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 Post subject: PaulC's Bits & Bobs
PostPosted: Mon Jan 08, 2018 6:39 pm 
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Rather than having lots of separate topics on the go, I wanted to have a place where I can post all of my half-arsed ideas and random stuff. So that's what this is. I can't promise great things, I'd say my talents as a coder and artist are "limited" at best, but I like tinkering with stuff and maybe some of you will be into it. Comments, crits and whatever else welcome!

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 Post subject: Re: PaulC's Bits & Bobs
PostPosted: Mon Jan 08, 2018 6:54 pm 
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So, over in another topic I posted about this old airport GRF. It's pretty old, unlicenced, I have no idea who made it and it's basically cobbled together from bits of the original base set. But I also think it's pretty nifty, and it would be a simple task to recreate it from scratch using OpenGFX graphics. So that's what I did.

This is just a basic graphic replacement for the small airport. I like the idea of the fake road, but how best to make it compatible with different road sets, particuarly those that have an incompatible licence? The path of least resistance might be to have separate add-on GRFs that replace those two tiles. Maybe the whole thing wants recoding as a new airport? (Which I'd love to do BTW, if I can manage to wrap my head around the specs without going insane.)

Remains to be seen whether or not I do any more work on this, but here it is. Graphical credits go to the original OpenGFX artists (skidd13, Zephyris and others).


Attachments:
OpenGFX Small Modern Airport.png
OpenGFX Small Modern Airport.png [ 126.92 KiB | Viewed 478 times ]
small_airport.grf [22.02 KiB]
Downloaded 11 times

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My projects: New Town Names | Snow Aware Arctic Buildings | Custom Buildings | Mini GRFs | Bits & Bobs
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
Other stuff: The GRFs That Time Forgot!

What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
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 Post subject: Re: PaulC's Bits & Bobs
PostPosted: Mon Jan 08, 2018 9:45 pm 
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Nice. :bow:
PaulC wrote:
I like the idea of the fake road, but how best to make it compatible with different road sets,
I shouldn't worry about it. If anybody complains about it, just tell them that the Airport Authority ran out of paint and budget with which to buy some more. 8)

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 Post subject: Re: PaulC's Bits & Bobs
PostPosted: Mon Jan 08, 2018 10:34 pm 
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You could at least input the UK roads, as they are the most used (only type of fake diagonal roads in GarryG's objects, only roadtype for the fake tunnel in Dutch Stations Addition...)


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 Post subject: Re: PaulC's Bits & Bobs
PostPosted: Tue Jan 09, 2018 12:32 am 
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I was bored so I did this (excuse the not-especially-helpful commenting and poor coding style):

Code:
    3 * 11    00 11 02 02 21 // 2 properties to change, 2 buildings to change, starting at building 21
         08 21 22 // substitute tile
         09 21 22 // override tile

    4 * 17    02 11 01 00 //
         29 05 00 00 // ground sprite
         00 00 00 00 // building sprite
         00 00 // x, y offsets
         00 00 00 // bounding box sizes
         
    5 * 17    02 11 02 00 //
         28 05 00 00 // ground sprite
         00 00 00 00 // building sprite
         00 00 // x, y offsets
         00 00 00 // bounding box sizes

    6 * 7    03 11 01 // action 3, airports, 1 sprite to change
         21 // replaces id
         00 // no new cargo ids
         01 00 // use id

    7 * 7    03 11 01 // action 3, airports, 1 sprite to change
         22 // replaces id
         00 // no new cargo ids
         02 00 // use id


Screenshot just to show it works with whatever roadset is loaded, even if it doesn't match:

Attachment:
airport_test.png
airport_test.png [ 52.52 KiB | Viewed 401 times ]


I was lazy and only replaced those two tiles but it seems to work OK. I'm not entirely sure I understand everything though so that might not be the "proper" way of doing it.


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 Post subject: Re: PaulC's Bits & Bobs
PostPosted: Tue Jan 09, 2018 7:36 am 
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Thanks for that buttercup, my NFO is a bit rusty but at first glance it looks reasonably straightforward. I was hoping it was possible to do something like that so I'm pleased to see it works. When I get time I'll have a proper look at the specs.

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Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
Other stuff: The GRFs That Time Forgot!

What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!


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 Post subject: Re: PaulC's Bits & Bobs
PostPosted: Fri Jan 12, 2018 7:10 pm 
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Donald Trump, in glorious 32bpp extra zoom! :mrgreen:

So basically this was just a fun little coding exercise I did over the holidays, but who knows, maybe some of you would like to have The Donald running your transport empires? I don't know if there's a more practical use for this sort of thing, but it would be pretty easy for people to create their own avatar grfs using the same method.


Attachments:
COVFEFE Transport, 2018-01-28.png
COVFEFE Transport, 2018-01-28.png [ 206.1 KiB | Viewed 244 times ]
trump.grf [738.6 KiB]
Downloaded 5 times

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My projects: New Town Names | Snow Aware Arctic Buildings | Custom Buildings | Mini GRFs | Bits & Bobs
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
Other stuff: The GRFs That Time Forgot!

What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
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 Post subject: Re: PaulC's Bits & Bobs
PostPosted: Fri Jan 12, 2018 9:34 pm 
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Brilliant! :twisted:

As a companion piece for your other topic, didn't somebody once upon a time code a White House HQ? :mrgreen:

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 Post subject: Re: PaulC's Bits & Bobs
PostPosted: Fri Jan 12, 2018 9:45 pm 
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Transport Coordinator
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Hello

wallyweb wrote:
As a companion piece for your other topic, didn't somebody once upon a time code a White House HQ? :mrgreen:

If I'm right, the White House HQ was part of the North American City Set (OzTrans's set?).

Tschö, Auge

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 Post subject: Re: PaulC's Bits & Bobs
PostPosted: Fri Jan 12, 2018 9:47 pm 
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wallyweb wrote:
As a companion piece for your other topic, didn't somebody once upon a time code a White House HQ? :mrgreen:

Wasn't it North American Roads? I'm sure I have it somewhere. Weren't those grfs at the centre of one of this forum's occasional s*** though?

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Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
Other stuff: The GRFs That Time Forgot!

What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!


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 Post subject: Re: PaulC's Bits & Bobs
PostPosted: Fri Jan 12, 2018 10:22 pm 
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Auge wrote:
If I'm right, the White House HQ was part of the North American City Set (OzTrans's set?).
PaulC wrote:
Wasn't it North American Roads? I'm sure I have it somewhere. Weren't those grfs at the centre of one of this forum's occasional s*** though?
The Canadian stuff was, but North American Roads remains available here, and yes, I checked the pdf readme and the White House is indeed available as a parameter. Thanks for giving my memory a jog. :wink:

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Last edited by wallyweb on Fri Jan 12, 2018 10:35 pm, edited 1 time in total.

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 Post subject: Re: PaulC's Bits & Bobs
PostPosted: Fri Jan 12, 2018 10:29 pm 
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wallyweb wrote:
...but North American Roads remains available here

Good to know! :D

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My projects: New Town Names | Snow Aware Arctic Buildings | Custom Buildings | Mini GRFs | Bits & Bobs
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
Other stuff: The GRFs That Time Forgot!

What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!


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 Post subject: Re: PaulC's Bits & Bobs
PostPosted: Sat Jan 13, 2018 7:33 pm 
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PaulC wrote:
wallyweb wrote:
...but North American Roads remains available here

Good to know! :D


Even better to know : if you place a roadset under NA Roads, be it UK Roads, TTRS Roads, or whatever you want, you can get the NA Roads stops.


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