Roujin wrote:Extending this to 32bpp is a rather easy task, it's just a matter of naming the individual sprites after the corresponding sprite numbers, putting them all in a folder named the same as your .grf, and setting their x- and y-offset with pngcodec. No additional coding (as in complicated stuff like nfo) required.
Only problem is when you're swapping sprites around in your .grf, a previously made 32bpp extension to your .grf will be defunct. So it should only be made when your .grf is final, or when you state that the sprite numbers won't change anymore
When you say 'sprite', do you mean house ID or do you really mean sprite as in the lines numbered by nforenum? The latter are beyond my control and will change from revision to revision. The houseIDs should be fairly stable (though I don't want to guarantee it right now). But if I know that it matters, they can be kept constant and I'll just sequentially increase the IDs when adding new houses.
If you like, you can join in and include the 32bpp version and the necessary generation scripts in the very same repository. That way it could possibly made such that the tar and the grf are always in sync and jointly released.
That said, the IDs and the associated pcx file names are in a simple-to-parse csv table from which I generate by means of scripts and nfo templates the entire code (here shortend for clearity):
Code: Select all
// ID, Zone, Pop, Mail, Start, End, StringID, Name, templatetype, pcxfile
01, ZONE_HIGHRISE, 150, 16 ,1970, 9999, Highrise1, Commercial Tower, building.template, highrise_01
XeryusTC wrote:planetmaker wrote:But all those other sprites will need some kind of re-scaling
That shouldn't be too hard if you've got photoshop or anything like that around, you could batch resize sprites then if you'd like.
I had a very amiable conversation with the comic set's artist, Alex Brose; he seemed actually quite keen on seeing those sprites also in OpenTTD

and he gave me permission to use the graphics of the comic set which I need. In order to modify graphics gimp is available to me. It can *somehow* be scripted, too. But I have as of now no idea how.
XeryusTC wrote:planetmaker wrote:For now though, this is going to be a houses newgrf. Other comic extensions would go into their own newgrfs similar to how the japanese newgrfs are structured.
The question was about whether it is going to be a simple replacement of graphics or if it will be a newhouses set including logic etc. I think it would be quite nice to have this as a complete replacement set. The graphics are quite good and might give a different dimension to O)TTD(P, especially if you take into consideration that the scale is totally off and these graphics fit quite well with something as "unrealistic" as TTD's scale.
Indeed. It will become a "full" newgrf, finally it will not be a simple replacement. Technically it is not even now as I define them as totally new houses, disabling the default ones, but the more advanced features will need time to learn and implement, but will creep in as my nfo understanding increases and my time allows.
Churches, stadions etc shouldn't be hard as they're default "types". Making some houses street-side aware might make sense as some of them feature road access or similar. Adjusting probabilities and epochs for houses is easily can can already be done... but needs a good overview and detailed assessment of those houses. Also, adding support for some industry sets (ecs, firs), should be feasable, adding houses which accept petrol tourists,... and can be done by setting properties accordingly.
petert wrote:This looks like a really cool set! I've added it to the
NewGRF Sets page on the wiki.
Thanks
