Questions about coding and drawing

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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Quast65
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by Quast65 »

Judging by the name of the graphics (especially the _8 part) and the error, I think the issue is with the 8bpp graphics.
So the ones that have a white background and blue box.
Check if the blue boxes are all indeed on the X-Y positions (the upper-left point) as stated in the code for that template.

The reason it does code without showing errors is because if you provide 32bpp graphics, the 8bpp graphics wont show up.
Otherwise you would have seen some white areas ingame.
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by fridaemon »

Hello people! :)

Is here someone who has CODES and TEMPLATES for MULTISELECT 9ITEMS MENU with 2x1 and 2x2 tiles? Have only 1x1 version, and now I need it for garage entrances...
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by wallyweb »

fridaemon wrote: 04 Oct 2020 08:11 Hello people! :)

Is here someone who has CODES and TEMPLATES for MULTISELECT 9ITEMS MENU with 2x1 and 2x2 tiles? Have only 1x1 version, and now I need it for garage entrances...
In NML or NFO or m4nfo?
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by fridaemon »

wallyweb wrote: 04 Oct 2020 10:06
NML pleeease ;)
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by wallyweb »

fridaemon wrote: 04 Oct 2020 10:43
wallyweb wrote: 04 Oct 2020 10:06
NML pleeease ;)
Unfortunately I only do NFO, but what you want should be possible. A template would be structured something like this:
1. Assemble each multitile object
2. Assemble the object assemblies into a random selector
3. Add the random selector to your menu structure.
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by fridaemon »

wallyweb wrote: 04 Oct 2020 11:21
maybe I'll try later when I have more experience. It would be complicated for me now. I wrote to zero.eight who created VAST objects and he has this variation in set. But he is inactive for 6 years here. :shock:
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by fridaemon »

Does anyone have a template for snowy roofs? I have few ones, but without the edge of the building they merge with the snowy surroundings ... something more white.
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by Quast65 »

fridaemon wrote: 18 Nov 2020 22:16 Does anyone have a template for snowy roofs? I have few ones, but without the edge of the building they merge with the snowy surroundings ... something more white.
Your graphics have 32bpp colors?
If so, you could experiment a bit.
Use the OpenGFX snow-tiles that face the sun. Those are more white than the flat tiles.
Depending on the graphicsprogramme you use, tweak some settings a bit (for example making it a bit darker, or adding a bit of noise, or blurr it a bit), so that they are not exactly the same as the original OpenGFX ones.
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by fridaemon »

Quast65 wrote: 19 Nov 2020 11:40
yess, I have GarryG's 32bit versions templates.
Thanks for an advice. I'll try it...
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by fridaemon »

Can someone explain me how I deduce / calculate offset values? I understand first values but I can't find offset explanation. Thank you a lot ;)

offset_x, offset_y
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flatlow_32_PURCHASE.png
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Road Waypoints * Road Stops * Eyecandy Objects * Building Set

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Re: Releasing New Object Graphic - Begginer Tutorial

Post by Quast65 »

fridaemon wrote: 10 Feb 2021 09:05 Can someone explain me how I deduce / calculate offset values? I understand first values but I can't find offset explanation. Thank you a lot ;)
Example586.png
Example586.png (16.22 KiB) Viewed 1894 times
For the Offset-X, include the mostleft, upperrow pixel of the groundtile
For the Offset-Y, its till the top of the groundtile (not including any pixels)
Always doublecheck ingame, just to be sure you haven't missed a pixel :]
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by fridaemon »

Thank you a lot! :) Now I understand it 100% :)))
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by fridaemon »

I needed higher multi-select template. GarryG created 32bit version months ago so I edited it and I was successful. With one small error, but it works nicely. I can't see problem in x-line 210 :shock:
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TEMPLATE FOR MULTI-SELECT ITEMS, HIGHER VERSION, 32 bit
Attachments
tallmultipic.png
tallmultipic.png (31.7 KiB) Viewed 1825 times
multiselectall1x1.zip
UPDATED VERSION, 100% OK ;)
(58.31 KiB) Downloaded 53 times
Last edited by fridaemon on 10 Feb 2021 20:17, edited 1 time in total.
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Road Waypoints * Road Stops * Eyecandy Objects * Building Set

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Re: Releasing New Object Graphic - Begginer Tutorial

Post by Quast65 »

fridaemon wrote: 10 Feb 2021 16:38 I can't see problem in x-line 210
Are you sure that you saved the image from within a graphics-programme and not just copy-pasted them and then renamed them in Windows-Explorer?
That causes sometimes issues for me.
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by fridaemon »

Quast65 wrote: 10 Feb 2021 17:54
I can't create and save pictures in 8bit, so I opened previous 8bit version, changed measures, past picture from 32bit and I clicked "SAVE". I tried to google it and I found that I have to save this picture via FILE > SAVE FOR WEB. I tried different options here, but the same ... I don't know another way in Photoshop. Can U give me an advice?

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Re: Releasing New Object Graphic - Begginer Tutorial

Post by Quast65 »

fridaemon wrote: 10 Feb 2021 18:10
Quast65 wrote: 10 Feb 2021 17:54
I can't create and save pictures in 8bit, so I opened previous 8bit version, changed measures, past picture from 32bit and I clicked "SAVE". I tried to google it and I found that I have to save this picture via FILE > SAVE FOR WEB. I tried different options here, but the same ... I don't know another way in Photoshop. Can U give me an advice?
What about using SAVE-AS in Photoshop, rather than SAVE?
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by fridaemon »

After I do It, it's automatically saved as 32 bit version ( LINK ) . But ... I tried to do it again, and 8bit saved as 8 bit is really 8 bit. But it doesn't work too. The same notice - bla bla bla bla bla bla are pure white.
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by Andrew350 »

fridaemon wrote: 10 Feb 2021 18:22 The same notice - bla bla bla bla bla bla are pure white.
If you are getting the pure-white warning, it likely means your code template is incorrect, not the image :) Double-check that the x, y values in your code match the sizes and positions of the blue areas in your image.
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by Quast65 »

Andrew350 wrote: 10 Feb 2021 19:27
fridaemon wrote: 10 Feb 2021 18:22 The same notice - bla bla bla bla bla bla are pure white.
If you are getting the pure-white warning, it likely means your code template is incorrect, not the image :) Double-check that the x, y values in your code match the sizes and positions of the blue areas in your image.
Found the problem, It was indeed a code issue:
change:

Code: Select all

//4TH ROW + SNOW//
spriteset (spriteset_tallmultipic_4) {
    	template_tallmultipic(0,210,"multitall/gfx/normaltall_8.png")
	template_tallmultipic(70,210,"multitall/gfx/normaltall_8.png")
	template_tallmultipic(140,210,"multitall/gfx/normaltall_8.png")
	template_tallmultipic(210,210,"multitall/gfx/normaltall_8.png")	
	template_tallmultipic(280,210,"multitall/gfx/normaltall_8.png")
	template_tallmultipic(350,210,"multitall/gfx/normaltall_8.png")
	template_tallmultipic(420,210,"multitall/gfx/normaltall_8.png")
	template_tallmultipic(490,210,"multitall/gfx/normaltall_8.png")
	template_tallmultipic(560,210,"multitall/gfx/normaltall_8.png")
}
into

Code: Select all

//4TH ROW + SNOW//
spriteset (spriteset_tallmultipic_4) {
    	template_tallmultipic(0,240,"multitall/gfx/normaltall_8.png")
	template_tallmultipic(70,240,"multitall/gfx/normaltall_8.png")
	template_tallmultipic(140,240,"multitall/gfx/normaltall_8.png")
	template_tallmultipic(210,240,"multitall/gfx/normaltall_8.png")	
	template_tallmultipic(280,240,"multitall/gfx/normaltall_8.png")
	template_tallmultipic(350,240,"multitall/gfx/normaltall_8.png")
	template_tallmultipic(420,240,"multitall/gfx/normaltall_8.png")
	template_tallmultipic(490,240,"multitall/gfx/normaltall_8.png")
	template_tallmultipic(560,240,"multitall/gfx/normaltall_8.png")
}
The row of graphics start at Y=240 NOT 210.

Because when you use 210, and then add the hight of the graphic, it will include white parts ;-)

Pffff, Bloody templates :tongue:
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Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
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Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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Re: Releasing New Object Graphic - Begginer Tutorial

Post by fridaemon »

Oh :lol: thank you very much :D clerical error in transcription :lol:
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