#wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

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#wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by dihedral » 18 Oct 2007 13:19

#wwottdgd is in need of a celebration grf - as a little thank you, the only thing we can offer is adding the grf to the #openttdcoop grf pack, which is just before the next release (6).

as the first #wwottdgd will be on Saturday 27th October 2007, there is not a lot of time left.
if we get a grf by then, it will be added to the #openttdcoop grf pack as a thankyou - the release of version 6 (which currently is still beta) of that pack is being held back just for that until that game starts.

if we get multiple grf's, either we shall choose one, or we call a public voting, depending on the amount of time left.
if they archieve slightly different goals, there might be a chance more than one of each type can get in :-)

If you are interested and are going to support this call, please let us know. posting a reply and specifying which you are going to invest into, would be helpful.

Even if someone is already working on something - do not feel discouraged to contribute - we need all help we can get, + it looks like more games are to come, so your work is more likely to get used in one of them :-)

What we are looking for:

eyecandy celebration / party grf
something that will make the towns look like some celebration / party is going on

modified building costs grf for raizing lowering land and building tunnels/bridges
parametric with exponential params (i.e. 1 = normal, 2 = 4x, 3= 8x, 4=16x, etc)

replacing transmitters with borders
we are going to use transmitters in the map to make a clear line for boarders... like every 10-25 tiles
anything that comes to mind (e.g. wall of china) can be usefull here.
example: http://www.grensekom.no/bilder/grensevakten.jpg


thank you.
Last edited by dihedral on 19 Oct 2007 10:23, edited 2 times in total.

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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by AntBUK » 18 Oct 2007 21:59

I'm going to try to draw something :D Will need a coder though :(
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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by LordAzamath » 19 Oct 2007 09:58

I think it's time for me to start playing around with pixels again :)

I'll try to draw the transmitter -> border thing.
Don't be disappointed, if I draw something ugly at first, because, I can draw the Great Wall :D:D much better in Blender than in gimp.

P.S Are the borders going to be like

Code: Select all

                      
                                                     -----------------\
                                                                      \---------------
or

Code: Select all

_                                _                         _                
                                                                               \                 _                    _


PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.

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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by dihedral » 19 Oct 2007 10:20

as mentioned in the first post:
dihedral wrote:like every 10-25 tiles
that is because we dont want to 'close' the borders 100% to allow tracks crossing borders later on in the game...

thank you very much for putting effort into this, we really appreciate knowing that people are working on this, and that our 'vision' of this game is moving towards completion :-)

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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by LordAzamath » 19 Oct 2007 11:48

Ok, I made a little frankenstaining and pixel-art.

What do you think of it?
The palette is in place I just saved it as png to show you. It should replace the transmitter with toll building.
wwottdgd.png
wwottdgd.png (1.77 KiB) Viewed 8073 times
The company colours might be like the brown roof, if needed.

EDIT: I gimped a fake screenie too
Attachments
screenshot#1NOT.png
screenshot#1NOT.png (11.78 KiB) Viewed 8033 times
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.

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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by dihedral » 19 Oct 2007 12:09

that looks great :-) company colors will not be needed, as it will just replace the transmitter :-)
looking forward to seeing a 'real' screenshot :-)

thank you for your effort...

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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by LordAzamath » 19 Oct 2007 12:21

i have a dorty little idea... Does it have any function at all, but eyecandy?.. if so then I can convert it to "32bpp sprite" so I don't have to learn grffing
Then everybody just has to start the game with 32bpp blitter and see these buildings not the original ones. that goes for the streetlights also..

What an interesting exploition plan...
I will make the tar ready and then ask for the opinion :D

EDIT: Now made it png and pngcodeced.. Look at it. If it's ok the tar will come. i removed the different grass from there so the grass now is just represented by the same sprite, than the original
Attachments
screenshot#1YES.png
screenshot#1YES.png (87.8 KiB) Viewed 8005 times
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.

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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by dihedral » 19 Oct 2007 12:50

wow - that is great - yes, please do post the grf here :-)
it is just needed as eyecandy, no function, nothing.

Thank you very much

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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by AntBUK » 19 Oct 2007 13:06

Quick question, do the water colours cycle on their own or does that need coding into the GRF?
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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by XeryusTC » 19 Oct 2007 13:30

They do that on their own. It's a palette feature.
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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by LordAzamath » 19 Oct 2007 13:43

Ok, now. The tar file is here. It changes the transmitter to a customs house.
The applying process is simple as always.
Because the #wwottdgd revision is based on the nightlys, it works there too. (already tested)

Edit: Because I have a working grf downstairs :) I removed this tar
Last edited by LordAzamath on 19 Oct 2007 16:05, edited 1 time in total.
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.

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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by dihedral » 19 Oct 2007 13:50

could you actually give us a grf, non 32bbp ? that would be more suiteable, for the game and for the openttdcoop grf pack

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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by LordAzamath » 19 Oct 2007 13:57

Then someone else must do that. I'm total outcast concerning grfs :(

I could try to make my way through the sprite replacing with the manual in hand, but the other people could do it much much faster.
anyways I'll see what can I do..
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.

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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by PikkaBird » 19 Oct 2007 15:05

lordazamath wrote:Then someone else must do that. I'm total outcast concerning grfs :(

I could try to make my way through the sprite replacing with the manual in hand, but the other people could do it much much faster.
anyways I'll see what can I do..

Code: Select all

// Automatically generated by GRFCODEC. Do not modify!
// (Info version 7)
// Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
    0 * 4	 03 00 00 00

    1 * 32	 08 06 "LA01" "Toll Booth" 00 "By lordazamath" 00
    2 * 5	 0A 01 01 \w2601
    (your sprite here, check the specs on real sprites)

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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by LordAzamath » 19 Oct 2007 15:54

Thanks A LOT. :D By that time I saw this post I already had a grf that worked, but I had to change one color, a brownish one, because it's a block cycles color.

My grf was modified trasmitter replacement

Code: Select all

// Automatically generated by GRFCODEC. Do not modify!
// (Info version 7)
// Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
    0 * 4	 04 00 00 00
    1 * 87	 08 02 "TR" 01 07 "Transmitter" 00 "Created by Andres "
	 "Zsogon. Visit TTD Urban Renewal "
	 "for more graphics." 00
    2 * 5	 0A 01 01 29 0A
    3 sprites/customs_housew.pcx 65 8 09 46 47 -22 -33
this is my code, but I'll replace it with whatI got from you, Pikkabird, because then I can "legally" remove the lines "Created by Andres "
"Zsogon. Visit TTD Urban Renewal " :D

Ok, I didn't press the button submit and now I'm ready with the grf. It works -> my first grf :D
customs_housew.grf
(1.11 KiB) Downloaded 172 times
I added some blinkers there :D enjoy
Thanks Pikka
Lord
EDIT: Fixed the lighnting angle.
Last edited by LordAzamath on 20 Oct 2007 20:49, edited 1 time in total.
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.

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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by AntBUK » 19 Oct 2007 17:18

Jumping on "I need help with GRFs" train, how would I code a fountain replacement GRF?
Would be nice to have generating/accepting pax and accepting some food as well :D
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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by LordAzamath » 19 Oct 2007 17:43

AntBUK wrote:Jumping on "I need help with GRFs" train, how would I code a fountain replacement GRF?
Would be nice to have generating/accepting pax and accepting some food as well :D
Going to the 1st class seat on train#I need help with GRFs how can I replace the name for the toll booth/customs house?

Code: Select all

// Automatically generated by GRFCODEC. Do not modify!
// (Info version 7)
// Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
    0 * 4    04 00 00 00

    1 * 32    08 06 "LA01" "Toll Booth" 00 "By LordAzamath" 00
    2 * 5    0A 01 01 \w2601   
    3 sprites/customs_housew.pcx 65 8 09 46 47 -22 -33
//  <Sprite-number> * <Length>        04 <feature> <language-id> <num-ent> <offset> <text>
    4               * ??              04 48        01            ??        5801     "Toll Booth"
// What should I put in those ??s ? I think that 48 is the feature, because it can't be train or house..
// offset is supposed to be 5801 - transmitter. Do I have to change anything else?
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.

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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by AntBUK » 19 Oct 2007 18:46

Ok, here's what I've got so far :D
newfountain.png
newfountain.png (1.69 KiB) Viewed 7730 times
I'm going to put some more people in and make it a PCX later, I just want to know what people think for now.

Critics please note, this is my first attempt :D

It should look brilliant when put into the game :D
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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by LordAzamath » 19 Oct 2007 19:08

AntBUK wrote:Ok, here's what I've got so far :D
newfountain.png
I'm going to put some more people in and make it a PCX later, I just want to know what people think for now.

Critics please note, this is my first attempt :D

It should look brilliant when put into the game :D
It looks brilliant even right now :D
Actually are you sure you want to make it produce passengers? Because then you should make the houses emptier :wink:
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.

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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by DaleStan » 19 Oct 2007 19:45

lordazamath wrote:

Code: Select all

//  <Sprite-number> * <Length>        04 <feature> <language-id> <num-ent> <offset> <text>
    4               * ??              04 48        01            ??        5801     "Toll Booth"
// What should I put in those ??s ? I think that 48 is the feature, because it can't be train or house..
// offset is supposed to be 5801 - transmitter. Do I have to change anything else?
<length> is exactly what it says: the length of the sprite, in bytes. Same for <num-ent>: the number of entries (in this case, strings) in the sprite.

As for <offset>, I think you need to read GRFActionsDetailed a little more closely.
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