[CZTR / 32bpp ] - Czech total replacement

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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stefino_cz
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by stefino_cz » 21 Apr 2018 21:28

We are primary make Czech vehicles so I can't promise that. But you can expect some global trucks (Volvo, Scania, Mercedes etc. ) what will represent modern trucks in the game :)

As I wrote. If someone likes our set and wants to create any foreign 32bpp graphics, we are ready to cooperate ( provide "know how", how to create graphics what will be compatible with our - if we talk about scales, textures, rendering etc. )
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by stefino_cz » 22 Apr 2018 17:47

LIAZ 100 for loose materials :)
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by morzenmebs » 17 May 2018 04:53

I like your set a lot. I am trying to make a similar project specifically for american trains, and while i am able to model in blender, i have no idea where to start with programming any sort of newgrf.
viewtopic.php?f=26&t=83262 I posted about it here, and i would appreciate some feedback and help.

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Re: [CZTR / 32bpp ] - Czech total replacement

Post by stefino_cz » 17 May 2018 21:36

Hi, thanks :) But it is a lot of work to learn how to code graphics properly. I have learned NML for 3 years (maybe more) and still have a lot of questions. And finaly you have to combine more languages cause for example trains,cars, planes, houses, industry - all of this you can code in NML. But train stations, bridges etc you have to code in NFO or M4NFO (or you can code all in NFO but this is crazy :D) . This was the moment when I started to search any programmers because I like to make 3D models and renders. Coding is not my strong side :) In your case -the better is to start with graphics, try to find the informations how to start with coding -NML is the best way for vehicles (in my opinion) and if you will have some troubles, write into your topic and someone will help you ;)

And some new informations about our sets. The works are stopped atm. cause everyone are busy. In my case I'm preparing for final exams on the university so wait a bit - we will continue as son as possible ;)
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by acs121 » 18 May 2018 13:39

Maybe you should do bridges and stations in m4nfo. It's way easier than standard NFO.

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Re: [CZTR / 32bpp ] - Czech total replacement

Post by stefino_cz » 18 May 2018 14:24

Yes but there was any issues with 32bpp what were/will be repaired. Our coder solved this problem with author of M4NFO :) NFO is the basic code - certainty.
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by stefino_cz » 13 Jun 2018 12:34

First EMU in the game :)
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by Quast65 » 13 Jun 2018 12:53

stefino_cz wrote:First EMU in the game :)
451.jpg
Does each car have its own shadow?
If so, then I think that looks a bit odd…
Example429.png
Example429.png (423.35 KiB) Viewed 2490 times
EDIT:

The shadow of a tree in a picture you posted earlier is strange too, I dont think you should be able to get a shadow like that:
Example430.png
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by stefino_cz » 13 Jun 2018 13:27

Yes, each car has its own shadow. I'll remove this small parts of shadows. In case of depot - yes, there are some graphics glitches but I think that there is no way how to remove them. Only way is to remove the shadows but it will be the shame I think.
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by Gwyd » 14 Jun 2018 06:26

You could possibly use sprite stacking for this issue

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Re: [CZTR / 32bpp ] - Czech total replacement

Post by stefino_cz » 14 Jun 2018 07:20

Gwyd wrote:You could possibly use sprite stacking for this issue
And how to code it?
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by TadeuszD » 14 Jun 2018 19:29

Shadows are generally wrong idea. OTTD draws sprites without any 3D analysis. So, if you have two sprites (#1 & #2) and OTTD draws sprites with this order, the sprite #2 will overlap sprite #1. The solution is to use only small circle of shadow at the bottom of the object.
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by stefino_cz » 17 Jun 2018 19:39

First CZTR_Truck_set preview ;)
http://leteckaposta.cz/279980507
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by stefino_cz » 22 Jun 2018 20:55

One building to relax - church. Last 2 sprites.
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by trainman1432 » 27 Jun 2018 12:43

If you’re not careful this’ll look like a entirely new game...!
Amazing quality.
Now if only there were a way to smooth movement out for full zoom sets we (literally almost everyone) would honestly think this is a different game.
Jetrain

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Re: [CZTR / 32bpp ] - Czech total replacement

Post by stefino_cz » 27 Jun 2018 13:43

Thanks a lot :)
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by acs121 » 27 Jun 2018 14:02

Darn, that graphics level is high. There even are the kids in the pool.

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Re: [CZTR / 32bpp ] - Czech total replacement

Post by stefino_cz » 28 Jun 2018 10:41

Yes, I add people into sprites cause it looks more realistic. In some cases people are animated (park, church,...). Houses are randomly put into the city by randomswitch what makes the city more varied.
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Re: [CZTR / 32bpp ] - Czech total replacement

Post by stefino_cz » 05 Jul 2018 12:35

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Re: [CZTR / 32bpp ] - Czech total replacement

Post by stefino_cz » 07 Jul 2018 16:51

Hi all. In need help today. Is possible to change bridgehead's ground sprites like at building or industry tiles? My normal ground sprites gets a 3D grass so I need to change it into normal flat texture ground. Thanks :)
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