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PaulC's Bits & Bobs

Posted: 08 Jan 2018 18:39
by PaulC
Rather than having lots of separate topics on the go, I wanted to have a place where I can post all of my half-arsed ideas and random stuff. So that's what this is. I can't promise great things, I'd say my talents as a coder and artist are "limited" at best, but I like tinkering with stuff and maybe some of you will be into it. Comments, crits and whatever else welcome!

Re: PaulC's Bits & Bobs

Posted: 08 Jan 2018 18:54
by PaulC
So, over in another topic I posted about this old airport GRF. It's pretty old, unlicenced, I have no idea who made it and it's basically cobbled together from bits of the original base set. But I also think it's pretty nifty, and it would be a simple task to recreate it from scratch using OpenGFX graphics. So that's what I did.

This is just a basic graphic replacement for the small airport. I like the idea of the fake road, but how best to make it compatible with different road sets, particuarly those that have an incompatible licence? The path of least resistance might be to have separate add-on GRFs that replace those two tiles. Maybe the whole thing wants recoding as a new airport? (Which I'd love to do BTW, if I can manage to wrap my head around the specs without going insane.)

Remains to be seen whether or not I do any more work on this, but here it is. Graphical credits go to the original OpenGFX artists (skidd13, Zephyris and others).

Re: PaulC's Bits & Bobs

Posted: 08 Jan 2018 21:45
by wallyweb
Nice. :bow:
PaulC wrote:I like the idea of the fake road, but how best to make it compatible with different road sets,
I shouldn't worry about it. If anybody complains about it, just tell them that the Airport Authority ran out of paint and budget with which to buy some more. 8)

Re: PaulC's Bits & Bobs

Posted: 08 Jan 2018 22:34
by acs121
You could at least input the UK roads, as they are the most used (only type of fake diagonal roads in GarryG's objects, only roadtype for the fake tunnel in Dutch Stations Addition...)

Re: PaulC's Bits & Bobs

Posted: 09 Jan 2018 00:32
by buttercup
I was bored so I did this (excuse the not-especially-helpful commenting and poor coding style):

Code: Select all

    3 * 11	 00 11 02 02 21 // 2 properties to change, 2 buildings to change, starting at building 21
			08 21 22 // substitute tile
			09 21 22 // override tile

    4 * 17	 02 11 01 00 //
			29 05 00 00 // ground sprite
			00 00 00 00 // building sprite
			00 00 // x, y offsets
			00 00 00 // bounding box sizes
			
    5 * 17	 02 11 02 00 //
			28 05 00 00 // ground sprite
			00 00 00 00 // building sprite
			00 00 // x, y offsets
			00 00 00 // bounding box sizes

    6 * 7	 03 11 01 // action 3, airports, 1 sprite to change
			21 // replaces id 
			00 // no new cargo ids
			01 00 // use id 

    7 * 7	 03 11 01 // action 3, airports, 1 sprite to change
			22 // replaces id 
			00 // no new cargo ids
			02 00 // use id 
Screenshot just to show it works with whatever roadset is loaded, even if it doesn't match:
airport_test.png
airport_test.png (52.52 KiB) Viewed 9228 times
I was lazy and only replaced those two tiles but it seems to work OK. I'm not entirely sure I understand everything though so that might not be the "proper" way of doing it.

Re: PaulC's Bits & Bobs

Posted: 09 Jan 2018 07:36
by PaulC
Thanks for that buttercup, my NFO is a bit rusty but at first glance it looks reasonably straightforward. I was hoping it was possible to do something like that so I'm pleased to see it works. When I get time I'll have a proper look at the specs.

Re: PaulC's Bits & Bobs

Posted: 12 Jan 2018 19:10
by PaulC
Donald Trump, in glorious 32bpp extra zoom! :mrgreen:

So basically this was just a fun little coding exercise I did over the holidays, but who knows, maybe some of you would like to have The Donald running your transport empires? I don't know if there's a more practical use for this sort of thing, but it would be pretty easy for people to create their own avatar grfs using the same method.

Re: PaulC's Bits & Bobs

Posted: 12 Jan 2018 21:34
by wallyweb
Brilliant! :twisted:

As a companion piece for your other topic, didn't somebody once upon a time code a White House HQ? :mrgreen:

Re: PaulC's Bits & Bobs

Posted: 12 Jan 2018 21:45
by Auge
Hello
wallyweb wrote:As a companion piece for your other topic, didn't somebody once upon a time code a White House HQ? :mrgreen:
If I'm right, the White House HQ was part of the North American City Set (OzTrans's set?).

Tschö, Auge

Re: PaulC's Bits & Bobs

Posted: 12 Jan 2018 21:47
by PaulC
wallyweb wrote:As a companion piece for your other topic, didn't somebody once upon a time code a White House HQ? :mrgreen:
Wasn't it North American Roads? I'm sure I have it somewhere. Weren't those grfs at the centre of one of this forum's occasional s*** though?

Re: PaulC's Bits & Bobs

Posted: 12 Jan 2018 22:22
by wallyweb
Auge wrote:If I'm right, the White House HQ was part of the North American City Set (OzTrans's set?).
PaulC wrote:Wasn't it North American Roads? I'm sure I have it somewhere. Weren't those grfs at the centre of one of this forum's occasional s*** though?
The Canadian stuff was, but North American Roads remains available here, and yes, I checked the pdf readme and the White House is indeed available as a parameter. Thanks for giving my memory a jog. :wink:

Re: PaulC's Bits & Bobs

Posted: 12 Jan 2018 22:29
by PaulC
wallyweb wrote:...but North American Roads remains available here
Good to know! :D

Re: PaulC's Bits & Bobs

Posted: 13 Jan 2018 19:33
by acs121
PaulC wrote:
wallyweb wrote:...but North American Roads remains available here
Good to know! :D
Even better to know : if you place a roadset under NA Roads, be it UK Roads, TTRS Roads, or whatever you want, you can get the NA Roads stops.

Re: PaulC's Bits & Bobs

Posted: 03 Feb 2018 18:42
by PaulC
Three small UFOs take off in formation from this desert helistation. Just something I'm playing about with at the moment...

Re: PaulC's Bits & Bobs

Posted: 03 Feb 2018 19:23
by acs121
I was planning on making a futuristic vehicle set (2018 onwards to around 3000), may i please borrow your sprites ? :D

Re: PaulC's Bits & Bobs

Posted: 03 Feb 2018 19:36
by PaulC
Well they aren't mine, I'm just working with the OpenGFX base set here. It's all in the repository on the DevZone: http://dev.openttdcoop.org/projects/opengfx/repository

Re: PaulC's Bits & Bobs

Posted: 03 Feb 2018 20:30
by wallyweb
Wow! All that's missing is an "Area 51 that way --->> " sign. :lol:

Re: PaulC's Bits & Bobs

Posted: 04 Feb 2018 12:46
by Leanden
PaulC wrote:Donald Trump, in glorious 32bpp extra zoom! :mrgreen:

So basically this was just a fun little coding exercise I did over the holidays, but who knows, maybe some of you would like to have The Donald running your transport empires? I don't know if there's a more practical use for this sort of thing, but it would be pretty easy for people to create their own avatar grfs using the same method.
Was this in NFO or NML?

Could you share the code?

Re: PaulC's Bits & Bobs

Posted: 04 Feb 2018 20:19
by PaulC
Sure, attached tar includes the basic nml and some blank pngs.

Re: PaulC's Bits & Bobs

Posted: 11 Feb 2018 01:37
by PaulC
If you've seen some of my recent posts in the technical forum you might know that I'm working on a grf for new currencies. I've been tinkering about with this a bit more today so here's a screenshot of where I'm up to. I now have 16 currencies coded, most of them from Asia, Africa and the Americas, so the overall selection will be far less Eurocentric than the default.