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Re: OpenGFX Mars Xtended

Posted: 18 Mar 2014 22:17
by Alberth
I often make a "doit" script, that runs all programs with all the parameters to build whatever I am doing in that directory. For example

Code: Select all

#!/bin/sh
set -u -x
nmlc --nfo=output_swapped.nfo -n output_swapped.nml
nmlc --nfo=output_orig.nfo -n output_orig.nml

echo
nforenum output_swapped.nfo
echo
nforenum output_orig.nfo
I have long ago forgotten what it does or why it needs this sequence, but thanks to this script I can still rerun the build, and look up exactly what it is doing, and what parameters are being used.

While the above is a Unix script, I imagine you can make a similar batch file at Windows.

Re: OpenGFX Mars Xtended

Posted: 08 Apr 2014 12:08
by Phreeze
*bump*

what's the current state of the grf ? :?:

Re: OpenGFX Mars Xtended

Posted: 14 Apr 2014 03:51
by Twyster
Phreeze wrote:*bump*

what's the current state of the grf ? :?:
Well, seeing as I have no idea what I'm doing, and all files uploaded to the repository are GPL, I encourage anyone who knows what they're doing to take up the mantle. Other than that, this set is cancelled, sadly.

Re: OpenGFX Mars Xtended

Posted: 14 Apr 2014 08:39
by Phreeze
Just do the gfx i'll code them ;) just use a template and a separate png for each vehicle

Re: OpenGFX Mars Xtended

Posted: 18 Apr 2014 16:56
by Twyster
It's a deal. Sorry I took so long to reply.

Re: OpenGFX Mars Xtended

Posted: 18 Apr 2014 17:57
by Phreeze
i'll upload a template from my trainset, you can use it as a template, so you'll see where to place stuff ;)

edit: leave the right color-table away, i dont need it, it was just still present in the file

Re: OpenGFX Mars Xtended

Posted: 18 Apr 2014 19:14
by Twyster
Actually the drawing was the easy part for me. I understand that system already, but thanks anyway.

Well, just to make sure you have the absolute latest version of the files, here are the two graphics that were already created, and a spreadsheet with the names/eras for them. I've also commented on the attachments to clarify which name is for which.
AetherWorks GTR-10 Freight Halftrack
AetherWorks GTR-10 Freight Halftrack
gtr10_sprites.png (2.61 KiB) Viewed 3263 times
Comet Industries “LiOX” Tanker Crawler
Comet Industries “LiOX” Tanker Crawler
liox_sprites.png (1.82 KiB) Viewed 3263 times
busses & trucks.ods
Spreadsheet (feel free to add ideas for names)
(11.51 KiB) Downloaded 93 times

Re: OpenGFX Mars Xtended

Posted: 18 Apr 2014 19:18
by Phreeze
what basically is needed besides those infos:
- max speed
- weight
- capacity
- refittable to (e.g for good trucks)
- intro date (year is enough)
(i'll take standard values for years you can use it etc.)

once you did an era, i can code the stuff ;)

Re: OpenGFX Mars Xtended

Posted: 18 Apr 2014 19:59
by Twyster
I thought of that after I posted the file. Here's an updated version of that file with data for the two vehicles made so far.
busses & trucks.ods
Check the "Data" tab.
(12 KiB) Downloaded 91 times
I'll get to work on figuring out a scheme for the steam era right away.

EDIT: If a vehicle is listed for two or more cargoes in the "Names" tab, it is refittable to all of the cargoes it is listed for.

Re: OpenGFX Mars Xtended

Posted: 18 Apr 2014 21:27
by Eddi
Twyster wrote:Actually the drawing was the easy part for me.
the important part is not the drawing, but the templating, meaning the position and size of the individual sprites must be the same in all the files, and easy to calculate for the coder of the set, without looking at the file.

Re: OpenGFX Mars Xtended

Posted: 18 Apr 2014 22:42
by Phreeze
that's why i gave him my example train ^^

Re: OpenGFX Mars Xtended

Posted: 18 Apr 2014 23:38
by Twyster
Eddi wrote:
Twyster wrote:Actually the drawing was the easy part for me.
the important part is not the drawing, but the templating, meaning the position and size of the individual sprites must be the same in all the files, and easy to calculate for the coder of the set, without looking at the file.
Phreeze wrote:that's why i gave him my example train ^^
Actually, that's what I meant. I already knew about templating from the existing vehicles, and it was one of the easy things to execute. Although if you think anything is incorrect on the PNGs, just let me know and I'll have it fixed.

Still doing research for steam era trucks and busses. Surprisingly heavy machinery isn't a popular subject for steampunk art.

Re: OpenGFX Mars Xtended

Posted: 19 Apr 2014 01:57
by oftcrash
Twyster wrote:Still doing research for steam era trucks and busses. Surprisingly heavy machinery isn't a popular subject for steampunk art.
Maybe try searching for dieselpunk. Its more of a pulp 30s version of steampunk. There tend to be more vehicles, where steampunk is mostly hot air balloons and iron ships. Also check out concept art for art deco vehicles.

Re: OpenGFX Mars Xtended

Posted: 19 Apr 2014 04:36
by Twyster
oftcrash wrote:
Twyster wrote:Still doing research for steam era trucks and busses. Surprisingly heavy machinery isn't a popular subject for steampunk art.
Maybe try searching for dieselpunk. Its more of a pulp 30s version of steampunk. There tend to be more vehicles, where steampunk is mostly hot air balloons and iron ships. Also check out concept art for art deco vehicles.
I would, but there's already a "diesel interlude" in which such vehicles would go into. The vehicles have to be strictly from before the internal combustion engine began to replace the steam engine.

Re: OpenGFX Mars Xtended

Posted: 19 Apr 2014 08:22
by Phreeze
have you watched the mad max trilogy at least ? :mrgreen:

Re: OpenGFX Mars Xtended

Posted: 19 Apr 2014 10:05
by Eddi
how does mad max qualify as "steampunk"?

Re: OpenGFX Mars Xtended

Posted: 19 Apr 2014 10:18
by SquireJames
For steampunk lorries and such, I'd suggest looking at some of the Sentinel steam lorries and so forth from around the turn of the century. Basically take that basic idea and design and turn it up to 11 and tada :)

Re: OpenGFX Mars Xtended

Posted: 06 Sep 2020 18:40
by Gadg8eer
I modified this to work with NRT and have a bit nicer graphics. Just an experiment in making nice graphics and trying to figure out how switches work in NML. Not sure what my experiment is useful for but if anyone sees this then here, take a look.

Re: OpenGFX Mars Xtended

Posted: 23 Sep 2020 04:55
by Gadg8eer
Gadg8eer wrote: 06 Sep 2020 18:40 I modified this to work with NRT and have a bit nicer graphics. Just an experiment in making nice graphics and trying to figure out how switches work in NML. Not sure what my experiment is useful for but if anyone sees this then here, take a look.
Updated version. Probably not going to be making any more modifications, I've learned as much as I can from screwing around with this.

Re: OpenGFX Mars Xtended

Posted: 30 Sep 2020 20:57
by Gadg8eer
Gadg8eer wrote: 23 Sep 2020 04:55
Gadg8eer wrote: 06 Sep 2020 18:40 I modified this to work with NRT and have a bit nicer graphics. Just an experiment in making nice graphics and trying to figure out how switches work in NML. Not sure what my experiment is useful for but if anyone sees this then here, take a look.
Updated version. Probably not going to be making any more modifications, I've learned as much as I can from screwing around with this.
Found an errant, glaringly obvious pixel of black on one of the diagonal views. It has been removed in the following version...