Coding station graphics

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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Saskia
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Coding station graphics

Post by Saskia »

Patchman wrote:Feel free to use my station test grf from http://www.ttdpatch.net/src/newgrfdemo/newstat.zip for that purpose.

Otherwise, ask here or ask me (email) for help to get it working...
Thanks, I already played around with it months ago, but there was a bug, that mixed up all station graphics :( I'll try it again with a fresh file, today.

For all others: in any case, change the GRF-ID from 0xffffffff to something more appropiate.
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Post by Patchman »

If you don't need the advanced features of a custom layout or a custom sprite scheme, it's really quite straightforward. Not more complicated than vehicles.

An example (remove "#" comments):

Code: Select all

// Automatically generated by GRFCODEC. Do not modify!
// (Info version 4)
// Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
    0 * 4        18 00 00 00
# Action 8 to set GRFID, pick your own here!
    1 * 8        08 05 4a 44 32 33 00 00
# Set TEST class for station ID 0
    2 * 67       00 04 01 01 00 08 54 45 53 54
# Define the sprite set, 18(dec) sprites like in regular TTD stations
    3 * 4        01 04 01 12
# here follow 18 real sprites
   [...]
# Action 2 for the station
   21 * 9        02 04 00 00 00 00 00 00 00
# Action 3
   22 * 7        03 04 01 00 00 00 00
# give it the name "Station A"
   23 * 17       04 04 9F 01 00 C5 98 53 74 61 74 69 6f 6e 20 41 00
# set the name of station class (TEST) to "Station test"
   24 * 20       04 04 9F 01 00 C4 98 53 74 61 74 69 6f 6e 20 74 65 73 74 00
Only a few things to remember:
  • You must have a valid GRFID
  • You must first set prop. 08 (class) for all IDs in order, starting from ID 0
Last edited by Patchman on 21 Jun 2004 15:29, edited 1 time in total.
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Post by krtaylor »

This sounds like a good project: Going through Dinges' graphics website, collecting all the alternate station graphics, and re-coding them into this format so they can be available for selection and use all in the same game.
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Post by Saskia »

Yeah, my first station works! :D I only have to draw another perspective and add some details, then it's finished :D
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Post by lobster »

does this actually mean there are new stations coming soon? in that case i'll start drawing as well right away! :shock:
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Post by krtaylor »

There have been new stations for a long time, it's just that they were EXE files which overwrote the default stations. They didn't work with the new station-selecting code. The idea of this project is to go back and re-form those old graphics so they can be used with the selections - that way, you can have all of them in a game instead of just one. And if you draw more, well then they can be included too. I don't believe there's a limit on the number of stations allowed, except for the hard limit of the maximum number of sprites in the game.
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Post by lobster »

that's exactly what i was talking aboot. i think this is the very best project in times and i'm really looking forward. and abbot to draw me own stuff soon., i'll actually do my best.
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Post by lobster »

the station graphics didn't work and caused a crash. too bad.

anyhoo, i want to draw a station as well. i just don't know where to start.
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Post by Purno »

astath wrote:anyhoo, i want to draw a station as well. i just don't know where to start.
Well, just start drawing thingies (platforms, lights, roofs) and hope the station creator will be finished soon. I did the same thing.
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Post by lobster »

nah, i want to create cool stations like blunck's, just for the coolness. i'll start in a couple of minutes. maybe it'll be a new project, because i'll need coders if everything works out.

saskia: was your new station thing for dos or win ttdp?
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Post by lobster »

ok, here's one... i tried to make. in approx. 30 minutes. i just want to know if it works, i'm trying to make it myself work, but i'm bad at it. i only changed the first 4, the other 2 remained intact. see for yourself.
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noact.pcx
Here's the PCX. Colors are correct, if i'm right.
(6.91 KiB) Downloaded 1218 times
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Post by Bart »

PCX :?
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noact[1].png
noact[1].png (4.48 KiB) Viewed 6269 times
[url=CALLTO://Sgreehder]Image[/url]
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Post by Purno »

Looks very good!
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Post by Korenn »

what does it look like in game?
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Post by lobster »

purno: thanks.

korenn: i have no idea. i'm not able to create a *.grf yet.

i'll make a couple of more try-outs tonight.
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Post by Korenn »

could you mock up a screenshot in photoshop or something?

coz I have no idea how those things will look :D
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Post by lobster »

hmm, i could... but i won't. :P imagine it being the same as a regular 1-track station but the left 4 being the flat parts and the other 2 on the right being the middle things... i'll try and see if i can make a multiple-track-version as well. for now, this is the current design.

could anyone create a working *.grf for DOS-TTD for me out of this? i still don't understand anything aboot the entire encoding thingie.

bart: understood your subtle remark. :roll:
Attachments
Added middle graphs.
Added middle graphs.
noact011.png (5.27 KiB) Viewed 6201 times
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Post by lobster »

since i was bored and my multiple-track-station wasn't working out, i decided to photoshop a station for ya, korenn. here it is, how it might look like. although remember: it IS photoshopped.
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newst_screenshot.png
newst_screenshot.png (122.37 KiB) Viewed 6176 times
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Post by Raven »

some more ideas of stations, a Diesel shunter passing a rural checkpoint, and a Glaskasten tank with first class wagons stopping at a Town Station (unfinished)
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Stats.png
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Post by krtaylor »

For sure that checkpoint is fine the way it is, can you submit the two views of it and I'll see if I can get somebody to encode it? We know the checkpoint code works.
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