File Repository

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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maquinista
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Re: File repository

Post by maquinista »

This is a problem of fences, Ben Robbins released a better ones.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
Xand
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Re: File repository

Post by Xand »

maquinista wrote:This is a problem of fences, Ben Robbins released a better ones.
I've downloaded the sprites of this version: http://jupix.info/openttd/gfxdev-repo/i ... ile&id=156 and with those sprites I have the problem that I mentioned earlier.
maquinista
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Re: File repository

Post by maquinista »

Maybe You have a previous TAR file with my old fences inside.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
Xand
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Re: File repository

Post by Xand »

maquinista wrote:Maybe You have a previous TAR file with my old fences inside.
I've got one big tar file :) , so everything will be overwritten. This ensures that I don't have that problem.
Xand
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Re: File repository

Post by Xand »

On the download page of the LandScape-Ground-Coast Tiles.tar it's mentioned that:

"The folowing works - namely:
1365_z0.png to 1372_z2.png in openttdw folder"

When renaming them, you will get this:
temperate.JPG
temperate.JPG (55.07 KiB) Viewed 2854 times
Obviously those sprites do not belong to the temperate set, but to the sub-tropical set. So, it should be 1391_z0.png to 1398_z0.png. This range refers to the tiles of the sub-tropical. Similar sprites for the temperate set are not present in the LandScape-Ground-Coast Tiles.tar file.

Furthermore, it is not mentioned that you need rename the sprites located in ogfxe_extra (see image below) to 1391 - 1398. My point is: either provide the right information or omit the incorrect information :wink:. That brings me to my second point. Where are the sprites for the temperate set?
sprites for sub-tropical.JPG
maquinista
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Re: File repository

Post by maquinista »

You don't need to rename these files. It was the license of water areas, wich uses sprites from DHM_MAC.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
Xand
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Re: File repository

Post by Xand »

maquinista wrote:You don't need to rename these files. It was the license of water areas, wich uses sprites from DHM_MAC.
Maquinista, from the start I used the orginal GFX because I don't like the openGFX. So for the orginal GFX you need to rename the sprites or else you will see them missing. In general it will uncover sprites that have mappings in both the various grf's (trgXX) and openttdw.grf and those mappings I pass along to Geektoo for the "32bpp-extra: a new openttdcoop project!". In this case it is not relevant, nonetheless it does provide the reason why I do it.

However in this case I was talking about the file "LandScape-Ground-Coast Tiles.tar " on the Jupix repository. Which is incomplete and therefore the points that I raise are still valid.
Last edited by Xand on 30 Mar 2010 22:56, edited 3 times in total.
maquinista
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Re: File repository

Post by maquinista »

Xand wrote:
maquinista wrote:You don't need to rename these files. It was the license of water areas, wich uses sprites from DHM_MAC.
Maquinista, for the orginal GFX you need to rename them or else you will see missing sprites. Concering you second remark, what do you mean by that?

Nevertheless, I "solved" the problem by downloading 32-extra files and getting the required sprites from there.
The problem of missing sprites is that 32-extra files are not finished. Also, You don't need to rename files.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
Antonio1984
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Re: File repository

Post by Antonio1984 »

I've uploaded 3 source blend files, waiting for them coding..
1)Control Tower
2)Tram Depot
3)Park
bye..
maquinista
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Re: File repository

Post by maquinista »

I'm coding the tram depot.

The tram tracks needs Z1 and Z2 files, It will fix the ugly effect at these zoom levels.
Attachments
Screenshot
Screenshot
tram_preview1.jpg (97.51 KiB) Viewed 2793 times
Screenshot.
Screenshot.
tram_preview2.jpg (92.61 KiB) Viewed 2793 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
Jupix
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Re: File repository

Post by Jupix »

Rev 14 has now been deployed. This is mainly a feature update, full changelog is below.

You may notice some new options for describing an entry have appeared lately; status option "to be split up" and entry type option "standard tar". Let me explain their meaning:

Entry to be split up is a status that is to be assigned to every file that can be described as a "pack". Meaning it contains multiple items, like multiple buildings or vehicles. Exceptions to this include, but are not limited to, ground sprites that can be packed up according to their appearance (like ground sprites or roads), and vehicles whose models are contained within a single 3D source file. Entries will be assigned this status by their author or an administrator, whoever gets to it first. This status is a "work-in-progress" level status (denoted by a yellow dot in file lists). Once all the sprites and sources contained in an entry of this type have been split into new entries, this entry will be removed as a duplicate.

Standard tars are tars that follow the base set conversion project / repository tar release guidelines:
  • Tar is the specified tar template that can be obtained at the wiki (if not as you're reading this, then in the near future).
  • Tar contains z0, z1 and z2 sprites.
  • Tar contains sources.
  • Entry contains a single item.
As with the other new option, this one will be assigned by the author, or by an administrator. The nightly megapack will be moving into processing files under this type soon, instead of the "all-zooms sprites" type. This change is a step in my "getting rid of extra-zoom/normal-zoom distinction" program.

Changelog for Repo rev14

* New feature: site index now shows some general statistics.
* New feature: implemented a user list.
* New feature: "file view" now lists the contents of tar files.
* New feature: "file view" now displays the action history of the entry.
* New feature: "file view" now displays the file's forks at the bottom of the page. The same list also displays the file that the file was forked from, if applies.
* New feature: entries in the "all files" view can now be sorted and filtered, and the setup you choose is maintained for the duration of your logon session even if you leave the list page.
* Change: "all files" page is now listed in the main menu and not below the recent uploads list on the front page.
* Change: revamped the file view in edit mode and file revisal code in order to accomodate a smarter way of handling edit mode there. Edit mode is now checked for only once during the execution of the script.
* Bugfix: since rev13, user join dates were not being handled correctly.
* Bugfix: since rev13, user registrations were not being recorded correctly.
* Bugfix: fixed a markup error in activity log entries for file revisal.
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Re: File repository

Post by Jupix »

Here's a tool that you might find useful; you can diff tars hosted on the repo, so you can find out whether some tars overlap, and if they do, which sprites are different (by filesize). It also lists the files that are in one tar but not the other.
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maquinista
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Repo edit privs

Post by maquinista »

I have a problem: I can't update the control tower of the city airport. I don't have permission.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
Jupix
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Re: Organizing 32bpp sprites

Post by Jupix »

You mean this?
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maquinista
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Re: Organizing 32bpp sprites

Post by maquinista »

Yes, this is the file that I can't update.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
Jupix
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Re: Organizing 32bpp sprites

Post by Jupix »

maquinista wrote:Yes, this is the file that I can't update.
OK, you should now be able to.
#################
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Re: File repository

Post by Jupix »

Updated FP.
#################
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Lord Aro
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Re: File repository

Post by Lord Aro »

this seems to be the best place to put this:

what needs to be done to (most of) the graphics on the repository (that have been coded) to make them get on the nightly package? something about a standard tar?
also, what makes a file get on to the dev nightly pack but not the standard?
i'm willing to do some of it...

EDIT: ok, i've found it's requirements (by reading a bit more :rolleyes: ) but can someone link to what a standard tar format is?

and, if i can make them info a standard tar, how should i go about uploading them t the repository? should i upload a new file, or just upgrade the old, unfinished one? (if you get what i'm talking about)
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maquinista
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Re: File repository

Post by maquinista »

The sprites must have their z0 and z1 zoom levels and They must allow to be distributed under a GPL licence.


If You want help You can try to put the correct number of sprites in the signals, because their sprite numbers doesn't match and the signals doesn't have a correct orientation.

When the was renumbered, You can resize them with pngresize.exe
If You want, I can send You a batch file , and You will need only a double click to resize all of them. This batch script is done easily with a program written C. Don't resize the sprites one by one... It's a tremendous work!


About licenses: northstar2's and cadaver buildings don't have a defined license, It would be interesting to have their sprites released, because they are a lot.

I'm working on this building:
Image
I'm fixing the high lights and shadows, and increasing the saturation a bit.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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Lord Aro
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Re: File repository

Post by Lord Aro »

excuse my n00bishness, but what is pngresize.exe?
is it the batch file you're talking about?
me having it would be lovely, thanks
also, if possible, having the source code would be good as i do a lot of my work on linux
AroAI - A really feeble attempt at an AI

It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
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