Not that I'm promising, and I've never drawn any buildings, but do you have a one tile template. How many pixels are you using per building story?Currently I'm working on some other stuff outside this GRF and also working on some stuff for this GRF that is just a bit more interesting to me, so don't expect some new drive-thru sheds at the moment. However, if you can't resist firing up some graphics editor and draw them, I'll be happy to code them into this GRF.
ISR/DWE style dock and objects, Version 1.1 released
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Re: ISR style dock and objects, Version 1.3 released
Re: ISR style dock and objects, Version 1.3 released
You don't need to really draw buildings, you just have to copypaste buildings from the ISR set. Just cut them up in the right way so vehicles can drive thru them. Please note that I don't know how to animate objects (and have no intention of finding out how that works), so make sure that all doors that vehicles can drive through are open
If you want to draw new stuff, please release them under the GPLv2 license. I will offcourse credit anyone who participates in this project, but I want all the graphics in this GRF GPLv2, so they can freely be used by others.
I've made a template for the drive-thru tiles: The white basetiles are the places where you should draw the drive-thru buildings. If there are any white pixels still visible after placing the building, fill those pixels up with pixels from an ISR basetile.
Here is an example to make it a bit clear what should be drawn where (please ignore the strange colors, when I started this GRF I didn't know GRFcodec could decode GRF's with two different palettes, I used the wrong one... Gladly there are no problems in game and I do draw now using the right palette):
If you want to draw new stuff, please release them under the GPLv2 license. I will offcourse credit anyone who participates in this project, but I want all the graphics in this GRF GPLv2, so they can freely be used by others.
I've made a template for the drive-thru tiles: The white basetiles are the places where you should draw the drive-thru buildings. If there are any white pixels still visible after placing the building, fill those pixels up with pixels from an ISR basetile.
Here is an example to make it a bit clear what should be drawn where (please ignore the strange colors, when I started this GRF I didn't know GRFcodec could decode GRF's with two different palettes, I used the wrong one... Gladly there are no problems in game and I do draw now using the right palette):
Somewhere between 8 to 10 pixels. The opening where vehicles drive through should at least be 8 pixels high and as wide as a road, to avoid strange cutting off effects.How many pixels are you using per building story?
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Re: ISR style dock and objects, Version 1.3 released
Might want to add a "-p2" to the end of your grfcodec entry there!
Re: ISR style dock and objects, Version 1.3 released
Read before postingAmeecher wrote:Might want to add a "-p2" to the end of your grfcodec entry there!
(please ignore the strange colors, when I started this GRF I didn't know GRFcodec could decode GRF's with two different palettes, I used the wrong one... Gladly there are no problems in game and I do draw now using the right palette)
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Re: ISR style dock and objects, Version 1.3 released
So how can this be done in NFO with objects or stationtiles? When I try giving the offsets negative values I get an error in GRFcodec (encountered invalid character looking for literal byte).FooBar wrote:They can. You can move the bounding box off the tile in any direction. But there's no guarantee that it will work as expected, as bounding boxes that are off the tile are not supported.Quast65 wrote:I don't think this can be fixed until boundingboxes can get negative values (and thus boundingboxes can also cover the overlapping part).
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Re: ISR style dock and objects, Version 1.3 released
IIRC, count backwards from 0xFF for -1, 0xFE for -2, 0xFD for -3 etc.
Re: ISR style dock and objects, Version 1.3 released
Thnx Foobar and Eddi!
Looks like changing the boundingbox works :
Looks like changing the boundingbox works :
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Re: ISR style dock and objects, Version 1.3 released
I misunderstood what you were trying to achieve. I might well try a whole intact building first which you may - or course - chop up laterYou don't need to really draw buildings, you just have to copypaste buildings from the ISR set. Just cut them up in the right way so vehicles can drive thru them. Please note that I don't know how to animate objects (and have no intention of finding out how that works), so make sure that all doors that vehicles can drive through are open
Re: ISR style dock and objects, Version 1.3 released
I Agree.Quast65 wrote:Thnx Foobar and Eddi!
Looks like changing the boundingbox works :
Ease Back.
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Re: ISR style dock and objects, Version 1.3 released
Alright, you win!Quast65 wrote:Read before postingAmeecher wrote:Might want to add a "-p2" to the end of your grfcodec entry there!(please ignore the strange colors, when I started this GRF I didn't know GRFcodec could decode GRF's with two different palettes, I used the wrong one... Gladly there are no problems in game and I do draw now using the right palette)
Re: ISR style dock and objects, Version 1.4 released
Well, time for a new update!
I proudly present Version 1.4:
- Availability date is set from around 1950 to around 1700, so the objects are also available for players who play early games
- The Dock overlapping tiles for cartransports have been added
- The Dock overlapping tiles for passengers have been added
- The Tramrail overlapping tiles have been added
The GRF: Problems with the overlapping buildings still have to be fixed, that will take some time.
If you want to use the dock overlapping tiles it is recommended to also use my dock changing GRF (isrdock.grf), that can still be found here: http://www.tt-forums.net/viewtopic.php? ... 5#p1010565
And a little screenie: Have fun!
I proudly present Version 1.4:
- Availability date is set from around 1950 to around 1700, so the objects are also available for players who play early games
- The Dock overlapping tiles for cartransports have been added
- The Dock overlapping tiles for passengers have been added
- The Tramrail overlapping tiles have been added
The GRF: Problems with the overlapping buildings still have to be fixed, that will take some time.
If you want to use the dock overlapping tiles it is recommended to also use my dock changing GRF (isrdock.grf), that can still be found here: http://www.tt-forums.net/viewtopic.php? ... 5#p1010565
And a little screenie: Have fun!
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Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
- Bob_Mackenzie
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Re: ISR style dock and objects, Version 1.4 released
Um those ships are going nowhere!
Nice update
Nice update
Re: ISR style dock and objects, Version 1.4 released
Now version 1.4, previous version 1.3
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)"
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Re: ISR style dock and objects, Version 1.4 released
Excuse me if this has either been done/discussed (I'm at work and can't read the whole thread in case I get fired)
In this image, would it be possible to make the crane into a truck station, so that the truck unloads under the crain? It could be combined (graphically, at least) with a dock which would make it appear as a single object.
In this image, would it be possible to make the crane into a truck station, so that the truck unloads under the crain? It could be combined (graphically, at least) with a dock which would make it appear as a single object.
Jon
Re: ISR style dock and objects, Version 1.4 released
As far as I know it is yet only possible to change all truck/bus-stops in a game, they don't work like stationtiles. So you can't have different styles of stops in a game.
There is only one possibility and that is to draw an universal truck/bus-stop set that has no buildings on it and then overlap them, like I did with the docks.
There is only one possibility and that is to draw an universal truck/bus-stop set that has no buildings on it and then overlap them, like I did with the docks.
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All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
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Re: ISR style dock and objects, Version 1.4 released
Yeah, that'd be what you'd have to do, methinks.Quast65 wrote:There is only one possibility and that is to draw an universal truck/bus-stop set that has no buildings on it and then overlap them, like I did with the docks.
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Re: ISR style dock and objects, Version 1.1 released
Well, as i am in construction myself (for example cooling water systems), dont forget those pipes have i diameter of "just" 2.5 meters each...Quast65 wrote:Not really sure what you mean. The main pipeline consists of 3 pipes next to each other, so it's not one big pipe.
Looks pretty ok to me, certainly when compaired to the DWE-pipes, which has the width of an entire ship.
just an example of a small pipe (there are way larger ones for cooling water, but also for oil and such)
Re: ISR style dock and objects, Version 1.4 released
Don't get me wrong, I don't think anything is wrong with those pipes. Actually I like them a lot! It was just that they are too big for the thing I had pipes in mind of (the oil docks) and not too big in general.
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sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
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Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: ISR style dock and objects, Version 1.4 released
I understandQuast65 wrote:Don't get me wrong, I don't think anything is wrong with those pipes. Actually I like them a lot! It was just that they are too big for the thing I had pipes in mind of (the oil docks) and not too big in general.
although it would be cool maybe to get some transition part somehow where for example the single DWE can split into 3 smaller ones (from your set)
like them also a lot hehe
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