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Posted: 27 Jul 2006 06:10
by Shorty
that is the process one would use to decode the images. incidentally, you'll need that program to recompile them as well, so its easier all round if we just leave you to get them (abd grfcodec) for yourself.

Posted: 27 Jul 2006 06:46
by Tidus97
ohh ok. lol. not good with coding

Posted: 27 Jul 2006 12:10
by Born Acorn
It would be easier to use I.Mage and grfcodec to get the pcx. save to png, cut out the grass, modify, and then post on here.

Dalestan has told you the command line you need use.

Posted: 27 Jul 2006 17:16
by SirXavius
Remember to use the Toyland grass if you're just going to use as a modified trg1.grf. I'm not sure how to create an .exe file to plant just the changed graphics.

And if you have ideas for vehicle graphics, stay tuned; i have some sketches i can upload (i still start out with pencil-and-paper, old-school). The "magcars" are basically open- or closed-topped cubes with thick magnetic plates underneath and magnetic trailer links (for connecting with other of their kind to form a sort of train). The monorail trains are futuristic versions of the game's existing graphics.
The VT vehicles are truck-sized cylinders that open on each end, like huge, two-ended peanut-butter jars whose contents are packed very tightly in a depressurized environment (later versions will have rounded ends so they look like giant pills).
The hovercraft use a superpressurized hydrogen jets to lift about 3 stories off the ground, and they look like house-sized aircraft with spindly legs (the small swiveling jets must be kept distant from the body of the craft); imagine a boxlike insect or a giant computer chip with thin legs (the "feet" of which are the small jets), a big cargo compartment, and topped with a navigation cabin.
Our marine vessels are all going to be barges as opposed to fillable tankers, and they're about the same size as the current fleet of the game's ships.
And finally the starfreighters are the largest vehicles, prob'ly the size of 6 or 8 city blocks, with huge rocket-jets and big bulky non-aerodynamic bodies. Just like all the great sci-fi movies have depicted.

Hopefully soon i can get these to an uploadable format...

Posted: 27 Jul 2006 22:41
by Tidus97
ohh ok and

can someone pleeaase make my life a hell of a lot easier and just post the terrain pics of toy land . i dont know hoe to extract them (or whatever you need to do!!!!!!)

Posted: 27 Jul 2006 23:28
by DaleStan
1) download grfcodec, and place it in your data directory
2) Start a command prompt
3) type "cd <Your openttd directory>\data" (Without the quotes)
4) type "grfcodec -dp2 trg1r.grf" (Without the quotes)
5) Open <Your openttd directory>\data\sprites\trg1r.pcx

Posted: 28 Jul 2006 17:56
by SirXavius
I hope that helps Tidus...

I still use Win98, so in order to extract a .pcx file, i open Run... under the Start menu, and type in the command line, which for our purposes is:

X: [directory path to GRFCodec] grfcodec -d trg1.grf

where X is the drive where the codec exists, then the path to the codec (i think that spaces in the names will prevent the .exe from working). Also use "trg1r.grf" instead of "trg1.grf" if you're using the Windows-palleted version (trg1 is the DOS version). You should already have a folder at the same level as GRFcodec called sprites. This is where the .pcx file will be placed. If anything goes wrong (can't find codec in path, can't find .grf you specify, or sprites folder is not present), the executable will open briefly, type out the problem, but close before you have a chance to read it.

BTW, the -d tells the .exe to decode the .grf, causing it to break the file up into a text-editable .nfo file, and a graphic .pcx file.

After you modify the .pcx, you can use the grfcodec to re-encode the file, but there's a special way of doing this which i'm still not sure of. Search the threads for how-tos on all that...

Posted: 29 Jul 2006 05:56
by Tidus97
sorry cant get it to work. i need the pics. if you can extract them for me and post them here then ill modify them and then give them back to you. then you can put it back. wont that work?

Posted: 29 Jul 2006 15:50
by DaleStan
What did you try, Tidus, and what was the error message?

Posted: 29 Jul 2006 18:02
by Gurluas2000
i like this... and there should be aliens

Posted: 29 Jul 2006 18:23
by Born Acorn
Tidus97 wrote:sorry cant get it to work. i need the pics. if you can extract them for me and post them here then ill modify them and then give them back to you. then you can put it back. wont that work?
I think nobody wants to openly break copyright laws on a public forum.

Posted: 30 Jul 2006 05:58
by Tidus97
I think nobody wants to openly break copyright laws on a public forum.
huh?
if i dont modify the pics then how do i put in new grf? isnt that what people did with the airplane sets(just replace most of the things?)

anyway

What did you try, Tidus, and what was the error message?
i put the grfcodec thing in my openttd folder. when i double click it that black window pops up. (comand prompt thing) but it closes itself just after opening. so then i tried to open up a comand promp via the start/accesories/comandprompt. then it opens up to that black screan again. it says microsoft copyright etc. after that i enter the directory to the grfcodec, when i enter it it shows me lots of instructions on how to extract the grf etc. so then i type in -dp2 trg1r.grf and it doesnt do anyhing. i also tried grfcodec -dp2 trg1r.grf. still nothing.

PS: very bad english, i know

Posted: 30 Jul 2006 08:04
by DaleStan
Tidus97 wrote:when i enter it it shows me lots of instructions on how to extract the grf etc.
Good...
Tidus97 wrote:so then i type in -dp2 trg1r.grf and it doesnt do anyhing. i also tried grfcodec -dp2 trg1r.grf. still nothing.
The command prompt NEVER does nothing. Either it starts the program you asked it to start (Since we're talking about grfcodec here, that means output from it.), or it complains that it couldn't start the program you requested.

Post error messages.

Posted: 30 Jul 2006 08:31
by WWTBAM
put the grf name first then the switches

Posted: 30 Jul 2006 11:41
by DaleStan
I can tell you for an absolute fact that that doesn't matter.

Posted: 31 Jul 2006 02:22
by Tidus97
ok got it workin :)
but :(
although the file exist it says:
no such file or directory
what now...

Posted: 02 Aug 2006 17:03
by SirXavius
I appreciate your contribution to this idea, so i'll help where i can so you can do whatever you like to do...

Make sure you have a folder in the same location as the codec labeled sprites, plus the trg1 file, all at the same level in the same folder. I believe it needs that to work correctly. Myself i only use the -d switch, and i get my sprites and their accompanying .nfo file.

Also check out (search and download) a program called WinGRF. I found it helpful for plugging in individual sprites. Hang in there, you're getting close...

And, no, Gurluas, there will be no aliens (not in my version anyway!). I like to maintain a sense of realism and Extraterrestrials are a complete figment of imagination. (If you'd like to debate that subject, open a thread somewhere else and PM me with a pointer to it :o )

Posted: 02 Aug 2006 19:47
by DaleStan
Tidus97 wrote:although the file exist it says:
no such file or directory
When grfcodec refuses to work, we require the exact command line you typed and the full and exact output from grfcodec.

Posted: 05 Aug 2006 03:50
by Tidus97
this is what i type in
C:\openttd\data\grfcodec -d trg1r.grf
PS i also try -dp2 for here /\ but i got the same results.

what it says is
GRFcodec version 0.9.9 r652E - copyrite (c) 2000 - 2005 by josef drexler
Error opening trg1r.grf: no such file or directory



BTW lets go on to the road vehicals or something for now coz this is starting to get on my nerves

Posted: 05 Aug 2006 04:22
by DaleStan
Why are you specifying an absolute path to grfcodec? Put it in the same directory as your .grf files, and run it from that directory. Not from some random directory.

Alternatively, specify the full path to trg1r.grf, but that's apt to cause the sprites folder to appear in an unexpected location.