NewGRF (Air)ports - general discussion

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LordAzamath
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Re: NewGRF (Air)ports - general discussion

Post by LordAzamath »

Nice!
Are you sure I drew those roofs? I'm not sure if I even gave you anything.. (A long time ago it was :P)..
But just to clear it here.. 8bpp Set doesn't have to do anything with airports concerning infrastructure, once this gets trunkable we will just get these graphics here?
Last edited by LordAzamath on 04 Jun 2008 15:21, edited 1 time in total.
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Re: NewGRF (Air)ports - general discussion

Post by richk67 »

Last time I discussed it with the powers that be, the graphics would be handled this way:

Small, City, Heliport: new airportsbasic.grf uses sprites from main trg1r.grf system file. This allows users of replacement graphics packs to replace the airport tarmac for those airports. This would be a straight TTDP-like replacement, with no advanced features.

Commuter, International, Intercontinental, Metropolitan, Helistation, Helidepot: in airportsextended.grf. Uses sprites embedded in the .grf, not the system sprites. These are skidd13's sprites (mostly). Use of this .grf will allow some advanced features, like multiple airport facings, grass-matching-underlying tile, etc.

Small 2, City 2: in an airport expansion pack of some sort with its own sprites, otherwise identical to airportsbasic.grf. This will be a multi-orientation airport, using the overlays and grass-matching, so that the small airport can have tire tracks over desert, snow, etc. The city airport would be totally grass-matching supporting, using the .grfs sprites.


(NOTE TO SELF: add Misc flag to indicate that the airport supports grass matching, so I can switch it off if necessary. At the moment, it is on by defualt.)
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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Re: NewGRF (Air)ports - general discussion

Post by skidd13 »

LordAzamath wrote:Nice!
I appreciate that.
LordAzamath wrote:Are you sure I drew those roofs? I'm not sure if I even gave you anything.. (A long time ago it was :P)..
Very sure... but you seem to cleared up the attachments from your PM's, so I can't tell when you sent it to me.
LordAzamath wrote:But just to clear it here.. 8bpp Set doesn't have to do anything with airports concerning infrastruckture, once this gets trunkable we will just get these graphics here?
Well Well... directly there is no connection, but the sprites can be used for the 8bpp set since there is a need for... (And I'd like to see them in full glance in game ;) ).
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Re: NewGRF (Air)ports - general discussion

Post by richk67 »

Here is the new small airport. Ive only done one orientation, so its not as advanced as it could be.

As can be seen, the terrain "reacts" to the terrain underneath.

Minor problems: the railings dont really stand out, except in arctic or desert. Maybe do them in CC instead?
Ive not got the layering right (again), and as the aircraft moves into the next tile, the tailplanes get clipped graphically. Can someone remind me what I need to do to correct this?
Attachments
The new and original small airports in Temperate.
The new and original small airports in Temperate.
newsmall_temp.png (57.6 KiB) Viewed 7402 times
New small airport, in arctic snow, and tropical grass & desert
New small airport, in arctic snow, and tropical grass & desert
newsmall3.png (72.47 KiB) Viewed 7401 times
newsmallairport.grf
The .grf.
(16.18 KiB) Downloaded 264 times
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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Re: NewGRF (Air)ports - general discussion

Post by skidd13 »

richk67 wrote:Here is the new small airport.
nice work
richk67 wrote:Minor problems: the railings dont really stand out, except in arctic or desert. Maybe do them in CC instead?
They are... well in the darkest ones ;)
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Re: NewGRF (Air)ports - general discussion

Post by DaleStan »

richk67 wrote:Ive not got the layering right (again), and as the aircraft moves into the next tile, the tailplanes get clipped graphically. Can someone remind me what I need to do to correct this?
"Keep all sprites on their own tile and all bounding boxes correct" is the usual solution.

"Correct" does not necessarily mean "truthful", however.
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.
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Re: NewGRF (Air)ports - general discussion

Post by richk67 »

So, given that for those runway sprites, Ive got no offsets defined at all (ie. first 6 bytes of sprite layout are zero), then is the problem (probably) the aircraft???
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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Re: NewGRF (Air)ports - general discussion

Post by frosch »

If you are not sure whether the bounding boxes are correct:
1. You can enable drawing bounding boxes in game using "Ctrl-B"
2. Grf2Html also creates a preview of bounding boxes in spritelayouts.

If you are sure they are correct, most likely you encountered http://bugs.openttd.org/task/119
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Re: NewGRF (Air)ports - general discussion

Post by richk67 »

Ah yes, it will be that bug. The big difference is that, although the tile is flat (and thus you would not expect it to have the problem), the runway is now part of a sprite layout, where the runway graphic is not the ground tile. The terrain's "standard grass" is the ground tile, and the runway graphic uses transparent areas to show the ground coming through.

Old - Ground tile: Runway; Upper sprites: numbers, etc.
New - Ground tile: terrain standard grass sprite; Upper sprites: runway, numbers, etc.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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Re: NewGRF (Air)ports - general discussion

Post by mart3p »

I initially had the same problem with the Switchyard (Marshalling yard) in Industrial Stations Renewal. This also uses a grass terrain ground tile, that is overlaid with a sprite with some transparent areas. After trying a number of fixes I found this seems to work:

Code: Select all

		09 08
		// X direction
		8D 0F 00 00 // ground sprite - grass
		00 00 00 10 05 01 2D 04 00 00 // overlay sprite
		80

		// Y direction
		8D 0F 00 00 // ground sprite - grass
		00 00 00 05 10 01 2E 04 00 00 // overlay sprite
		80

		...
This sets the bounding box for the overlay sprite as shown in the screenshot:
bounding boxes.png
bounding boxes.png (7.07 KiB) Viewed 6950 times
In this case, the width (x-extent or y-extent accordingly) of the bounding box (5) is the width of a platform, narrow enough to always be 'behind' the trains. For aircraft you may have to reduce this further. I also found it was necessary to have the height (z-extent) of the bounding box set to at least 1. Even though the overlay sprite has zero height, having the bounding box z-extent set to 0 gave similar problems.
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Re: NewGRF (Air)ports - general discussion

Post by Momasbrain »

i got a problem with this airport set
it downloads it in a doc format so its like a word pad text,it doesnt work :cry:
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Re: NewGRF (Air)ports - general discussion

Post by Alberth »

Try OpenOffice.

(btw: your message would be much more readable if you exercise your shift and/or punctation keys too, every now and then)
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Re: NewGRF (Air)ports - general discussion

Post by Momasbrain »

come on,your not blind are you?
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Re: NewGRF (Air)ports - general discussion

Post by richk67 »

Momasbrain wrote:i got a problem with this airport set
it downloads it in a doc format so its like a word pad text,it doesnt work :cry:
It isnt a .grf that loads into normal OpenTTD (trunk). It requires a special build of the NewGRF_ports branch. Then the .grfs for airports are loadable into the compiled version.

1) you need an SVN download to download it
2) you need to compile it yourself
3) it isnt finished
4) the *specification* is in a MSWORD.doc. I will not be changing that. If you want it in a different format, you can convert it.

Hope you like the branch.

RichK
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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Re: NewGRF (Air)ports - general discussion

Post by SirkoZ »

richk67 wrote:...4) the *specification* is in a MSWORD.doc. I will not be changing that. If you want it in a different format, you can convert it...
Perhaps you could use .odt, but I guess there would also quickly be someone that would find it un-open-able? :)
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Re: NewGRF (Air)ports - general discussion

Post by richk67 »

SirkoZ wrote:
richk67 wrote:...4) the *specification* is in a MSWORD.doc. I will not be changing that. If you want it in a different format, you can convert it...
Perhaps you could use .odt, but I guess there would also quickly be someone that would find it un-open-able? :)
Yeah, me. Love it or hate it, MSWORD has been a defacto document standard for over ten years. If your word processor cant load it, then that is, IMO, your problem - not mine. :)
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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Re: NewGRF (Air)ports - general discussion

Post by Topher »

Uh, not to intrude, but I have OpenOffice.org and it can read .doc files AND edit and save them.

If you want to save a file as .doc, just selct "Save As..." and near the bottom of the window that pops up should be a menu labelled "Save as type:", which has various formats you can select. Three of them are "Microsoft Word 97/2000/XP (.doc)", "Microsoft Word 95 (.doc)" and "Microsoft Word 6.0 (.doc)".

Hope this helps.
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Re: NewGRF (Air)ports - general discussion

Post by CommanderZ »

Topher wrote:Uh, not to intrude, but I have OpenOffice.org and it can read .doc files AND edit and save them.

If you want to save a file as .doc, just selct "Save As..." and near the bottom of the window that pops up should be a menu labelled "Save as type:", which has various formats you can select. Three of them are "Microsoft Word 97/2000/XP (.doc)", "Microsoft Word 95 (.doc)" and "Microsoft Word 6.0 (.doc)".

Hope this helps.
Uh, are you aware, that you are reviving two months dead topic with completely useless post? :roll:
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Re: NewGRF (Air)ports - general discussion

Post by jbr »

Not a dead topic, since newgrf_ports has been, and still is, under development for quite some time.

The post was useless, though, I'll give you that.
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Re: NewGRF (Air)ports - general discussion

Post by iranair777 »

richk67 wrote:Here is the new small airport. Ive only done one orientation, so its not as advanced as it could be.

As can be seen, the terrain "reacts" to the terrain underneath.

Minor problems: the railings dont really stand out, except in arctic or desert. Maybe do them in CC instead?
Ive not got the layering right (again), and as the aircraft moves into the next tile, the tailplanes get clipped graphically. Can someone remind me what I need to do to correct this?
havnt really read the whole of this topic, but the runway number should be 09 as its facing 090^o
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