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

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

Post by LordAzamath »

AntBUK wrote:Is that using params 0 0 0 0 lord? Because I couldn't get it to work.
No, it's using no parameters at all... which I guess is 0 0 0 0..
Note that this is the version of the one you made downloadable (I think yesterday). You see, I never assign any parametres to anything..

If you tested with scenario editor and made a city and only expanded it then it's possible, that you didn't see any fountains or such things. I made that city to full size on 64*64 flat map and then deleted a big portion from the middle and expanded again. That way the city-centre really consists of skyscrapers and such things (why not some parks, fountains and statues..). In this picture the upper-part is the un-modified town centre and in the lower pic, I think the renewal line is seen quite good...


Lord
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PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by AntBUK »

try again using 0 0 0 0, no parametres isn't the same as 0 0 0 0
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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by LordAzamath »

well, then what about this?
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PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by AntBUK »

Well we (myself, Dihedral, PhazorX and possibly Ammler) can't get it to work.

Edit: What year is that screenshot?
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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by LordAzamath »

That's strange.. Maybe I can figure it out, when you say, what exactly doesn't work. The way I get it work is following. Please try that and say which step result differs..
If you are using any different version, than I maybe that's the problem..I hope you're using the same.http://www.tt-forums.net/viewtopic.php? ... 60#p635669
1. I start the OpenTTD r11255-wottdgd
2. I remove everything from grf-list and apply the changes.
3. Now I add party-square
4. I give it parameters 0 0 0 0
5. I add TTRS v3.02a
6. I apply the changes.

7. I open the scenario editor
8. New map at the height of 1 TEMPERATE
9. I'll add a town somewhere
10. I make it big, very big..
--now there is no fountain, because there are just non-centre buildings in centre and no skyscrapers or such--
--now there is no fountain, because there are just non-centre buildings in centre and no skyscrapers or such--
step10.png (159.95 KiB) Viewed 4696 times
11. I use the dynamite tool to make a big x in the middle of the town, but leave, let's say 19k habitants live there
This step creates empty space for city centre buildings, including fountains
This step creates empty space for city centre buildings, including fountains
step11.png (129.17 KiB) Viewed 4686 times
12. I press the grow city button, until the hole is filled..
13. I look for your fountain replacement

I did this just myself through and those screenshots are done just by doing what I told you to do.
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..and voila. Three party squares in the same pic :)
..and voila. Three party squares in the same pic :)
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PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by XeryusTC »

It will not work with TTRSv3 when that has parameter 1 set to 0. It disables default TTD graphics and so there is no foundation replacement. The only way too keep the replacement is by not giving parameters to TTRSv3 or by setting parameter 1 to 1 IIRC.
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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by LordAzamath »

XeryusTC wrote:It will not work with TTRSv3 when that has parameter 1 set to 0. It disables default TTD graphics and so there is no foundation replacement. The only way too keep the replacement is by not giving parameters to TTRSv3 or by setting parameter 1 to 1 IIRC.
..and I haven't given the ttrs any parameters..
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 XeryusTC »

Well, it should work then.
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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by AntBUK »

Sorry, that's my bad. I meant 0 0 0 0 in TTRS.

I don't know how to set parameters in GRF, if I need I wouldn't be needing as much help.
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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by DaleStan »

XeryusTC wrote:It will not work with TTRSv3 when that has parameter 1 set to 0. It disables default TTD graphics and so there is no foundation replacement.
Whiskey.
Tango.
Foxtrot.
Over?

In exactly what world does disabling the original disable its replacement? And why does TTRS touch the foundations?
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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by XeryusTC »

Erm, the foundation was just my mental error, I meant fountain.

And when TTRS disables the original buildings it will also disable any replacement of the original buildings.
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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by FooBar »

The party square seems to work fine with TTRS here, running r11339.

I loaded the party square after TTRS 3.02a, with no parameters supplied to the latter.
XeryusTC wrote: foundation
Been busy coding foundations lately, X? :mrgreen:
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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by DaleStan »

XeryusTC wrote:And when TTRS disables the original buildings it will also disable any replacement of the original buildings.
And I ask again. In what world?
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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by Maedhros »

I believe the existing grf uses Action A to replace the original fountain graphics, so when the fountain is disabled by TTRS3 the new graphics will never be shown.

AntBUK: Do you still need help with the newhouses version of the grf?
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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by LordAzamath »

Maedhros wrote:I believe the existing grf uses Action A to replace the original fountain graphics, so when the fountain is disabled by TTRS3 the new graphics will never be shown.

AntBUK: Do you still need help with the newhouses version of the grf?
Probaly not, because WWOTTDGD/1 has actually started(yesterday) and ended (practically) already.
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 »

Maedhros wrote:AntBUK: Do you still need help with the newhouses version of the grf?
Please :) I need it for WWOTTDGD2 :P
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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by Maedhros »

AntBUK wrote:Please :) I need it for WWOTTDGD2 :P
Ok, here goes. :) Have you run nforenum on your nfo, by the way? It's giving warnings on practically every sprite...

Action 0s: You're setting num-props to 0x12 everywhere, which means you should be changing 18 properties in every Action 0. It doesn't matter how many separate action 0s you have, num-props only applies to each of them individually. Set it to 01 in all of them.

Action 1: Setting num-sets to 0x11 and num-ent to 1 means you should be supplying 17 sets of 1 sprite each. If you've only got one sprite, set both to 01.

Action 2: You don't have nearly enough data for this. ;) This is the format you should be following, which means it should look something like this:

Code: Select all

 1 * 1  02 07
    00 // Set id
    00 // Literal 00
    xx xx xx xx // Ground sprite - dword (4 bytes)
    xx xx xx xx // Building sprite - dword
    00 // x-offset (0, if the sprite covers the entire tile)
    00 // y-offset (0, if the sprite covers the entire tile)
    10 // x-size (16, if the sprite covers the entire tile)
    10 // y-size (16, if the sprite covers the entire tile)
    xx // z-size 
Action 3: You need to set num-ids to 01, since you are actually changing something, and the id you specified in action 0 is 01. num-cid should be 00 for houses, and finally, def-cid should match the id of the action 2 you defined, which would make it 00 00 to apply to my example above, or 01 00 if you give the action 2 a set id of 01.

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

Post by AntBUK »

Thanks, and I'll let you know :D NFO Renum is also the reason why I thought "bugger it, lets see if I can get any help on the forums!"

I also forgot the use HEX, not decimal in a few places :oops:
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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by DaleStan »

AntBUK wrote:NFO Renum is also the reason why I thought "bugger it, lets see if I can get any help on the forums!
With that attitude, you won't get much help from either.
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Re: #wwottdgd calles grf authors / gfx'ers for help - (UPDATE)

Post by AntBUK »

Well Linter failure and the other console outputs don't mean a thing to me other then "Error, go back and try again"

A quick suggestion DaleStan, instead of just having those said messages, can you not put the messages that NFORenum puts in the file in to the console?
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