CHIPS Station Set - 1.10.1 released 6th February 2021

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pr0saic
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Re: CHIPS Station Set - 1.9.0 released 10th May 2019

Post by pr0saic »

I know it's an old thread without any activity recently, but on the off chance someone sees this, is there any way to make a variant of the CHIPS station tiles without the stations' industries goods on? I would do it myself, but I don't know how.
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Gadg8eer
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Re: CHIPS Station Set - 1.9.0 released 10th May 2019

Post by Gadg8eer »

pr0saic wrote: 31 Jan 2021 21:34 I know it's an old thread without any activity recently, but on the off chance someone sees this, is there any way to make a variant of the CHIPS station tiles without the stations' industries goods on? I would do it myself, but I don't know how.
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Don't bother. It takes far too much work to learn how to do something as simple as what you asked for and everyone else will refuse to take requests. I'd do it, but I don't know how either.
I have Asperger's, please be easy on me about stuff. My apologies if I've been a problem for you in the past.
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Aegir
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Re: CHIPS Station Set - 1.9.0 released 10th May 2019

Post by Aegir »

Gadg8eer wrote: 01 Feb 2021 04:44 Don't bother. It takes far too much work to learn how to do something as simple as what you asked for and everyone else will refuse to take requests. I'd do it, but I don't know how either.
Dude, go easy, don't just escalate straight to s*** on his and everyone else on this forums cereal.
pr0saic wrote: 31 Jan 2021 21:34 I know it's an old thread without any activity recently, but on the off chance someone sees this, is there any way to make a variant of the CHIPS station tiles without the stations' industries goods on? I would do it myself, but I don't know how.
Regards
As far as the NFO is concerned it shouldn't actually be too hard; you'd basically be looking at stripping most of the action two chains that are likely responsible for the loading sprites. You would have to start learning NFO though and that's not an easy task by any stretch of the imagination though, https://newgrf-specs.tt-wiki.net/wiki/Main_Page is your starting point. Basic skinny on Stations is you use an Action 0 to define the stats of a station, action 2's and varaction 2's to screw with the actual sprites, and then Action3's to chain them all together and an action 4 to define the name. In your instance you should see a bunch of action3's and action 2's attached to each station ID's for each and you basically want to cut it back to the bare sprites.

If however you're looking for something in a similar theme but without loading stages than my Basic Stations set might fit the bill; basic dirt and gravel stations without loading stages... Funnily it's actually on my to-do list to add cargo waiting sprites though 😅.
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michael blunck
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Re: CHIPS Station Set - 1.10.1 released 6th February 2021

Post by michael blunck »

Aegir wrote: [...] You would have to start learning NFO though and that's not an easy task by any stretch of the imagination though, https://newgrf-specs.tt-wiki.net/wiki/Main_Page is your starting point. Basic skinny on Stations is you use an Action 0 to define the stats of a station, action 2's and varaction 2's to screw with the actual sprites, and then Action3's to chain them all together and an action 4 to define the name. In your instance you should see a bunch of action3's and action 2's attached to each station ID's for each and you basically want to cut it back to the bare sprites.
Hehe Richard, easier said than done!

I did take a look, and of course you missed to mention station layouts (although, formally, a subcategory of "action 0"). And then, there's much use of GRM (together with that infamous action 6). Which takes me wonder, since a quite large and complex station set like NewStations does not use GRM at all.

How's reissue of your set coming along? :p

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Michael
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Re: CHIPS Station Set - 1.10.1 released 6th February 2021

Post by Aegir »

michael blunck wrote: 08 Feb 2021 09:26
Aegir wrote: [...] You would have to start learning NFO though and that's not an easy task by any stretch of the imagination though, https://newgrf-specs.tt-wiki.net/wiki/Main_Page is your starting point. Basic skinny on Stations is you use an Action 0 to define the stats of a station, action 2's and varaction 2's to screw with the actual sprites, and then Action3's to chain them all together and an action 4 to define the name. In your instance you should see a bunch of action3's and action 2's attached to each station ID's for each and you basically want to cut it back to the bare sprites.
Hehe Richard, easier said than done!

I did take a look, and of course you missed to mention station layouts (although, formally, a subcategory of "action 0"). And then, there's much use of GRM (together with that infamous action 6). Which takes me wonder, since a quite large and complex station set like NewStations does not use GRM at all.

How's reissue of your set coming along? :p

regards
Michael
Yes I realized afterwards how complex it was when I helped Andy out with a grfid/classid issue for something he's working on. I'm not super familiar with GRM but having worked with making my own makefile/gcc abusing build system it didn't take me too long to work out. I'm finding sometimes after seeing some of these complicated build environments in a few projects I'm having an easier time understanding the raw NFO out of grfcodec than I am the original source.

As for Suburban Stations 2.0... I frankly, haven't done anything. I completed a ready to code spritesheet lately and updated my github repos and have been procrastinating stuffing around with other sideprojects instead.
Former NewGRF Coder and Sprite Artist.

Currently working under the name 'reldred' on Github, IRC and Discord.

14:40 <orudge> I can't say I discriminate against any particular user
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