BK Enhanced Tunnel Set v1.2 (9-April-2011) [update]
Moderator: Graphics Moderators
v0.11 released. Resolved clipping problems discussed on this thread.
See first post for details...
Please note, this was coded by me and was my first attempt. Please give me any feedback as necessary.
Edit:
For those who were waiting... the other climates are taking longer than expected due to a delay in coding and sprite completion. Once I have a realistic estimate, I'll let everyone know.
Also, anyone who is able to offer any particular coding advice or skills, please contact me. Your help would be greatly appreciated!
See first post for details...
Please note, this was coded by me and was my first attempt. Please give me any feedback as necessary.
Edit:
For those who were waiting... the other climates are taking longer than expected due to a delay in coding and sprite completion. Once I have a realistic estimate, I'll let everyone know.
Also, anyone who is able to offer any particular coding advice or skills, please contact me. Your help would be greatly appreciated!
Coder needed for further coding. See first post for details.
Edit: (To prevent too many double posts!)
Sprites are now completed for all climates... just awaiting the services of a coder before I release an updated version. However, to give you an idea of what they will be like, have a look at some of these! Oh, and please let me know if you have any ideas or feedback with regard to this set.
Edit: (To prevent too many double posts!)
Sprites are now completed for all climates... just awaiting the services of a coder before I release an updated version. However, to give you an idea of what they will be like, have a look at some of these! Oh, and please let me know if you have any ideas or feedback with regard to this set.
- Attachments
-
- Sub-arctic - Below snowline
- Farningbury Transport, 6th Aug 2000.png (32.55 KiB) Viewed 4912 times
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- Sub-arctic - Above snowline
- Farningbury Transport, 10th Mar 2000.png (9.28 KiB) Viewed 4912 times
Last edited by Ben_K on 06 Jul 2007 17:33, edited 3 times in total.
Coding shouldn't be too difficult, you are using ActionA's mainly right?
You could just add a block like this (modify acordingly) above each actionA block.
My nfo is quite rusty though, so (DaleStan and Pikka) feel free to correct my nfo.
Hope that helps,
~ Lakie
You could just add a block like this (modify acordingly) above each actionA block.
Code: Select all
-1 * 0 07 83 01 03 <climate> <num>
Where:
<climate> - Temperate (0), Arctic (1) etc. (follows the pattern on the main screen!).
<num> - The number of sprites in the block(s) + 1 for each actionA header.
Hope that helps,
~ 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, sadly I have no coding ability. Ameecher did the originals through GRFmaker and I did the update, also in GRFmaker. However, we dont have the knowledge needed to do the whole set now. Plus, Id like to add different functions if its possible, such as parameters to select materials (Brick, stone, concrete) etc. I was going to ask any potential coders how much is possible at the current time.
(I would like to start learning NFO when I get some time... sadly, I dont have quite enough at the moment to start learning a whole new subject )
(I would like to start learning NFO when I get some time... sadly, I dont have quite enough at the moment to start learning a whole new subject )
Send me the sprites, I'll see what I can do for you ...Ben_K wrote: ... having tunnels coded ...
You can have that ... the following variants are all possible and can be handled automatically :... I'd like to add different functions if its possible, such as parameters to select materials (Brick, stone, concrete) etc.
. any climate, temperate, above snow, sub-arctic, rainforest and desert.
. any major track type, normal rail, monorail, maglev, narrow gauge.
You just need to come up with the sprites ...
- SuperTycoon
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Sure thing, I'll have a look when I get a chance.SuperTycoon wrote:The tunnels look very nice, though can I suggest that snow (and possibly sand in desert regions) would pile up a little around the bases of the presently uncovered vertical sections. This may be hard to draw, but would probably add a realistic edge.
OztransLtd, Thanks a lot for the offer fella. 'll PM/Email you in a bit with a sprite sheet.
Oh dear, so I see. Im at work at the moment, but when I get a chance later I will get you an updated snow sprite.OzTransLtd wrote:A few blemishes with the snowy ones, otherwise they do look great ...
I must admit, they all look even better than I thought they would!
Last edited by Ben_K on 08 Jul 2007 20:48, edited 1 time in total.
Suggestion for your next art: Foundations in the same style!
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Hmmm.. dont you worry... the BK Tunnels will be a fully comprehensive set. Luckily, I have Oztrans on board and we should be able to make it cover all possibilities.. Watch this space!!Dave Worley wrote:Suggestion for your next art: Foundations in the same style!
In the meantime, once ive tested this version and updated the possible errors on the snow sprites, I will probably upgrade this release to version 1 as it will be all standard climates stable. After that, we will go onwards and hopefully upwards! Please keep any suggestions coming
Version 0.2a released. First post updated.
With thanks to Oztrans for becoming the coder for this set!
With thanks to Oztrans for becoming the coder for this set!
Last edited by Ben_K on 11 Jul 2007 21:54, edited 1 time in total.
Nice work guys!Ben_K wrote:Version 0.2a released. First post updated.
I bet you can't do that with narrow gauge.
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mart3p should be able to help you with thisBen_K wrote:I can if the owner of the narrow GRF gives me sprites and permission
wallyweb on tt-forums: Screenshots - Wallyweb World - Projects & Releases
wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016 - January 2018 - December 2018 - May 2019
wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016 - January 2018 - December 2018 - May 2019
Re: BKTunnel - Enhanced_tunnel - v0.2a released 11th July 2007
Awesome. Time to download this one.
Edit: Updated the website for you Ben, let me know if you want things to be changed.
Edit: Updated the website for you Ben, let me know if you want things to be changed.
Re: BKTunnel - Enhanced_tunnel - v0.3a released 27th July 2007
Good Evening all!
Im not sure if anyone noticed the hint I dropped in my screenshot thread (I hope people didnt think I was just posting semi-dull shots! )
Anyway, during the last 16 days since I posted the last release, I was worried about you all. Really, very worried about you.... that you may not have the right BK Tunnels for every application!
So, I drew up some solutions. Now, Im no Jesus, so you'll have to make do with just the 4 materials for now but I hope they will be enough to improve our gameplay just a little.
Hence, I proudly release BK Tunnels v0.3a!
Please see the first page for details.
On a personal level, I drew these because I wanted these tunnels to blend in nicely with the sub-arctic and tropical foundations. Im really chuffed with the result and I hope some of you will find these useful too. Ive seen many great screenies using the previous versions and think that this small upgrade will make them fit in even better. Now, I have a few new materials planned but as before, please, please let me know if there are any ideas you want added to the set. Also, if there are any terrains or foundations etc. that you want matched, I need the author of those to give me permission to use the textures and I will convert them too.
"Enough banging on Ben", I hear you say... so..... ENJOY!
Thanks:
OzTranLtd - for coding this set... VERY quickly! Cheers mate
Im not sure if anyone noticed the hint I dropped in my screenshot thread (I hope people didnt think I was just posting semi-dull shots! )
Anyway, during the last 16 days since I posted the last release, I was worried about you all. Really, very worried about you.... that you may not have the right BK Tunnels for every application!
So, I drew up some solutions. Now, Im no Jesus, so you'll have to make do with just the 4 materials for now but I hope they will be enough to improve our gameplay just a little.
Hence, I proudly release BK Tunnels v0.3a!
Please see the first page for details.
On a personal level, I drew these because I wanted these tunnels to blend in nicely with the sub-arctic and tropical foundations. Im really chuffed with the result and I hope some of you will find these useful too. Ive seen many great screenies using the previous versions and think that this small upgrade will make them fit in even better. Now, I have a few new materials planned but as before, please, please let me know if there are any ideas you want added to the set. Also, if there are any terrains or foundations etc. that you want matched, I need the author of those to give me permission to use the textures and I will convert them too.
"Enough banging on Ben", I hear you say... so..... ENJOY!
Thanks:
OzTranLtd - for coding this set... VERY quickly! Cheers mate
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