Zimmlocks creations develoment thread
Moderator: Graphics Moderators
I like it, just as much as the other creations.
Be careful though, the groundsprite should not contain any pixel sticking out of the bounding square, otherwise it can cause clipping errors (I'm referring to the trees here).
BTW, do you have a coder (or will you do it yourself) for this set?
( http://www.tt-forums.net/viewtopic.php?t=10167 )
Be careful though, the groundsprite should not contain any pixel sticking out of the bounding square, otherwise it can cause clipping errors (I'm referring to the trees here).
BTW, do you have a coder (or will you do it yourself) for this set?
( http://www.tt-forums.net/viewtopic.php?t=10167 )
@ Szappy, have already people to do the codeing but ill keep it in mind.
A New Large-Office-Block, with an exterrior elevator.
A New Large-Office-Block, with an exterrior elevator.
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- New Large-Office-Block in town
- New Large-Office-Block.png (86.65 KiB) Viewed 3775 times
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- The new one
- Large-Office-Block.png (1.5 KiB) Viewed 3775 times
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- The old ungainly block
- Large-Office-Block_org.png (1.43 KiB) Viewed 3775 times
Hodie Mihi Cras Tibi
You are wrong, the lift works and moves nicly up and downCsaboka wrote:Unfortunately, the lift won't work with newhousesI'm thinking on allowing building animation in some way, but it surely won't work like it does with old office blocks, but will allow animating the buildings themselves instead.

Hodie Mihi Cras Tibi
Yes, he was exactly referring to that, that it won't work in a separate grf, activated by the newhouses code.Zimmlock wrote:You are wrong, the lift works and moves nicly up and downCsaboka wrote:Unfortunately, the lift won't work with newhousesI'm thinking on allowing building animation in some way, but it surely won't work like it does with old office blocks, but will allow animating the buildings themselves instead.
It maby doesnt work when its on a separate grf, but as long as its on the trg1 it works.
BTW, if you haven't noticed Csaboka is the one who developed that feature, so I think he knows what can be done with it...

Yes, now i am awake, you'r right what you write there. Than its better this building will not be in a separate grf but just an .exe.Szappy wrote:Yes, he was exactly referring to that, that it won't work in a separate grf, activated by the newhouses code.Zimmlock wrote:You are wrong, the lift works and moves nicly up and downCsaboka wrote:Unfortunately, the lift won't work with newhousesI'm thinking on allowing building animation in some way, but it surely won't work like it does with old office blocks, but will allow animating the buildings themselves instead.
It maby doesnt work when its on a separate grf, but as long as its on the trg1 it works.
BTW, if you haven't noticed Csaboka is the one who developed that feature, so I think he knows what can be done with it...
Hodie Mihi Cras Tibi
I don't understand this well, but the house i drawn is not a realy new house, i have just modifeied the old one and had to move the lift sprite position in the nfo file.Csaboka wrote:It can be a separate grf, but it can't be a new house (a new type, not overwriting the old office tower) without losing the lift. Maybe I can fix this, though, but it would disable random triggers 1 and 2 for that type.
Hodie Mihi Cras Tibi
I understand that it currently overwrites an old building, but I think people will want to use your creations as a "newhouses" grf, so they can keep old types while enabling your buildings as well (and it's still easy to overwrite old types by specifying a parameter). I said that this (adding your office building as a new type) won't work perfectly unless I do something about it: the building will show up, but the lift won't.
Something has happen, i now have created a replacement for the hotel, to my own opinion this is the best one i ever made, i maby have to redraw all others, don't know what makes it so real.
Look for your selve..............
Look for your selve..............
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- New Hotel in town.png (96.91 KiB) Viewed 3454 times
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- old and new.png (7.42 KiB) Viewed 3455 times
Hodie Mihi Cras Tibi
Looks nice as aways.
anything else, you been working on while the forums were down?
anything else, you been working on while the forums were down?
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
Yes was not able to get on for 3 days, it still works verry rusty.Lakie wrote:Looks nice as aways.
anything else, you been working on while the forums were down?
I have finished the Large office block, you can find all my creations on a web page in case you missed something, the link is in my sign.
Hodie Mihi Cras Tibi
That heliport needs some textures.
Otherwise, it rocks!
Otherwise, it rocks!

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I have started to rebuild the suburbs. Now the city has grown the little country side like houses look a little outplaced. I have the intention to let the suburbs, better out skirts, grow to match the city.
Here the first replacement for a set of houses.
It are simpel flats (12) to rent above a local shoping area.
Here the first replacement for a set of houses.
It are simpel flats (12) to rent above a local shoping area.
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- In town
- Houses-A_in-town.png (89.74 KiB) Viewed 3180 times
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- Replacement
- Houses-A.png (941 Bytes) Viewed 3178 times
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- The old houses
- Houses-A_org.png (901 Bytes) Viewed 3179 times
Hodie Mihi Cras Tibi
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