Releasing New Object Graphic - Begginer Tutorial

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perverted monkey
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by perverted monkey »

I may sound boring to repeat myself, but what else can I say?
Nice artwork! The entries blend perfectly with the other sprites.

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fridaemon
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by fridaemon »

It doesn't sounding boring. It motivates me in creating it :lol: Glad u like it :)
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Image
IN 1.0 EDIT YOU CAN EXCEPT:
Beach Objects * Shopping Centres * Shops
Underground Passenger Entrances * Garage Entrances

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Quast65
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by Quast65 »

Very nice! :bow:
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959

Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.

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fridaemon
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by fridaemon »

Quast65 wrote:
28 Aug 2020 09:07
Very nice! :bow:
Thaaaaanks :)
Btw where is your screenshot to August competition. End of the month is coming! :)
------------------------------------------------------------------------
Image
IN 1.0 EDIT YOU CAN EXCEPT:
Beach Objects * Shopping Centres * Shops
Underground Passenger Entrances * Garage Entrances

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fridaemon
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by fridaemon »

Image
Now I have 4 types walls for 4 types of roads. I'd like to create snowy version and another 90° view. Thinkin about adding lamps and signs. Tried it, but not sure about this. Or do you like it raw? :lol:

Image
------------------------------------------------------------------------
Image
IN 1.0 EDIT YOU CAN EXCEPT:
Beach Objects * Shopping Centres * Shops
Underground Passenger Entrances * Garage Entrances

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Quast65
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by Quast65 »

Both ;-)

Thing is though with adding signs, is that not everyone drives on the same side of the road…
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959

Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.

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Emperor Jake
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by Emperor Jake »

They look great, though a single lane version would be welcome too :)

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fridaemon
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by fridaemon »

Emperor Jake wrote:
31 Aug 2020 03:38
They look great, though a single lane version would be welcome too :)
It's in my plans :) I wanna do these entries for industry and for my shopping centres. For trucks/cars and for people.
Attachments
Entry - Demo
Entry - Demo
qjwvXns.png (51.07 KiB) Viewed 486 times
------------------------------------------------------------------------
Image
IN 1.0 EDIT YOU CAN EXCEPT:
Beach Objects * Shopping Centres * Shops
Underground Passenger Entrances * Garage Entrances

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fridaemon
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by fridaemon »

Quast65 wrote:
29 Aug 2020 23:13
You're right .. So I'll add just lamps and height limit sign ;)
------------------------------------------------------------------------
Image
IN 1.0 EDIT YOU CAN EXCEPT:
Beach Objects * Shopping Centres * Shops
Underground Passenger Entrances * Garage Entrances

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Quast65
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by Quast65 »

Interesting!

The graphics of the single tile entries could also be handy for this project:
viewtopic.php?f=67&t=86956&p=1235154#p1235154
To expand that GRF with for example mail, goods and other cargo's for cities that are mostly built from eyecandy pieces that dont generate/accept cargo's.

A single-tile industry set has always been on my wishlist, but I couldnt think of good graphics for that (I think that loads of statues may become too boring), but entries may be the answer!
With different colored walls and/or gates showing the difference of what cargo is accepted/produced.

Just quoting 2TallTyler to alert him of this thread ;-)
2TallTyler wrote:
22 Apr 2020 01:05
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959

Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.

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OzTrans
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by OzTrans »

Quast65 wrote:
29 Aug 2020 23:13
... Thing is though with adding signs, is that not everyone drives on the same side of the road ...
Provide 2 sets of sprites; one for right hand drive the other for left hand drive. Use variable 0x86 with an Action-7/9 to skip the one or the other.

Code: Select all

86	B	Road traffic side: bit 4 clear=left, set=right

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fridaemon
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by fridaemon »

Quast65 wrote:
31 Aug 2020 09:48
Thanks ;) Very good idea ;) I use your Plaza (etc...) as Industries and sometimes I covered it by overlapping object, for example like here:
Image

So I appreciate this idea ;)
OzTrans wrote:
31 Aug 2020 09:57
I understand what you mean but for now I have no idea like to do it :) For now I create basic set and later I update it with your proposal and I'd like to animate few objects from my set.
------------------------------------------------------------------------
Image
IN 1.0 EDIT YOU CAN EXCEPT:
Beach Objects * Shopping Centres * Shops
Underground Passenger Entrances * Garage Entrances

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2TallTyler
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by 2TallTyler »

Thanks for tagging me. I’m not taking on any new projects right now, but you’re welcome to use my code.

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fridaemon
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by fridaemon »

2TallTyler wrote:
31 Aug 2020 15:41
Thank you, I hope I'll use it in next months ;)

Just finished another shopping market. XXXLutz in combination with my underground garage entry, AuzCarParks and City Objects.
Attachments
XXXLutz
XXXLutz
wJfekpG - Imgur.png (97.66 KiB) Viewed 219 times
------------------------------------------------------------------------
Image
IN 1.0 EDIT YOU CAN EXCEPT:
Beach Objects * Shopping Centres * Shops
Underground Passenger Entrances * Garage Entrances

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fridaemon
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by fridaemon »

Would you like to buy a new car? New car shop has just opened!
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1
1
stTcZYs - Imgur.png (72.59 KiB) Viewed 152 times
2
2
rew1thrnzcn51.png (71.51 KiB) Viewed 152 times
------------------------------------------------------------------------
Image
IN 1.0 EDIT YOU CAN EXCEPT:
Beach Objects * Shopping Centres * Shops
Underground Passenger Entrances * Garage Entrances

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fridaemon
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by fridaemon »

Have a problem with this template.

Can someone give me template and codes for this position?
Image

I have a wrong one. It works but with error duing conversions.
Image
------------------------------------------------------------------------
Image
IN 1.0 EDIT YOU CAN EXCEPT:
Beach Objects * Shopping Centres * Shops
Underground Passenger Entrances * Garage Entrances

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wallyweb
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by wallyweb »

fridaemon wrote:
16 Sep 2020 08:09
Have a problem with this template.

Can someone give me template and codes for this position?
Image

I have a wrong one. It works but with error duing conversions.
Image
I don't know NML but I can see that the error repeats for each of the four positions.
Start by looking at the code at line 108. The error suggests that [x: 5, y: 5] is wrong. Are those really the coordinates on your spritesheet "gfx/slopehigh_8.png" ?

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fridaemon
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by fridaemon »

I know that's the reason - different spritesheet for the template. And I need to get right one from somewhere :)
------------------------------------------------------------------------
Image
IN 1.0 EDIT YOU CAN EXCEPT:
Beach Objects * Shopping Centres * Shops
Underground Passenger Entrances * Garage Entrances

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wallyweb
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by wallyweb »

fridaemon wrote:
16 Sep 2020 09:16
I know that's the reason - different spritesheet for the template. And I need to get right one from somewhere :)
Can you change the values for x,y in your template to match those used by the spritesheet that you have?
Alternatively, can you alter the spritesheet that you have?

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fridaemon
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by fridaemon »

wallyweb wrote:
16 Sep 2020 09:48
fridaemon wrote:
16 Sep 2020 09:16
I know that's the reason - different spritesheet for the template. And I need to get right one from somewhere :)
Can you change the values for x,y in your template to match those used by the spritesheet that you have?
Alternatively, can you alter the spritesheet that you have?
I'll try to get numbers for it on the weekend ...
------------------------------------------------------------------------
Image
IN 1.0 EDIT YOU CAN EXCEPT:
Beach Objects * Shopping Centres * Shops
Underground Passenger Entrances * Garage Entrances

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