GRF encoder tool: GRFMaker [under development]

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Hyronymus
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Post by Hyronymus »

Get a Gmail account to then ;). One more thing btw: what are those bmp-files starting with sb***.bmp? Are they required for something or can I delete them, they're taking over my entire project dir.
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Szappy
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Post by Szappy »

If you're not using them in any sprite block, then delete them.
I guess those were created when importing an nfo into the lst, so be sure, that you're not using them anymore.
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Hyronymus
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Post by Hyronymus »

I guess you can't delete them when you're using a lst, right?
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Post by jvassie »

Hey all!

Szappy, i was thinking about creating a small-ish user guide on how to create an engine and a coach in grfmaker.

Is this ok with you? :)


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krtaylor
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Post by krtaylor »

Wonderful!
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Post by Szappy »

jamesvassie wrote:Hey all!

Szappy, i was thinking about creating a small-ish user guide on how to create an engine and a coach in grfmaker.

Is this ok with you? :)


James
Absolutely, thank you!
You may also upload it in the dowload site's "tutorial" dir.
(but please send it to me first, for checking ;) )

-edit- note, that it will be a 4-day holiday in Hungary starting this saturday, and since I don't have net access at home, I won't be here till next wednesday
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Post by Maniack28 »

jamesvassie wrote:Hey all!

Szappy, i was thinking about creating a small-ish user guide on how to create an engine and a coach in grfmaker.

Is this ok with you? :)


James
Great idea, cause I dunno how it works and I really have to find out because Dutchtrainset needs some more coding ;)
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Post by RK »

jamesvassie wrote:Hey all!

Szappy, i was thinking about creating a small-ish user guide on how to create an engine and a coach in grfmaker.

Is this ok with you? :)


James
Can you describe how to make a livery refit? :lol:
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Post by jvassie »

Dunno about that but im gonna do livery override. :D

Progress is coming along nicely


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Post by Szappy »

RK wrote:Can you describe how to make a livery refit? :lol:
There is already an example for this, in the 'tutorial' dir on the download site.
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Post by BobDendry »

I couldn't work out the livery overrides actually. I just got invalid sprite errors.
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jvassie
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Post by jvassie »

They're easy to do :D

They'll get included!


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Post by jvassie »

Ive thought of a suggestion, it might not be possible or it might have already been suggested :wink:

Would it be possible for GRFMaker to read .nfo files and then convert them to .lst files which can be edited in GRFMaker? That would make this even more user-friendly for editing existing graphics and increase GRFMaker's user-base.

Sorry for double post btw :)


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Post by RK »

another thing you could explain: making these stop and more sprites like in the DB-Set with wagon override. 8)
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Maniack28
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Post by Maniack28 »

jvassie, how far are you with the tutorial? Cause I'm waiting for u to finish it, I dont understand a bloody thing about GRF-maker :oops:
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Post by DaleStan »

I'm told that you have to have some knowledge of NFO to use GRFMaker[0][1], so while you're waiting for the tutorial, you might want to read up on NFO:
http://wiki.ttdpatch.net/tiki-index.php ... nsDetailed
Read up on actions 0-4 and 8 (skipping Callbacks and VarAction2Advanced for now.)

[0] I don't use it, prefering notepad and NFORenum
[1] Someone stop me if I'm way off base or this has changed.
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Post by jvassie »

DaleStan: I believe GRFMaker has advanced quite a way now, and for only the very new and advanced features will you need NFO, AFAIK.

Maniack28: Sorry for the delay, i have school work to do, and other things as well. I have been working on it and the first has been finished for some time.

Szappy: Would it be ok to publish it do you think, or wait for the next step to be finished?


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Post by Aegir »

From personal experiance, you need to be able to read NFO and be able to navigate the grfspecs on the wiki pretty damn well. Just about evertything in GRFMaker is just an interface to the various actions that you'd code by hand.

Its a heck load easier than writing NFO by hand, but you still have to understand the theory behind it if you're going to get anywhere by yourself.

/me shudders thinking of his attempts to code a varaction2 for P:GS
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Post by jvassie »

Szappy, i have a question regarding how to code something, if you arent able to answer it, would you kindly pass it on to gl2 if he might know? Cheers

I would like to code a train that is 8 cars long in the following consist:

Engine-1stClassCar-1stClassCar-BarCar-2ndClassCar-2ndClassCar-2ndClassCar-EndWagon. Its an EMU quite obviously. I know i have to use a var. action 2 to do it but could you explain what to do to make the train appear in that configuration. Lastly, also what do i need to do to be able to make a duble consist ie two of those consists coupled together?

Cheers
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Post by RK »

I made it like this:

Image

if the waggon is number 2, 4 or 6, draw the end of the EMU (ID 11) otherwise the front (ID 12). if there are more then 8 cars, draw a stop sprite (ID 0A).
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