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8/32bpp SH30 2CC - Release topic

Posted: 04 Apr 2012 14:59
by Xotic750
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8/32bpp SH30 2CC
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Version
=======

Current release is Version 1 (2012-04-03).

Description
===========

This NewGRF replaces the OpenTTD SH30 with a 8/32bpp Extra Zoom 2CC version
of the graphics and adds extra functionality through the setting of the NewGRF
parameters.

Parameters
==========

Master Control
--------------

If the "8/32bpp Master Control" NewGRF is installed and active then the
following parameters are ignored and instead the parameters from the "8/32bpp
Master Control" NewGRF are used.

Colour Scheme
-------------

There are 3 colour scheme options:

1) One company colour

In this mode the vehicle emulates 1CC mode by making the 2CC colour always
yellow and the 1CC colour is set by the in-game colour scheme.

2) Two company colours

Both the 1CC and 2CC colours are set by the in-game colour scheme.

3) Real-world colours (User definable)

This selection causes the vehicle colours to become static and unaffected
by the in-game colour scheme. By default the 1CC colour is set to
dark blue and the 2CC colour is set to yellow. The user can change these
using the "Real-world 1CC Colour" and "Real-world 2CC Colour" parameters.

Real-world 1CC Colour and Real-world 2CC Colour
-----------------------------------------------

These 2 parameters are only used when the colour scheme parameter is set to
Real-world colours (User definable). They allow you to choose the 1CC and 2CC
colour of the vehicle from the standard game 16 colour palette.

Sprite Alignment
----------------

This is "OpenGFX" base sprite set by default. Setting it to "OpenGFX+" will
cause the sprite alignment to be offset so that it matches the OpenGFX+ base
sprite set. Setting it to "TTD" will cause the sprite alignment to be offset
so that it matches the TTD base sprite set.

Auto Alignment
----------------

This is set to "Enabled" by default and will adjust the sprite alignment
offsets by detecting other NewGRFs that are in use. If no know NewGRFs are
found to be active then the "Sprite Alignment" parameter will be used.

Sets that are currently detected:

OpenGFX+
UKRS2
UKRTS
Dutch Trains
2CC Trainset
NARS2
NUTS

If set to "Disabled" then only the "Sprite Alignment" parameter will be used.

Visual Effects
--------------

This is "Enabled" by default. Setting it to "Disabled" will cause the visual
effects, such as smoke and sparks, not to be shown.

Sound Effects
-------------

This is "Enabled" by default. Setting it to "Disabled" will cause the sound
effects not to be played.

Model Life
----------

This is "Default" by default. Settitng it to "Never expires" will cause the
vehicle to always be available for purchase regardless of the in-game date.

Temperate
---------

This is "Enabled" by default. Setting it to "Disabled" will cause the vehicle
to be unavailable in the Temperate climate.

Arctic
------

This is "Disabled" by default. Setting it to "Enabled" will cause the vehicle
to be unavailable in the Arctic climate.

Tropical

--------
This is "Disabled" by default. Setting it to "Enabled" will cause the vehicle
to be unavailable in the Tropical climate.

Toyland
-------

This is "Disabled" by default. Setting it to "Enabled" will cause the vehicle
to be unavailable in the Toyland climate.

Availability
============

Bananas
-------

Available in game via the Online Content menu or by going to Bananas directly:
http://bananas.openttd.org/en/newgrf/

GitHub
------

Source code and current release files:
https://github.com/Xotic750/8-32bpp-SH30-2CC

Building
========

Building the NewGRF from scratch is a 3 step process that requires a number of
tools and scripts to be installed correctly.

You will need blender v2.62 which can be obtained freely from:
http://www.blender.org/

GIMP v2.6 which can be obtained freely from:
http://www.gimp.org/

nml v0.3 which can be obtained freely from:
http://newgrf-specs.tt-wiki.net/wiki/NM ... ng_started

Follow their install procedures for your particular OS and then continue.

Copy the GIMP palettes and scripts from the project to the correct locations
stated in the GIMP documentation.

1) From the project root folder execute 'animate.sh'. This will create the
source images using the blender model.

2) From the project root folder execute 'postprocess.sh'. This will create
the sprites for the NewGRF from the source images.

3) From the project NewGRF folder execute 'compile.sh'. This will create the
actual NewGrf.

Credits
=======

All sprites drawn and coded by Graham Fairweather (Xotic750) 2012.

License
=======

This release may be used under the terms of the license: GPLv2
http://www.gnu.org/licenses/gpl-2.0.html