Sprite limitations
Moderator: Graphics Moderators
Sprite limitations
How large can an engine sprite be?
I'm trying to create an EMU here, so I also want to know how the DB set changes the carriages after what engine it is connected to..
I'm trying to create an EMU here, so I also want to know how the DB set changes the carriages after what engine it is connected to..
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- Tycoon
- Posts: 14275
- Joined: 09 Jan 2003 08:37
therre is whole tutorial how to creat GRF files:
http://wiki.ttdpatch.net/tiki-index.php ... RFTutorial
http://wiki.ttdpatch.net/tiki-index.php ... RFTutorial
what are you looking at? it's a signature!
You'd want an EMU to be the normal size, because you would expect to have more than one of them in a train. You can use long engines if you only have one of them, at the head of the train, but you can't multihead them.
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
If you look at almost all the traincars in TTD, you'll see that they are unnaturally short. The only thing that comes even close to proper length are some of the locomotives, because they've been made longer or improperly hinged in the middle so as to take up two spaces.
Which EMU are you wanting to do?
Which EMU are you wanting to do?
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
Holy mother of god that's a most beutiful train i ever seen
Split each unit in two sprites and it will fit
The bigboy is splited in three sprites and it looks good
Split each unit in two sprites and it will fit
The bigboy is splited in three sprites and it looks good
Last edited by Killer 11 on 14 Feb 2004 18:21, edited 1 time in total.
Umm. You're right, it will never fit, but you may be able to do a kludge that will work by slicing it into properly-short segments, with a slanted loco at each end. What is this train anyway?
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
Yes, the units will be split when turning. It has to be that way, otherwise they stick way out over the edge of the corner and it looks even worse.
I think the best comparison is to look at what the ICE looks like in MB's DBset. It looks like a proper ICE, except that each of the cars is about half the length it really should be. This sort of shortening is conventional in games of this type, and unavoidable if you are going to have right-angle corners the way TTD does. It's simply impossible to have realistically long traincars because the corners are unrealistically sharp.
I think the best comparison is to look at what the ICE looks like in MB's DBset. It looks like a proper ICE, except that each of the cars is about half the length it really should be. This sort of shortening is conventional in games of this type, and unavoidable if you are going to have right-angle corners the way TTD does. It's simply impossible to have realistically long traincars because the corners are unrealistically sharp.
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
It's called 'livery override' or 'wagon override' and is rather complicated. I've just taught myself how to do it today, actually.
To simplify it slightly, do it something like this:
Action 0 sets sprite number for engine and wagons to FD (new graphics)
Action 1 defines engine sprite block(s)
<insert actual sprites here>
Action 2 defines cargo ID for that engine
Action 1 defines wagon override sprite blocks (e.g. one each for passengers and mail)
<insert actual sprites here>
Action 2 defines cargo ID for the passenger wagon
Action 2 defines cargo ID for the mail wagon
Action 3 associates engine with engine ID
Action 3 overrides passenger wagon livery (bit 7 of n-vid set)
Action 3 overrides mail wagon livery (bit 7 of n-vid set)
Have a look at newgrf.txt or the Wiki for more information.
To simplify it slightly, do it something like this:
Action 0 sets sprite number for engine and wagons to FD (new graphics)
Action 1 defines engine sprite block(s)
<insert actual sprites here>
Action 2 defines cargo ID for that engine
Action 1 defines wagon override sprite blocks (e.g. one each for passengers and mail)
<insert actual sprites here>
Action 2 defines cargo ID for the passenger wagon
Action 2 defines cargo ID for the mail wagon
Action 3 associates engine with engine ID
Action 3 overrides passenger wagon livery (bit 7 of n-vid set)
Action 3 overrides mail wagon livery (bit 7 of n-vid set)
Have a look at newgrf.txt or the Wiki for more information.
US Train Set v0.87.1 now released: http://www.tt-forums.net/viewtopic.php?t=8754
Don't forget to read the manual: http://wiki.ttdpatch.net/tiki-index.php?page=Manual
Don't forget to read the manual: http://wiki.ttdpatch.net/tiki-index.php?page=Manual
TTD does not set the space between the sprites. You can get rid of the space by telling it that your sprite is bigger than the default 28, which will allow it to put a longer sprite in the same space, thus covering over the unduly large gaps in between. We are discussing just this issue in the thread for the US set, because I don't want those big gaps between the passenger cars. It is known to be possible, because the ICE works that way.
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
http://mercurio.iet.unipi.it/pix/no/ele ... 73_rr1.jpgKiller 11 wrote:can you post a foto of a real thing
And you probably won't see a TTD-version (at least not for a while) as I'm not skilled enough to draw all the angles.
wow I love the Norwegian landscape! 



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