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PostPosted: Fri Jul 06, 2018 3:47 pm 
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Quast65 wrote:
A new stationcoder, nice!! :bow:

I do have a question, I noticed that the rails are very close to the platforms and saw that your platforms are 2 pixels wider than "regular" OpenTTD platforms, is this intended?

I had based it on JapanSet stations, which has wider platforms. The newest versions has this fixed.
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PostPosted: Fri Jul 06, 2018 4:34 pm 
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Cool!
The pedestrian crossing also looks a bit better, now that the second track is more visible.

EDIT:
You may want to make the part that goes down to the pedestrian-crossing level a tiny bit darker though than the rest of the platform. That could give the illusion of the platform going down a bit towards that.
Make a "dent" in the platform so to say.
Like you did here:
Attachment:
Example461.png
Example461.png [ 26.13 KiB | Viewed 590 times ]

That clearly shows to me that the platform goes down a bit, but for the other one that isnt that clearly visible

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PostPosted: Fri Jul 06, 2018 5:00 pm 
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Quast65 wrote:
Cool!
The pedestrian crossing also looks a bit better, now that the second track is more visible.

EDIT:
You may want to make the part that goes down to the pedestrian-crossing level a tiny bit darker though than the rest of the platform. That could give the illusion of the platform going down a bit towards that.
Make a "dent" in the platform so to say.
Like you did here:
Example461.png
That clearly shows to me that the platform goes down a bit, but for the other one that isnt that clearly visible

Image Like this?

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PostPosted: Fri Jul 06, 2018 5:51 pm 
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Yes!

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 Post subject: Re: North Korean Set
PostPosted: Thu Aug 09, 2018 6:31 pm 
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DPRK Stations
Image
I finally figured out how to code stations.

Edit: Updated to 0.2:
0.2 - 10/08/2018
Changelog:
Added: Underpass
Fixed: Changed a name.


Attachments:
DPRK_Stations_0.2.grf [136.7 KiB]
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PostPosted: Thu Aug 16, 2018 11:59 pm 
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I just finished the Pyongyang building:
Image
I really like how this turned out.

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PostPosted: Fri Aug 17, 2018 1:28 am 
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Very nice!! :bow:

The shading of the grey roof isnt entirely correct though… Take a look at how the grass is shaded ingame:
Attachment:
Example487.png
Example487.png [ 121.03 KiB | Viewed 386 times ]

The rest looks very good!

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PostPosted: Fri Aug 17, 2018 4:38 pm 
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Quast65 wrote:
Very nice!! :bow:

The shading of the grey roof isnt entirely correct though… Take a look at how the grass is shaded ingame:
Example487.png
The rest looks very good!

So I would need to light it like this, I suppose:
Image
Or like this to better differentiate between the four sides of the roof?
Image

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PostPosted: Fri Aug 17, 2018 5:09 pm 
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Definitely the second version (the North/West side should indeed be the darkest).

This side may need to get just a tad lighter if possible:
Attachment:
Example488.png
Example488.png [ 8.31 KiB | Viewed 349 times ]

But not as light as the North/East side, just a tiny bit lighter as it is now.

EDIT:
The only detail I am missing is the spike on top of the tower:
Attachment:
Example489.png
Example489.png [ 106.82 KiB | Viewed 343 times ]


Awesome that you managed to get those pictures of the great glorious leaders in to it!! :bow: :bow:

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Last edited by Quast65 on Fri Aug 17, 2018 5:17 pm, edited 1 time in total.

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PostPosted: Fri Aug 17, 2018 5:13 pm 
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Quast65 wrote:
Definitely the second version (the North/West side should indeed be the darkest).

This side may need to get just a tad lighter if possible:
Example488.png
But not as light as the North/East side, just a tiny bit lighter as it is now.

That's unfortunately not possible. :\

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PostPosted: Fri Aug 17, 2018 5:20 pm 
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Then maybe try if you can make the North/East side a tad lighter, so that then you can make the East/South lighter too.
If it doesnt work, than it doesnt work though ;-) Looks great as it is, changing the NW-side darker was the main thing.

(Dont forget to read my edit in my previous post)

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PostPosted: Fri Aug 17, 2018 6:32 pm 
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Quast65 wrote:
Then maybe try if you can make the North/East side a tad lighter, so that then you can make the East/South lighter too.
If it doesnt work, than it doesnt work though ;-) Looks great as it is, changing the NW-side darker was the main thing.

(Dont forget to read my edit in my previous post)

Image
I really think it was better before. I think the difference in light intensity is too extreme. And this is by only making it a single shade lighter.

As for the spike, We don't have half-pixels so I can't do much with it. I also tried adding the statues, which I had forgotten.
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PostPosted: Sat Aug 18, 2018 1:12 pm 
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Erato wrote:
I really think it was better before.

Then keep it that way, like I said before, making the NW-side darkest was the most important thing.
Quick question though, are you using the 8bpp palette or 32bpp colors?
Erato wrote:
As for the spike, We don't have half-pixels so I can't do much with it.

Looks very good to me.

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PostPosted: Sat Aug 18, 2018 2:38 pm 
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Quast65 wrote:
Quick question though, are you using the 8bpp palette or 32bpp colors?
8bpp.
Quast65 wrote:
Looks very good to me.
Thanks

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PostPosted: Sat Aug 18, 2018 2:57 pm 
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Erato wrote:
8bpp.

Ahh, ok. Then indeed changing the lighter shadings would go with too big steps.

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PostPosted: Sun Aug 19, 2018 1:08 am 
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8bpp ? Why bother with 256 colors, when you can have 4294 million ? :lol:
I mean, like, even Dutch Station Addition is 32bpp for a few stations (New Delft is 32bpp IIRC).
One thing with 32bpp is that AFAIK there's no possibility for company colors. Unless ? ...

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PostPosted: Sun Aug 19, 2018 2:59 am 
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acs121 wrote:
8bpp ? Why bother with 256 colors, when you can have 4294 million ? :lol:

To be honest, I agree… ;-)
Its definitely worth looking into, especially if you later on may want to have transparent glass, 32bpp graphicsfiles will "remember" transparency information, enabling for example colored see-thru glass or glass with a sun-glare, rather than just the "standard" darker glass effect with 8bpp.
acs121 wrote:
(New Delft is 32bpp IIRC).

That one is still 8bpp actually, Part-3 of the Addition-sets is 32bpp, the first two are 8bpp.
acs121 wrote:
One thing with 32bpp is that AFAIK there's no possibility for company colors. Unless ?

Yes there is, you need to add that as an 8bpp mask-type, with just the colors you want animated/company-color.

Not sure though how to do 32bpp and masks in M4NFO (If I am correct you are coding the stations with that, right?), but there is a bit of information about that in the manual:
http://www.ttdpatch.de/grfspecs/m4nfoManual/RealSprites.html (scroll down to the end)

Its already very easy to do in "old-school" NFO, so wouldnt be too difficult too in M4NFO.

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PostPosted: Sun Aug 19, 2018 11:00 am 
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Yeah, but with Extrazoom, how do you have company colors ?

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PostPosted: Sun Aug 19, 2018 11:22 am 
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acs121 wrote:
Yeah, but with Extrazoom, how do you have company colors ?

Have you read the manual?
Code:
mask: If used, this type must follow a 32bpp entry immediately. It defines the colour translation for a preceeding 32bpp sprite and must be a 8bpp paletted sprite of the exact same size as the preceeding 32bpp sprite. 

Meaning that after each 32bpp zoomlevel, you need to provide a matching mask-type.

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PostPosted: Sun Aug 19, 2018 4:12 pm 
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Quast65 wrote:
To be honest, I agree… ;-)
Its definitely worth looking into, especially if you later on may want to have transparent glass, 32bpp graphicsfiles will "remember" transparency information, enabling for example colored see-thru glass or glass with a sun-glare, rather than just the "standard" darker glass effect with 8bpp.
<SNIP>
Not sure though how to do 32bpp and masks in M4NFO (If I am correct you are coding the stations with that, right?), but there is a bit of information about that in the manual:
http://www.ttdpatch.de/grfspecs/m4nfoManual/RealSprites.html (scroll down to the end)

Its already very easy to do in "old-school" NFO, so wouldnt be too difficult too in M4NFO.

Btf, I prefer having a palette so everything looks like it's supposed to fit together. However I might consider it in the future if I really need to close the gap on some shades in the existing palette. Thanks for the information btw.

In other news, I have an update for the DPRK stations set:
After encountering the same bug Gwyd has, and creating a bodge to get it to work, I managed to finish up the set with all new platforms and station buildings.
Image
1.0 - 19/08/2018
Attachment:
DPRK_Stations_1.0.grf [215.13 KiB]
Downloaded 10 times

Changelog:
Added: Metal Overpass
Added: Concrete Overpass
Added: Pyongyang Building
Added: Roofed Platforms
Added: Buffer stops
Added: Full-tile Platforms
Changed: Roof of the Kwangok building is now somewhat darker.


Attachments:
Source DPRK Stations 1.0.rar [103.85 KiB]
Downloaded 9 times

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