Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.
Moderator: Graphics Moderators
lepkka
Engineer
Posts: 117 Joined: 18 Jan 2005 12:32
Location: Barcelona
Post
by lepkka » 17 Oct 2005 11:10
this is the current NFO, working fine..
0 * 4 1d 00 00 00
1 * 69 08 02 62 70 01 02 4E 65 77 5F 77 61 74 65 72 00 4E 65 77 5F 57 61 74 65 72 5F 53 74 79 6C 65 5F
66 6F 72 5F 54 65 6D 70 65 72 61 74 65 5F 61 6E 64 5F 54 72 6F 70 69 63 61 6C 5F 62 79 5F 4C 65
70 6B 6B 61 00
2 * 6 07 83 01 02 01 00
3 * 6 07 83 01 02 03 00
4 * 5 0A 01 09 DD 0F
5 c:\ttdlx\newwater\newwaterbeta4\sprites\newwater.pcx 66 8 09 31 64 -31 0
6 c:\ttdlx\newwater\newwaterbeta4\sprites\newwater.pcx 146 8 09 31 64 -31 0
7 c:\ttdlx\newwater\newwaterbeta4\sprites\newwater.pcx 226 8 09 31 64 -31 0
8 c:\ttdlx\newwater\newwaterbeta4\sprites\newwater.pcx 306 8 09 23 64 -31 0
9 c:\ttdlx\newwater\newwaterbeta4\sprites\newwater.pcx 386 8 09 39 64 -31 -8
10 c:\ttdlx\newwater\newwaterbeta4\sprites\newwater.pcx 466 8 09 23 64 -31 0
11 c:\ttdlx\newwater\newwaterbeta4\sprites\newwater.pcx 546 8 09 39 64 -31 -8
12 c:\ttdlx\newwater\newwaterbeta4\sprites\newwater.pcx 626 8 09 23 64 -31 0
13 c:\ttdlx\newwater\newwaterbeta4\sprites\newwater.pcx 706 8 09 39 64 -31 -8
14 * 5 0A 01 01 EC 0F
15 c:\ttdlx\newwater\newwaterbeta4\sprites\newwater.pcx 2 72 09 31 64 -31 0
16 * 6 07 83 01 03 02 0A
17 * 5 0A 01 09 DD 0F
18 c:\ttdlx\newwater\newwaterbeta4\sprites\newwater.pcx 114 72 09 31 64 -31 0
19 c:\ttdlx\newwater\newwaterbeta4\sprites\newwater.pcx 194 72 09 31 64 -31 0
20 c:\ttdlx\newwater\newwaterbeta4\sprites\newwater.pcx 274 72 09 31 64 -31 0
21 c:\ttdlx\newwater\newwaterbeta4\sprites\newwater.pcx 354 72 09 23 64 -31 0
22 c:\ttdlx\newwater\newwaterbeta4\sprites\newwater.pcx 434 72 09 39 64 -31 -8
23 c:\ttdlx\newwater\newwaterbeta4\sprites\newwater.pcx 514 72 09 23 64 -31 0
24 c:\ttdlx\newwater\newwaterbeta4\sprites\newwater.pcx 594 72 09 39 64 -31 -8
25 c:\ttdlx\newwater\newwaterbeta4\sprites\newwater.pcx 674 72 09 23 64 -31 0
26 c:\ttdlx\newwater\newwaterbeta4\sprites\newwater.pcx 2 136 09 39 64 -31 -8
27 * 6 07 83 01 03 02 02
28 * 5 0A 01 01 EC 0F
29 c:\ttdlx\newwater\newwaterbeta4\sprites\newwater.pcx 114 136 09 31 64 -31 0
but when I manually add:
4 * 5 0A 01 01 AB 0A
5 c:\ttdlx\newwater\newwaterbeta5\sprites\newwater.pcx 194 136 09 35 48 -31 -10
and renum, everything becames a mess
sprites location and form are correct (nfo editor shows me that)
what's going wrong?
(consider last week i did'nt know what an action was...)
EDIT: ehem! found the reason, it seems the sprites must be ordered the same in pcx than in nfo's
Last edited by
lepkka on 18 Oct 2005 14:48, edited 1 time in total.
Death
Tycoon
Posts: 992 Joined: 02 Aug 2005 13:00
Location: Jerusalem, Israel
Post
by Death » 17 Oct 2005 11:23
Could you please make newwater[w].grf for all climate?
I can't stand the green grass in the Arctic climate
:
Attachments
SCR8.png (68.6 KiB) Viewed 8554 times
wallyweb
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Posts: 6102 Joined: 27 Nov 2004 15:05
Location: Canada
Post
by wallyweb » 17 Oct 2005 12:23
lepkka wrote: Done so far
-new coast for tropical climate
-recovered first's post water pattern for temperate climate (sea waves), keeping the other for tropical
-recovered original buoy
-artic and toyland no longer loading new sprites (but not working in openttd)
-grf's name changed to newwatw.grf
Cool
lepkka wrote: Todo list
-docks, pillars etc integration (canals are actually looking quite good)
-stoned arctic sea borders?
-experiment widening tropical beachs
-fine adjustments
... now this is going to be one very fine grf
Death wrote: I can't stand the green grass in the Arctic climate
Me too but then I noticed this:
lepkka wrote: -stoned arctic sea borders?
which would be very cool indeed.
lepkka
Engineer
Posts: 117 Joined: 18 Jan 2005 12:32
Location: Barcelona
Post
by lepkka » 17 Oct 2005 15:12
Death wrote: Could you please make newwater[w].grf for all climate?
I can't stand the green grass in the Arctic climate
:
latest version must show default water in arctic, unless you are using openttd.
The Irish wrote: Wow, The water looks great. Just the waves at the beach are gonna wreck my head after 5 min. can you try to get some irregularity in it? maybe not all directions are at the same cicle state at the same time, maybe that would help a bit. or otherwise, make it less, not the full tile length?
Hyronymus wrote: If the entire map lights-up the beaches at the same moment you could turn nuts.
well, i tried it and it was pretty nice in geometric shapes, but it looks awful when the coast is not regular.i'll keep this way.
Death
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Posts: 992 Joined: 02 Aug 2005 13:00
Location: Jerusalem, Israel
Post
by Death » 18 Oct 2005 17:26
lepkka wrote:
Edit: r0b0t_b0y2003, I'll be pleased if you can post a DOS version
There's a program you can find here:
http://ttdgraphics.cjb.net/
WWTBAM
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Posts: 3689 Joined: 02 Apr 2005 07:01
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Post
by WWTBAM » 19 Oct 2005 04:44
here it is
Attachments
newwater.grf
(14.37 KiB) Downloaded 366 times
lepkka
Engineer
Posts: 117 Joined: 18 Jan 2005 12:32
Location: Barcelona
Post
by lepkka » 31 Oct 2005 10:11
some tests i've done about arctic
Attachments
beta6.png (285.69 KiB) Viewed 8125 times
beta5.png (298.87 KiB) Viewed 8126 times
lepkka
Engineer
Posts: 117 Joined: 18 Jan 2005 12:32
Location: Barcelona
Post
by lepkka » 31 Oct 2005 10:53
hummm
mayb with no beach at all
Attachments
beta7.png (292.49 KiB) Viewed 8101 times
Aegir
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by Aegir » 31 Oct 2005 11:09
OOOoooh! The seccond one! I like!
When can you get a release out?
, I wasn't that interested in this project until I saw that one
.
lepkka
Engineer
Posts: 117 Joined: 18 Jan 2005 12:32
Location: Barcelona
Post
by lepkka » 31 Oct 2005 12:39
thx four your enthusiasm,as soon as i solve some glitches
MeusH
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Post
by MeusH » 31 Oct 2005 14:48
Aegir wrote: OOOoooh! The seccond one! I like!
Seconded - second one is the best
Rob
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Location: Ven-Zelderheide, The Netherlands
Post
by Rob » 31 Oct 2005 16:32
Why don't you put all three in, with a parameter to choose in the newgrf.cfg file ?
btw I do like the second one as the best too.
Wile E. Coyote
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by Wile E. Coyote » 03 Nov 2005 19:46
Something between first and second will be cool: smaller stones than in first, and beach like in second.
lepkka
Engineer
Posts: 117 Joined: 18 Jan 2005 12:32
Location: Barcelona
Post
by lepkka » 07 Nov 2005 12:38
New water v0.2
Hi, i'm here again, what is promised, is debt.
Added
-New coastal for arctic
-Integration with docks and oilrigs
-Fully working on OTTD (except toyland)
to do
-new water for toyland, (maybe something like a jacuzzi)
-learn something about parameters
EDIT: a very embarrassing bug found!
updated to v0.2.1
Attachments
mix02.png (94.51 KiB) Viewed 7726 times
newwatw.grf
(38.61 KiB) Downloaded 6006 times
Last edited by
lepkka on 07 Nov 2005 15:18, edited 1 time in total.
MeusH
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Post
by MeusH » 07 Nov 2005 13:49
Downloaded. It's great
lepkka
Engineer
Posts: 117 Joined: 18 Jan 2005 12:32
Location: Barcelona
Post
by lepkka » 07 Nov 2005 15:29
MeusH wrote: Downloaded. It's great
ufff you better download it again..
strange phenomenas solved!
Pnaky
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Posts: 260 Joined: 18 Nov 2004 21:31
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by Pnaky » 07 Nov 2005 19:56
I downloaded too... It's so great!!!
lobster
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by lobster » 07 Nov 2005 21:17
Pnaky wrote: I downloaded too... It's so great!!!
wow! your signature!
"Your mother was a lobster, and your father... was also a lobster" -- The rascal formerly known as astath -- Last.fm -- Official TT-Dave Worley Fan Club
<orudge> make love to me while I surf, dear lobster
Pnaky
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by Pnaky » 07 Nov 2005 22:56
astath wrote: Pnaky wrote: I downloaded too... It's so great!!!
wow! your signature!
Why???
Ladis
Engineer
Posts: 60 Joined: 04 Dec 2004 15:15
Location: Prague
Post
by Ladis » 07 Nov 2005 23:01
wow! your coastlines are amazing! I really like it a lot.
Would it be possible to make the waves more irregular? Those are so strictly straight in every tile. The best would be if they copied the irregularity of coast.
btw you have very nice avatar
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