Coast tiles don't have normal sprite numbers. You cannot use replace on all of them. Some require replacenew.Pyoro wrote:Alright, thanks, I'll take a look at that.
Also, I've again been too naive with coastal tiles - they don't work as hoped, at least not for any nightly at least from 24448 onwards. Only works for some revs around 24110 - 24309. I guess the sprite numbers changed somewhere in-between ...
Empty Tile GRF
Moderator: Graphics Moderators
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: Empty Tile GRF
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: Empty Tile GRF
Alright, steep slopes were simply missing tile_check - really odd, could swear I tried that yesterday unsuccessfully. Works today though ...
...as for the coast tiles; doing this in a reliable way is probably beyond me, so I simply made 2 different views - one should work for ~R24309 and some older revs, the other one for anything newer (as far as I can tell). Not exactly satisfying, but well, I can't really think of anything better ^^;
...as for the coast tiles; doing this in a reliable way is probably beyond me, so I simply made 2 different views - one should work for ~R24309 and some older revs, the other one for anything newer (as far as I can tell). Not exactly satisfying, but well, I can't really think of anything better ^^;
- Attachments
-
- EmptyGRF.grf
- (10.08 KiB) Downloaded 198 times
Re: Empty Tile GRF
Do it
Ease Back.
The SkiddLow's NewGRF Ideas (including my scrapped)
My Screenshots || http://postimg.cc/user/skiddlowottd || I'm support "HTTP is Dead (2017-present)"
The SkiddLow's NewGRF Ideas (including my scrapped)
My Screenshots || http://postimg.cc/user/skiddlowottd || I'm support "HTTP is Dead (2017-present)"
Re: Empty Tile GRF
Great GRF! Makes my towns look so much better! Thanks
- Attachments
-
- Atlas, 2254-08-29.png (294.05 KiB) Viewed 790 times
Re: Empty Tile GRF
I'm thinking about adding some sort of "borders" for scenarios -
- but aside from the obvious issues with how this currently looks, how do company colors work with NewObjects? Do I need to do more than setting the OBJ_FLAG_2CC flag and choosing the correct color? ^^;-
- Tycoon
- Posts: 2781
- Joined: 22 Feb 2011 18:34
Re: Empty Tile GRF
I think if you use the company colors from the palette, the recoloring should happen automatically (someone confirm please). If I read the specs correctly, OBJ_FLAG_2CC is not needed, unless you also want to use the 2nd company color.
Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
Re: Empty Tile GRF
Mh, can't seem to get that to work. Well, not that important, at least I saw the baseset sprite number for coastal tiles in new OTTD versions changed so they're broken again \o/ I suppose it's more worthwhile fixing that first anyways ...
€: added one with a coastal sprite that should work with the newest nightly. Also added some FIRS like fruit plantation tiles - Also attached the source, should it ever need a quick sprite number change again. Or for whatever other reason anyone would be interested
€: added one with a coastal sprite that should work with the newest nightly. Also added some FIRS like fruit plantation tiles - Also attached the source, should it ever need a quick sprite number change again. Or for whatever other reason anyone would be interested
- Attachments
-
- EmptyGRF.grf
- (11.58 KiB) Downloaded 175 times
-
- EmptyGRF_src.7z
- (6.58 KiB) Downloaded 148 times
- trainman1432
- Transport Coordinator
- Posts: 316
- Joined: 05 Jan 2013 02:34
- Location: at home
Re: Empty Tile GRF
What roadset?Pyoro wrote:Good to hear
Bit of playing with them actually quickly found me annoyed by #3 being rather limited, so I made another version with more farming related sprites, including references to some FIRS animals (obviously those will only load properly when playing with FIRS).
Example of a rather dirty sheep farm:
Jetrain
YATTC
YATTC
Re: Empty Tile GRF
TTRS roads, "old style". Don't know when exactly they change, around 1950 maybe? ^^
Re: Empty Tile GRF
Well, didn't expect to do another update for this, but here it is - base_sprite_shores instead of using explicit sprite numbers for coast tiles so hopefully this'll stay compatible to all future OpenTTD versions You'll need at least r25230 for this to work properly. Other than that there's really no big differences and the old coast tiles should (currently) still work anyways - it did however free up the other coast views so it's now possible to manually build lakes again -
(it's not possible to use them for ships though, just eye-candy ... )- Attachments
-
- EmptyGRF.grf
- (11.46 KiB) Downloaded 201 times
Re: Empty Tile GRF
New version. This now has officially more public releases than DBSet ... alright, just kidding, didn't actually count
Anyways. Removed the farm fields since they can be found in this GRF now (along with other farm stuff). Everything else pretty much stays the same.
I'll also upload the source in case anyone needs to reduce the number of GRFs loaded for a game; since this one is super-easy to merge it shouldn't be much trouble
Anyways. Removed the farm fields since they can be found in this GRF now (along with other farm stuff). Everything else pretty much stays the same.
I'll also upload the source in case anyone needs to reduce the number of GRFs loaded for a game; since this one is super-easy to merge it shouldn't be much trouble
Re: Empty Tile GRF
Yet another new version. Heh. You'd think with something as simple as this, one would be enough ... clearly not, at least if you are as "organized" as I am
- removed the forest tiles. They'll be found somewhere else some time soon (right after Half Life 2 Episode 3 is released)
- properly uses the MISC category now
Basically it's gone full circle back to version 2 or something (alright, alright, the coastal tiles actually work properly in this one. Not like I'm always being chaotic for NO reason).
Still the GRF to do pointless things with. ...rite.
- removed the forest tiles. They'll be found somewhere else some time soon (right after Half Life 2 Episode 3 is released)
- properly uses the MISC category now
Basically it's gone full circle back to version 2 or something (alright, alright, the coastal tiles actually work properly in this one. Not like I'm always being chaotic for NO reason).
Still the GRF to do pointless things with. ...rite.
- Attachments
-
- emptygrf.7z
- (1 KiB) Downloaded 138 times
-
- emptygrf_source.7z
- (11.42 KiB) Downloaded 110 times
Re: Empty Tile GRF
I like the emptygrf at the beginning. The grass along side rivers makes them look like a canal and drains. Makes them excellent it have rivers passing through towns.
The roads used in the pic .. what roads are they? I like the tunnel entrances as also have a pedestrian walkway too.
The roads used in the pic .. what roads are they? I like the tunnel entrances as also have a pedestrian walkway too.
Soot Happens
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
Re: Empty Tile GRF
That save is so ancient I'm not even sure anymore:
BK Enhanced Tunnels 1.1 and Total Town Replacement Set I think.
BK Enhanced Tunnels 1.1 and Total Town Replacement Set I think.
Re: Empty Tile GRF
Thanks for your reply, but unfortunate what you suggested don't work. Maybe it because I using the latest in OpenTTD 1.5.
Custom Tunnel Entrance will give that tunnel for rail but not for road. I thinking maybe be Canada roads, but none of the Canadian NewGRFs will work for me as all the graphics to them are pixelated.
I will keep experimenting and let you know if successful.
Custom Tunnel Entrance will give that tunnel for rail but not for road. I thinking maybe be Canada roads, but none of the Canadian NewGRFs will work for me as all the graphics to them are pixelated.
I will keep experimenting and let you know if successful.
Soot Happens
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
Re: Empty Tile GRF
Sucks.
Whatever it is, it's definitely not Canadian
As a remote PS: on the topic: I haven't forgotten about my promise for trees. I simply got hit with a severe case of real-life. I suspect I'll get over it at some point though ^^;
That's the full GRF list for that game in the original screenshot. Don't forget that some of those GRFs have parameters.Whatever it is, it's definitely not Canadian
As a remote PS: on the topic: I haven't forgotten about my promise for trees. I simply got hit with a severe case of real-life. I suspect I'll get over it at some point though ^^;
Re: Empty Tile GRF
I believe those are the "modern" style roads in TTRS3. They only appear after 1950, though I think you can change that with a parameter.
My projects: New Town Names | Snow Aware Arctic Buildings | Custom Buildings | Funny Cars | Mini GRFs | Bits & Bobs
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
Other stuff: The GRFs That Time Forgot! | Buildings in Glasgow
What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
Other stuff: The GRFs That Time Forgot! | Buildings in Glasgow
What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
Re: Empty Tile GRF
PaulC and Pyoro, thank you both kindly for your suggestions. This allowed me to experiment more and found that these tunnels are from TTRS3 and they become available from 1970 if not set any parameters.
If change the "Time Era Used" parameters can make these tunnels become available a lot sooner. I tried "ignore eras and use house from any at random" and set date when start game to 1930 and these tunnels were available, but unfortunately modern buildings also available early and seems a bit strange old vehicles running around a modern town.
I want to try building a scenario from Sydney to Newcastle in Australia including suburban stations to scale (25 squares per km). There are many underpasses (subways) where roads pass under the railway line in Sydney so these tunnels with subways just make some locations look better .. I hope. I will experiment the next few days and see what I can do. Again thank you for your help.
If change the "Time Era Used" parameters can make these tunnels become available a lot sooner. I tried "ignore eras and use house from any at random" and set date when start game to 1930 and these tunnels were available, but unfortunately modern buildings also available early and seems a bit strange old vehicles running around a modern town.
I want to try building a scenario from Sydney to Newcastle in Australia including suburban stations to scale (25 squares per km). There are many underpasses (subways) where roads pass under the railway line in Sydney so these tunnels with subways just make some locations look better .. I hope. I will experiment the next few days and see what I can do. Again thank you for your help.
Soot Happens
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
Re: Empty Tile GRF
Apparently someone is interested in snow. So:
Like this, maybe? ^^;
- Attachments
-
- emptygrf.7z
- (7.3 KiB) Downloaded 114 times
-
- emptygrf_source.7z
- (11.49 KiB) Downloaded 112 times
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: Empty Tile GRF
I can encourage anyone who feels like to add the empty ground tiles as objects to OpenGFX+Landscape. It would be a good addition indeed. I'd happily accept such patches or pull requests.
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Who is online
Users browsing this forum: Google Adsense [Bot] and 44 guests