I have long ago forgotten what it does or why it needs this sequence, but thanks to this script I can still rerun the build, and look up exactly what it is doing, and what parameters are being used.
While the above is a Unix script, I imagine you can make a similar batch file at Windows.
Well, seeing as I have no idea what I'm doing, and all files uploaded to the repository are GPL, I encourage anyone who knows what they're doing to take up the mantle. Other than that, this set is cancelled, sadly.
Actually the drawing was the easy part for me. I understand that system already, but thanks anyway.
Well, just to make sure you have the absolute latest version of the files, here are the two graphics that were already created, and a spreadsheet with the names/eras for them. I've also commented on the attachments to clarify which name is for which.
what basically is needed besides those infos:
- max speed
- weight
- capacity
- refittable to (e.g for good trucks)
- intro date (year is enough)
(i'll take standard values for years you can use it etc.)
Twyster wrote:Actually the drawing was the easy part for me.
the important part is not the drawing, but the templating, meaning the position and size of the individual sprites must be the same in all the files, and easy to calculate for the coder of the set, without looking at the file.
Twyster wrote:Actually the drawing was the easy part for me.
the important part is not the drawing, but the templating, meaning the position and size of the individual sprites must be the same in all the files, and easy to calculate for the coder of the set, without looking at the file.
Phreeze wrote:that's why i gave him my example train ^^
Actually, that's what I meant. I already knew about templating from the existing vehicles, and it was one of the easy things to execute. Although if you think anything is incorrect on the PNGs, just let me know and I'll have it fixed.
Still doing research for steam era trucks and busses. Surprisingly heavy machinery isn't a popular subject for steampunk art.
Twyster wrote:Still doing research for steam era trucks and busses. Surprisingly heavy machinery isn't a popular subject for steampunk art.
Maybe try searching for dieselpunk. Its more of a pulp 30s version of steampunk. There tend to be more vehicles, where steampunk is mostly hot air balloons and iron ships. Also check out concept art for art deco vehicles.
Twyster wrote:Still doing research for steam era trucks and busses. Surprisingly heavy machinery isn't a popular subject for steampunk art.
Maybe try searching for dieselpunk. Its more of a pulp 30s version of steampunk. There tend to be more vehicles, where steampunk is mostly hot air balloons and iron ships. Also check out concept art for art deco vehicles.
I would, but there's already a "diesel interlude" in which such vehicles would go into. The vehicles have to be strictly from before the internal combustion engine began to replace the steam engine.
For steampunk lorries and such, I'd suggest looking at some of the Sentinel steam lorries and so forth from around the turn of the century. Basically take that basic idea and design and turn it up to 11 and tada
I modified this to work with NRT and have a bit nicer graphics. Just an experiment in making nice graphics and trying to figure out how switches work in NML. Not sure what my experiment is useful for but if anyone sees this then here, take a look.
Gadg8eer wrote: ↑06 Sep 2020 18:40
I modified this to work with NRT and have a bit nicer graphics. Just an experiment in making nice graphics and trying to figure out how switches work in NML. Not sure what my experiment is useful for but if anyone sees this then here, take a look.
Updated version. Probably not going to be making any more modifications, I've learned as much as I can from screwing around with this.
Gadg8eer wrote: ↑06 Sep 2020 18:40
I modified this to work with NRT and have a bit nicer graphics. Just an experiment in making nice graphics and trying to figure out how switches work in NML. Not sure what my experiment is useful for but if anyone sees this then here, take a look.
Updated version. Probably not going to be making any more modifications, I've learned as much as I can from screwing around with this.
Found an errant, glaringly obvious pixel of black on one of the diagonal views. It has been removed in the following version...