[CZTR / 32bpp ] - Czech total replacement
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- stefino_cz
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Re: [CZTR / 32bpp ] - Czech total replacement
We are primary make Czech vehicles so I can't promise that. But you can expect some global trucks (Volvo, Scania, Mercedes etc. ) what will represent modern trucks in the game
As I wrote. If someone likes our set and wants to create any foreign 32bpp graphics, we are ready to cooperate ( provide "know how", how to create graphics what will be compatible with our - if we talk about scales, textures, rendering etc. )
As I wrote. If someone likes our set and wants to create any foreign 32bpp graphics, we are ready to cooperate ( provide "know how", how to create graphics what will be compatible with our - if we talk about scales, textures, rendering etc. )
- stefino_cz
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Re: [CZTR / 32bpp ] - Czech total replacement
I like your set a lot. I am trying to make a similar project specifically for american trains, and while i am able to model in blender, i have no idea where to start with programming any sort of newgrf.
viewtopic.php?f=26&t=83262 I posted about it here, and i would appreciate some feedback and help.
viewtopic.php?f=26&t=83262 I posted about it here, and i would appreciate some feedback and help.
- stefino_cz
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Re: [CZTR / 32bpp ] - Czech total replacement
Hi, thanks But it is a lot of work to learn how to code graphics properly. I have learned NML for 3 years (maybe more) and still have a lot of questions. And finaly you have to combine more languages cause for example trains,cars, planes, houses, industry - all of this you can code in NML. But train stations, bridges etc you have to code in NFO or M4NFO (or you can code all in NFO but this is crazy ) . This was the moment when I started to search any programmers because I like to make 3D models and renders. Coding is not my strong side In your case -the better is to start with graphics, try to find the informations how to start with coding -NML is the best way for vehicles (in my opinion) and if you will have some troubles, write into your topic and someone will help you
And some new informations about our sets. The works are stopped atm. cause everyone are busy. In my case I'm preparing for final exams on the university so wait a bit - we will continue as son as possible
And some new informations about our sets. The works are stopped atm. cause everyone are busy. In my case I'm preparing for final exams on the university so wait a bit - we will continue as son as possible
Re: [CZTR / 32bpp ] - Czech total replacement
Maybe you should do bridges and stations in m4nfo. It's way easier than standard NFO.
- stefino_cz
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Re: [CZTR / 32bpp ] - Czech total replacement
Yes but there was any issues with 32bpp what were/will be repaired. Our coder solved this problem with author of M4NFO NFO is the basic code - certainty.
- stefino_cz
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Re: [CZTR / 32bpp ] - Czech total replacement
Does each car have its own shadow?stefino_cz wrote:First EMU in the game
451.jpg
If so, then I think that looks a bit odd… EDIT:
The shadow of a tree in a picture you posted earlier is strange too, I dont think you should be able to get a shadow like that:
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
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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.
- stefino_cz
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Re: [CZTR / 32bpp ] - Czech total replacement
Yes, each car has its own shadow. I'll remove this small parts of shadows. In case of depot - yes, there are some graphics glitches but I think that there is no way how to remove them. Only way is to remove the shadows but it will be the shame I think.
Re: [CZTR / 32bpp ] - Czech total replacement
You could possibly use sprite stacking for this issue
- stefino_cz
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Re: [CZTR / 32bpp ] - Czech total replacement
And how to code it?Gwyd wrote:You could possibly use sprite stacking for this issue
Re: [CZTR / 32bpp ] - Czech total replacement
Shadows are generally wrong idea. OTTD draws sprites without any 3D analysis. So, if you have two sprites (#1 & #2) and OTTD draws sprites with this order, the sprite #2 will overlap sprite #1. The solution is to use only small circle of shadow at the bottom of the object.
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- stefino_cz
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Re: [CZTR / 32bpp ] - Czech total replacement
First CZTR_Truck_set preview
http://leteckaposta.cz/279980507
http://leteckaposta.cz/279980507
- stefino_cz
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- trainman1432
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Re: [CZTR / 32bpp ] - Czech total replacement
If you’re not careful this’ll look like a entirely new game...!
Amazing quality.
Now if only there were a way to smooth movement out for full zoom sets we (literally almost everyone) would honestly think this is a different game.
Amazing quality.
Now if only there were a way to smooth movement out for full zoom sets we (literally almost everyone) would honestly think this is a different game.
Jetrain
YATTC
YATTC
- stefino_cz
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Re: [CZTR / 32bpp ] - Czech total replacement
Darn, that graphics level is high. There even are the kids in the pool.
- stefino_cz
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Re: [CZTR / 32bpp ] - Czech total replacement
Yes, I add people into sprites cause it looks more realistic. In some cases people are animated (park, church,...). Houses are randomly put into the city by randomswitch what makes the city more varied.
- stefino_cz
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- stefino_cz
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Re: [CZTR / 32bpp ] - Czech total replacement
Hi all. In need help today. Is possible to change bridgehead's ground sprites like at building or industry tiles? My normal ground sprites gets a 3D grass so I need to change it into normal flat texture ground. Thanks
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