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nforenum and grfcodec...lawton27 wrote:Thanks for that, I've looked at the nfo and I understand how to code it ect, but once I've made an nfo how do i make a grf?
Also, I can't seam to find the server, there's a openttdcoop but its password protected.
Everything I've made is in the zip folder attached, its organised into a folder for each train, each folder contains the graphics (png format) and a text file containing some supplied statistics for the train.
Once again could someone please code this I’ve put allot of effort in and I'm sure some people will like it when done (me included).
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coded all trains with the specs you gave (i think)
Whats not done:
Balancing purchase/running costs.
Attached is the .grf and a .zip with all dev files. The only thing you need appart from this is:
* grfcodec and renum from http://binaries.openttd.org/extra/
* .nfo codeing skills
Most of the code is rather well documented, but this piece of code might also be abit "heavy" for a beginner, but the top part of the 09<train-name>.nfo files should be unstandable.
Just a few bugs, one's my fault
The Express train didn't use cc all over so it had some blue bits where I stopped using the cc's and started using the blue, fixed now in the new file attached, same positions so should be easy to add.
There's a graphical glitch on the freight monorail as shown in attached screenshot.
Also the single car monorail train is not available, not sure why.
- New fixed graphics
- express.png (2.18 KiB) Viewed 3366 times
- Dredingham Transport, 30th Mar 2500.png
- Graphical problem on freight monorial train.
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I noticed that while i coded it, but i thought that might have been intentional, anyway, here is the update for that.lawton27 wrote:The Express train didn't use cc all over so it had some blue bits where I stopped using the cc's and started using the blue, fixed now in the new file attached, same positions so should be easy to add.
Fixed, If you look in the .pcx files in the .zip-file you might have noticed that i've repositioned the sprites to be in the correct order (right now are they in a "reverse state"), plus i have a template file as well as template offsets, just to make codeing easier. Especially alignments. And if you ever make more gfx for me to code (unless you want some very advanced functions it probably takes me about 5 minutes to add another one) please make a copy of template-mu.pcx and put your work in there. Your gfx editor might not take pcx (if you use mspaint for example), then just use the .png and i'll convert itlawton27 wrote:There's a graphical glitch on the freight monorail as shown in attached screenshot.
Firstly, i honestly forgot about it Secondly, when looking at it now, did it have quite "none standard" size. Your options are to either make it standard size (32px in __ view, and 22px in / and \ view, and 24px tall in | view), or you chop it up into two pieces, and make it a twoparter with like 5/8th long parts.lawton27 wrote:Also the single car monorail train is not available, not sure why.
Anyway, appart from the bug (that were my fault ) i hope you are happy with how it behaves ingame.
ps. If you want white/red lights on your stuff, thats no problem. White at the front, and red at the end unit.
The freight issue remains, possibly you cnaged the front car and not the rear one?
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- Lanfield Transport, 11th Jan 2500.png
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Should be ok now
as for the single unit;
it is sufficient shortened in the __ view, it can actually be 1px longer... but the / and \ view are still 5px too wide. As i saied, if you want it to be a little longer then the standard wagon that is no problem, but it would be better to make it a two part vehicle, but it is for example two parts that is 5/8ths or 6/8ths long, and make that articulated. It _can_ be coded as it is now, but it wont be glitch-free... Might/will overlap/glitch at stations and tunnels
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Name: Hitachi Tanker Monorail Train
End availability: Never
Weight: 200 tonnes
Consist: 2 driving cars, 8 carriages
Normal Speed: 120 km/h
Top Speed: 160 km/h
Power: 4,000 kW
Capacity: 320,000 litres of oil (none stored in driving cars, if posible)
Refits to: Oil, Water, Livestock, Goods, Food and Rubber
Ps. If anyone knows of any real life monorail trains you would like me to make send me a link to a picture.
Also I managed to clip them 5 pixes off the singe car monorail without ruining it Attached below.
- Tanker.png (2.75 KiB) Viewed 3185 times
- single.png (2.2 KiB) Viewed 3177 times
I'll code this one as well, no problem, but;lawton27 wrote: Stuff
As I saied further up, please use the template-mu.png for your sprites, and please put them in the correct order as well.
look at the attached file
- template-mu.png (3.57 KiB) Viewed 3134 times
I'm not much into monorail (hate to upgrade tracks and such), but even I would like some classic monorail for the odd line somewhere on the map. Future vehicles are nice, classic vehicles are much nicer!lawton27 wrote:...various monorail trains dating back to the 1800s and though the 1900's but I'm not sure if they would be liked in terms of game play...
The Yarmanchuk Express!
This was a Russian monorail technology invented by M. I. Yarmanchuk which ran on huge spherical wheels along monorail tracks.
A test track and train did exist, I'm not to sure if it was ever put into service,...
but in OTTD world it was
Name: Yarmanchuk Express Train
End availability: 1995
Weight: 200 tonnes
Consist: 2 driving cars, 10 carriages
Normal Speed: 120 km/h
Top Speed: 200 km/h
Power: 1,800 kW
Capacity: 420 passengers
It's rather fast but this is based off real life values, I say make it suitably expensive say the same cost as the Express Monorail Train.
I used the template and tried to make it as easy to code as possible.
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