITES\magliv.pcx 322 8 01 8 19 -3 -10
12 C:\TTDX\Codecs\SPRITES\magliv.pcx 354 8 09 20 16 -14 -6
13 C:\TTDX\Codecs\SPRITES\magliv.pcx 386 8 01 28 12 -14 -6
14 C:\TTDX\Codecs\SPRITES\magliv.pcx 418 8 09 20 16 -4 -8
15 C:\TTDX\Codecs\SPRITES\magliv.pcx 450 8 01 8 19 -3 -10
16 C:\TTDX\Codecs\SPRITES\magliv.pcx 482 8 09 20 16 -14 -7
17 C:\TTDX\Codecs\SPRITES\magliv.pcx 514 8 01 28 12 -14 -6
18 C:\TTDX\Codecs\SPRITES\magliv.pcx 546 8 09 20 16 -4 -6
19 * 9 02 00 00 01 01 00 00 00 00
20 * 9 02 00 01 01 01 01 00 01 00
21 * 7 03 00 01 57 00 00 00
22 * 7 03 00 81 59 00 01 00
BTW, Dalestan: What you said about callbacks and variables tells ME nothing. This is my very first time drawing sprites or coding for a GRF. If you could explain a little more thoroughly, it might help. Thanks!
Last edited by Flamelord on 29 Aug 2005 19:08, edited 1 time in total.
Who is online
Users browsing this forum: Google [Bot] and 3 guests