Graphics without .nfo files [needs coders!]
Moderator: Graphics Moderators
A LOT has been posted here resontly
I might have a go at coding one or two...
Or I might do my homework.
~ Lakie
I might have a go at coding one or two...
Or I might do my homework.
~ Lakie
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
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- Tycoon
- Posts: 1966
- Joined: 21 May 2004 07:39
- Location: Singapore
Lakie, don't look here
Edit: Added the wood stake car
Edit: Added the wood stake car
- Attachments
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- Damn, I'm working fast today, I bet I can finish a small cargo set's graphics by tomorrow
- Large_Passenger_wagon.PNG (9.18 KiB) Viewed 4362 times
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- Wood_car.png (2.88 KiB) Viewed 4343 times
<+Raichase> ugh, I just ate some of my beard D:
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- Tycoon
- Posts: 1966
- Joined: 21 May 2004 07:39
- Location: Singapore
I made graphics for the hopper wagon with iron ore for both sizes, as well as the stake car with steel pipes
I also edited a few of the graphics, here's a png file with all my cargo creations
Edit: Added yellow and black tank as well as a livestock van
I also edited a few of the graphics, here's a png file with all my cargo creations
Edit: Added yellow and black tank as well as a livestock van
<+Raichase> ugh, I just ate some of my beard D:
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- Tycoon
- Posts: 1966
- Joined: 21 May 2004 07:39
- Location: Singapore
I might take on the station at the weekend, been looking for a chance to look into how to code them
I 'might' also code that LARGE set of cargo graphics. (probably parts of it anyway), but I wouldn't expect anything soon
~ Lakie
I 'might' also code that LARGE set of cargo graphics. (probably parts of it anyway), but I wouldn't expect anything soon
~ Lakie
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
-
- Tycoon
- Posts: 1966
- Joined: 21 May 2004 07:39
- Location: Singapore
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- Transport Coordinator
- Posts: 329
- Joined: 05 Oct 2003 14:51
- Location: Amsterdam
- Contact:
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- Tycoon
- Posts: 1966
- Joined: 21 May 2004 07:39
- Location: Singapore
I feel its time to start coding now, haven't done anything since reading the wiki and making experimental trains (I'm hopeless at graphics). I don't want to work on the large sets, so I would be happy to do some coding here. I'll start posting soon. Is there a list of available vehicle ID's somewhere?
Well, there's http://wiki.ttdpatch.net/tiki-index.php?page=VehicleIDs
If you're making single-vehicle sets (or sets with only a few vehicles), you should also implement variable vehicle IDs, see http://wiki.ttdpatch.net/tiki-index.php ... eVehicleID
If you're making single-vehicle sets (or sets with only a few vehicles), you should also implement variable vehicle IDs, see http://wiki.ttdpatch.net/tiki-index.php ... eVehicleID
Well, I was thinking more of the DBSet and USSet. Not too many people use the default graphics (and those who do won't use these).
Well, after posting I remembered Purno's topic on that, and wrote those action6's . But I still need a 'Default' ID.
I tried to do the mail wagon above in singaporekids post, but NFOeditor is being very buggish, and refuses to save the nfo properly. And then when I open the grf in wingrf, the colors are all yellow/pink (pallette issues) and most of the wagons (nfoeditor makes them almost all of them 16*8 ) are cut off. Then in the game, the wagon is invisible. absolutely transparent (and it seems to use VehID 01, somehow). Could someone please help me?
Well, after posting I remembered Purno's topic on that, and wrote those action6's . But I still need a 'Default' ID.
I tried to do the mail wagon above in singaporekids post, but NFOeditor is being very buggish, and refuses to save the nfo properly. And then when I open the grf in wingrf, the colors are all yellow/pink (pallette issues) and most of the wagons (nfoeditor makes them almost all of them 16*8 ) are cut off. Then in the game, the wagon is invisible. absolutely transparent (and it seems to use VehID 01, somehow). Could someone please help me?
- Attachments
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- singaporekid_wagonsorig.grf
- The little codeing I have seems to work, If I could fix these palette/NFOEditor issues, then I could do this properly. I used the above image->PCX@8 BBP.
- (2.36 KiB) Downloaded 162 times
Well,
I didn't state that I was coding all of the cargo wagons in a big set...
But, I am working on it...
If you want I can stop (But I will complete a version even if never released.) and let you try Spontaneus Combustion.
Sorry, haven't looked at the nfoeditor, I prefer to do it the old way, by hand.
~ Lakie
I didn't state that I was coding all of the cargo wagons in a big set...
But, I am working on it...
If you want I can stop (But I will complete a version even if never released.) and let you try Spontaneus Combustion.
Sorry, haven't looked at the nfoeditor, I prefer to do it the old way, by hand.
~ Lakie
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
Make sure you're decoding WinTTD GRFs with "grfcodec -dp 2"Spontaneus Combustion wrote:And then when I open the grf in wingrf, the colors are all yellow/pink (pallette issues)
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
As far as I know the next version of the DB Set XL will have no unused IDs at all. So you might as well pick a number out of a hat.Spontaneus Combustion wrote:Well, I was thinking more of the DBSet and USSet. Not too many people use the default graphics (and those who do won't use these).
Well, after posting I remembered Purno's topic on that, and wrote those action6's . But I still need a 'Default' ID.
No, go ahead. If I manage to get this working, I'll do something else.Lakie wrote:Well,
I didn't state that I was coding all of the cargo wagons in a big set...
But, I am working on it...
If you want I can stop (But I will complete a version even if never released.) and let you try Spontaneus Combustion.
"-m 0" and "-m 1" make little difference. Nor do any of the "-p x" values. There is no -dp parameter as far as I am aware of.DaleStan wrote: Make sure you're decoding WinTTD GRFs with "grfcodec -dp 2"
Anyways, the wagon is completely invisible in TTD, whatever I do. Dunno what I did there.
Sounds like a problem fire87 had when he tried making the bm73 a grf a while back...
Interesting, I will have a look at it soon.
~ Lakie
Interesting, I will have a look at it soon.
~ Lakie
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
WayOT:
In GRFCodec, as with most programs that use the GNU command-line parsing system, "-dp X" expands to "-d -p X". Dale, being lazy, prefers to omit unnecessary characters.Spontaneus Combustion wrote:"-m 0" and "-m 1" make little difference. Nor do any of the "-p x" values. There is no -dp parameter as far as I am aware of.DaleStan wrote:Make sure you're decoding WinTTD GRFs with "grfcodec -dp 2"
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Ok this is something new:
Terran battlecruiser(TTD palete)
I see that A LOT of moders just modify the bc(edits some parts of it)
i saw that in Shadow Of space and blizzard seems to alow that(as long if it's not being sold for money)
So i have used MPQ wiev and Retro GRP to extract the 8 main sprites so i'm now requesting someone to code it to have vertical landing and takeoff this thing must not have high speed(the one in starcraft will fit)
And make it carry decent amount of goods.
Availibilyti from 2070(or later)
Terran battlecruiser(TTD palete)
I see that A LOT of moders just modify the bc(edits some parts of it)
i saw that in Shadow Of space and blizzard seems to alow that(as long if it's not being sold for money)
So i have used MPQ wiev and Retro GRP to extract the 8 main sprites so i'm now requesting someone to code it to have vertical landing and takeoff this thing must not have high speed(the one in starcraft will fit)
And make it carry decent amount of goods.
Availibilyti from 2070(or later)
- Attachments
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- Spriteset.rar
- A ttd palete compitable bmp spriteset
- (16.14 KiB) Downloaded 130 times
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