TTDVehs in 2cc [dev]
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- BlueEagle_nl
- Transport Coordinator
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- Location: Tillywood, The Netherlands
TTDVehs in 2cc [dev]
TTDVehs in 2CC
This set enables you to use the original TTD Vehicles in 2CC.
Status: Still in Dev
FIRST RELEASE AVAILABLE AS OF TODAY, December 12, 2007
The first release contains:
* A livery override for the SH 125
* The Passenger Coach in 2CC
Download: =Original Message=
Hi,
I'm currently trying to get the original ttd graphics in 2cc by altering the original grf. But, after setting the right colors (those with id 80-87, that green tint) and compiling the new GRF, openTTD still doesn't give me the opportunity to change the second company color.
What do I have to do to get 2cc enabled and have openTTD really transform that green tint to the 2cc color?
Thanx
This set enables you to use the original TTD Vehicles in 2CC.
Status: Still in Dev
FIRST RELEASE AVAILABLE AS OF TODAY, December 12, 2007
The first release contains:
* A livery override for the SH 125
* The Passenger Coach in 2CC
Download: =Original Message=
Hi,
I'm currently trying to get the original ttd graphics in 2cc by altering the original grf. But, after setting the right colors (those with id 80-87, that green tint) and compiling the new GRF, openTTD still doesn't give me the opportunity to change the second company color.
What do I have to do to get 2cc enabled and have openTTD really transform that green tint to the 2cc color?
Thanx
Last edited by BlueEagle_nl on 17 Dec 2007 10:00, edited 2 times in total.
Re: Needing help transforming trg*.grf files to 2cc
You have to set bit 1 of the miscellaneous flags property. Meaning you have to use newgrf.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
- BlueEagle_nl
- Transport Coordinator
- Posts: 352
- Joined: 28 Jan 2006 09:44
- Skype: tilly5014
- Location: Tillywood, The Netherlands
Re: Needing help transforming trg*.grf files to 2cc
that means I also have to get the graphics out of the original files and create my own set? Isn't it possible to set that bit for the original GRF-files? That's actually what i'm trying at the moment...
I'm not kinda good in coding the nfo-files and I don't know if there are linux tools to help me with it (is GRFMaker Linux Compatible?), but with the documentation at the Wiki I think I'll get far enough...
I'm not kinda good in coding the nfo-files and I don't know if there are linux tools to help me with it (is GRFMaker Linux Compatible?), but with the documentation at the Wiki I think I'll get far enough...
Re: Needing help transforming trg*.grf files to 2cc
Yes and no. Either way you have to set the bit in a newgrf, and if you want that newgrf to be useful to other people, you have to distribute the graphics too, which also must be done with newgrf. You can, however, fail to set new graphics for a vehicle, in which case it'll use the graphics found in trg*.grf.Paffy Duck wrote:that means I also have to get the graphics out of the original files and create my own set? Isn't it possible to set that bit for the original GRF-files?
It might run under wine. It's written in a dialect of Pascal that I believe is not readily source-portable to Linux, though.Paffy Duck wrote:(is GRFMaker Linux Compatible?)
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
- BlueEagle_nl
- Transport Coordinator
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- Skype: tilly5014
- Location: Tillywood, The Netherlands
Re: Needing help transforming trg*.grf files to 2cc
thanx for the info, I'll see what I can do.
I think it'll be newGRFs then... that is easier I think...
Can I find the original vehicle information somewhere, or is this already hard-coded in the game and can I leave it out of the new grf? I Can't get any info for the vehicles from the .nfo-files, except which sprite is located where.
I think it'll be newGRFs then... that is easier I think...
Can I find the original vehicle information somewhere, or is this already hard-coded in the game and can I leave it out of the new grf? I Can't get any info for the vehicles from the .nfo-files, except which sprite is located where.
- belugas
- OpenTTD Developer
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- Contact:
Re: Needing help transforming trg*.grf files to 2cc
This is the Mother Of All NewGRF Informations.Paffy Duck wrote:Can I find the original vehicle information somewhere, or is this already hard-coded in the game and can I leave it out of the new grf? I Can't get any info for the vehicles from the .nfo-files, except which sprite is located where.
Have fun reading it

If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
Re: Needing help transforming trg*.grf files to 2cc
But the mother of all newgrf informations does not contain the stats for the default vehicles. Those are hard-coded.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
- belugas
- OpenTTD Developer
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Re: Needing help transforming trg*.grf files to 2cc
Ho.. right...
I guess i'm a bit too much involved in houses/Industries specs, which do have default values available.
Well.. one can dig in the sources of OpenTTD, if one can understand how the data is organized.
I guess i'm a bit too much involved in houses/Industries specs, which do have default values available.
Well.. one can dig in the sources of OpenTTD, if one can understand how the data is organized.
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
Re: Needing help transforming trg*.grf files to 2cc
Or you go to the Mother Of All OpenTTD Informations or exactly: the manual pagebelugas wrote:Ho.. right...
I guess i'm a bit too much involved in houses/Industries specs, which do have default values available.
Well.. one can dig in the sources of OpenTTD, if one can understand how the data is organized.
Regards,
BigBB
OpenTTD-patch(es) in development: missing shores (new version of: completely shore), road lamps for each position
- BlueEagle_nl
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Re: Needing help transforming trg*.grf files to 2cc
I downloaded it already, and am studying it. But I just noticed after decoding trg1r.grf there are NO pseudosprites at all in the file...belugas wrote:This is the Mother Of All NewGRF Informations.Paffy Duck wrote:Can I find the original vehicle information somewhere, or is this already hard-coded in the game and can I leave it out of the new grf? I Can't get any info for the vehicles from the .nfo-files, except which sprite is located where.
Have fun reading it
Then I think I won't set the Vehicle Information, but just activate Bit 1 of the Misc Flag, and assign the new GRF's...DaleStan wrote:But the mother of all newgrf informations does not contain the stats for the default vehicles. Those are hard-coded.
Re: Needing help transforming trg*.grf files to 2cc
That's because those GRFs were made long long before even the concept of NewGRF and pseudosprites was born.
- athanasios
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Re: Needing help transforming trg*.grf files to 2cc
I thought there existed a kind of 'pseudosprites' in TTD. Sorry I am not a coder and maybe I am wrong. DaleStan?
http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
Re: Needing help transforming trg*.grf files to 2cc
There are two things that I know of that aren't sprites in the sense of being images shown in the game - recolour sprites (that provide company colours, transparency, etc.), and sprites used by the original land generator for some purpose that's never been entirely clear to me.
No-one's more important than the earthworm.
Re: Needing help transforming trg*.grf files to 2cc
Maedhros is correct. The only pseudosprites in the original graphics are the recolor tables.
The ten or so landscape-generator sprites are pretty obvious (especially in the Windows version, where they're almost entirely blue and pink) and are no longer obeyed by Open; they describe non-random landshapes to apply after the generator has made the generic landscape.
The ten or so landscape-generator sprites are pretty obvious (especially in the Windows version, where they're almost entirely blue and pink) and are no longer obeyed by Open; they describe non-random landshapes to apply after the generator has made the generic landscape.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
- athanasios
- Tycoon
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- Joined: 23 Jun 2005 00:09
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Re: Needing help transforming trg*.grf files to 2cc
Thanks for clarification. 

http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
- BlueEagle_nl
- Transport Coordinator
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- Skype: tilly5014
- Location: Tillywood, The Netherlands
Re: Needing help transforming trg*.grf files to 2cc
Could a MOD rename this topic to "TTDVehs in 2cc [dev]"? The set is currently in development, I only have one small problem...
I have coded the train wagon sprites, but for all wagons, except the Passenger Wagon, other sprites (read: train (locomotive) sprites) are used.
When I decode the set through grfcodec, the right wagon sprites are shown in the file. What could be wrong?
I have coded the file like:
First, the Action 0 defining all vehicles using new graphics and 2cc
Second, the sprite blocks which use the Actions 1, 2 and 3.
and more and more sprite blocks...
I have coded the train wagon sprites, but for all wagons, except the Passenger Wagon, other sprites (read: train (locomotive) sprites) are used.
When I decode the set through grfcodec, the right wagon sprites are shown in the file. What could be wrong?
I have coded the file like:
First, the Action 0 defining all vehicles using new graphics and 2cc
Second, the sprite blocks which use the Actions 1, 2 and 3.
and more and more sprite blocks...
Re: Needing help transforming trg*.grf files to 2cc
It's hard to tell what might be wrong without being able to see the nfo. 

No-one's more important than the earthworm.
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- Tycoon
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Re: Needing help transforming trg*.grf files to 2cc
You can do it by yourself too...Just change the subject of the first postPaffy Duck wrote:Could a MOD rename this topic to "TTDVehs in 2cc [dev]"? The set is currently in development, I only have one small problem...
.
- BlueEagle_nl
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- Location: Tillywood, The Netherlands
Re: Needing help transforming trg*.grf files to 2cc
Thanx, I just thought I couldn't edit my own posts (even not the first one of a topic) after someone replied to it... That's why I asked.lordazamath wrote:You can do it by yourself too...Just change the subject of the first postPaffy Duck wrote:Could a MOD rename this topic to "TTDVehs in 2cc [dev]"? The set is currently in development, I only have one small problem...
.
EDIT:
I made some progress in getting the train vehicles in 2CC. The Wagons are coded correctly now (no more glitches as mentioned above) and the Passenger, Mail and Coal wagons all have 2cc applied. Screenshot follows.
Re: TTDVehs in 2cc [dev]
Are you reusing and recolouring existing graphics, or are you redrawing the original graphics? Besides being slightly copyright controversial you might find the attached sprites useful, I'm not going to use them...
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- Licence = GFDL, Creative Commons 2, or similar.
- TrainSprites.png (39.99 KiB) Viewed 924 times
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