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Re: [CZTR / 32bpp ] - Czech total replacement

Posted: 21 Apr 2018 21:28
by stefino_cz
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. )

Re: [CZTR / 32bpp ] - Czech total replacement

Posted: 22 Apr 2018 17:47
by stefino_cz
LIAZ 100 for loose materials :)
velka.png
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Re: [CZTR / 32bpp ] - Czech total replacement

Posted: 17 May 2018 04:53
by morzenmebs
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.

Re: [CZTR / 32bpp ] - Czech total replacement

Posted: 17 May 2018 21:36
by stefino_cz
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 :D) . 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 ;)

Re: [CZTR / 32bpp ] - Czech total replacement

Posted: 18 May 2018 13:39
by acs121
Maybe you should do bridges and stations in m4nfo. It's way easier than standard NFO.

Re: [CZTR / 32bpp ] - Czech total replacement

Posted: 18 May 2018 14:24
by stefino_cz
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.

Re: [CZTR / 32bpp ] - Czech total replacement

Posted: 13 Jun 2018 12:34
by stefino_cz
First EMU in the game :)
451.jpg
(334 KiB) Not downloaded yet

Re: [CZTR / 32bpp ] - Czech total replacement

Posted: 13 Jun 2018 12:53
by Quast65
stefino_cz wrote:First EMU in the game :)
451.jpg
Does each car have its own shadow?
If so, then I think that looks a bit odd…
Example429.png
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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:
Example430.png
Example430.png (207.31 KiB) Viewed 5729 times

Re: [CZTR / 32bpp ] - Czech total replacement

Posted: 13 Jun 2018 13:27
by stefino_cz
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

Posted: 14 Jun 2018 06:26
by Gwyd
You could possibly use sprite stacking for this issue

Re: [CZTR / 32bpp ] - Czech total replacement

Posted: 14 Jun 2018 07:20
by stefino_cz
Gwyd wrote:You could possibly use sprite stacking for this issue
And how to code it?

Re: [CZTR / 32bpp ] - Czech total replacement

Posted: 14 Jun 2018 19:29
by TadeuszD
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.

Re: [CZTR / 32bpp ] - Czech total replacement

Posted: 17 Jun 2018 19:39
by stefino_cz
First CZTR_Truck_set preview ;)
http://leteckaposta.cz/279980507

Re: [CZTR / 32bpp ] - Czech total replacement

Posted: 22 Jun 2018 20:55
by stefino_cz
One building to relax - church. Last 2 sprites.
kostel_2.png
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kostel_3.png
kostel_3.png (73.58 KiB) Viewed 5212 times

Re: [CZTR / 32bpp ] - Czech total replacement

Posted: 27 Jun 2018 12:43
by trainman1432
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.

Re: [CZTR / 32bpp ] - Czech total replacement

Posted: 27 Jun 2018 13:43
by stefino_cz
Thanks a lot :)
Výstřižek.JPG
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Re: [CZTR / 32bpp ] - Czech total replacement

Posted: 27 Jun 2018 14:02
by acs121
Darn, that graphics level is high. There even are the kids in the pool.

Re: [CZTR / 32bpp ] - Czech total replacement

Posted: 28 Jun 2018 10:41
by stefino_cz
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.
Výstřižek.JPG
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Re: [CZTR / 32bpp ] - Czech total replacement

Posted: 05 Jul 2018 12:35
by stefino_cz
1111.png
1111.png (64.11 KiB) Viewed 4683 times

Re: [CZTR / 32bpp ] - Czech total replacement

Posted: 07 Jul 2018 16:51
by stefino_cz
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 :)
Výstřižek.JPG
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