TTO Full Conversion v1.3

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Jezulkim
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Post by Jezulkim »

I decided to make the TTO destroyed land by the hard way (copying the tiles from a screeshot). And now it's ready. I have also made a new zip file where I have incuded all TTO stuff.

Gurluas, remove ALL files in the first post and put there the file I post now.
Also, change the topic name to: TTO Conversion Version 1.2.

EDIT: Quick update please download again
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Jezulkim
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Post by Jezulkim »

Sorry about my triple post.

I have just finished the tto beta version station and looking a coder for it.
The station layout should be same as in this picture: http://www.tt-forums.net/files/ttopreview_115.jpg
If there's anything wrong in the station sprites I made just say.
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Villem
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Post by Villem »

the roof needs to be tad bit brighter, like in the screenshot.
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Post by Singaporekid »

Shouldn't the thing be more orange then maroon?
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Jezulkim
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Post by Jezulkim »

Thanks, those comments were very helpful.

I forgot to mention when some one codes this station it should appear under the default station menu and the name of the station should be "old default"
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Post by Singaporekid »

Good! But still could use a few improvements
Still more orange rather than maroon, the roof needs to extend past the shed, and the shed needs to be a little smaller
Don't worry about the size, everything is in scale, or at least if I cut it up right
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Jezulkim
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Post by Jezulkim »

I have redone many parts of the station. Sorry, it's still not the right colour but close. The red and orange colours are too bright in the TTD palette.
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Post by jonty-comp »

Meh, close enough I'd say :D
Keep up the good work!
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Post by Singaporekid »

No matter, now you have to work on the roof :P
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Post by Jezulkim »

Ok, I have worked on the roof. Anyone up for coding it?
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Gurluas2000
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Post by Gurluas2000 »

looks hella good.
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Jezulkim
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Post by Jezulkim »

I tried to code this station myself, but I got two problems.

1) How to change the station's max size to lenght: 3 platforms: 2

2) The train goes under the platform, please help me with this. Nfo and screenshot below.

Code: Select all

    2 * 14	 00 04 03 01 00 
                 08 44 46 4C 54
                 0C 18 
                 0D 18
    3 * 167	 00 04 01 01 00 
                 09 08  
                    F4 03 00 00  00 0B 00 10 05 0F 30 04 00 00  80
                    F3 03 00 00  0B 00 00 05 10 0F 2D 04 00 00  80
                    F4 03 00 00  00 00 00 10 05 0F 2E 04 00 00  80
                    F3 03 00 00  00 00 00 05 10 0F 2F 04 00 00  80
                    F4 03 00 00  00 0B 00 10 05 0F 36 04 00 00  06 00 0F 05 10 0A 32 04 00 00   80
                    F3 03 00 00  0B 00 00 05 10 0F 33 04 00 00  00 06 0F 10 05 0A 31 04 00 00   80
                    F4 03 00 00  00 00 00 10 05 0F 34 04 00 00  06 00 0F 05 10 0A 32 04 00 00   80
                    F3 03 00 00  00 00 00 05 10 0F 35 04 00 00  00 06 0F 10 05 0A 31 04 00 00   80
    4 * 38	 00 04 01 01 00 0E
                 01 01 02
                 02 01 02 00
                 03 01 00 02 00
                 01 02 02 00
                 02 02 02 00 00 00
                 03 02 00 02 00 00 00 00
                 00 00
    5 * 4	 01 04 01 04
    6 sprites/betast.pcx 98 8 09 23 42 13 -14
    7 sprites/betast.pcx 146 8 09 31 42 -31 -11
    8 sprites/betast.pcx 194 8 09 31 42 -9 -11
    9 sprites/betast.pcx 242 8 09 23 42 -53 -14
   10 * 7	 02 04 00 00 01 00 00
   11 * 7	 03 04 01 00 00 00 00
   12 * 19	 04 04 9F 01 00 C5 98 "old default" 00
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Post by DaleStan »

1) There are 8 buttons, but setting 0C/0D to 18 only disables two of the buttons. You need to set more bits in 0C/0D (0C FC 0D F8 is my guess.)

2) Something's wrong with your bounding boxes, your offsets, or both. The z-extent problably shouldn't be that large, for one, but I guess I'd be surprised if that's causing the problem. Other than that I don't see anything obviously wrong. Maybe you've got the 10/05 bytes pairs in prop 09 swapped?
It may help to have the new sprite sorter on.
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Post by Jezulkim »

Thanks :D It works now. I have (properly) coded my first station!

I have still one question, could you explain me that bit thing because I don't really get it.

I'll add the grf to the pack later.
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Post by DaleStan »

Jezulkim wrote:I have still one question, could you explain me that bit thing.
How'd you figure out what to set for the langID byte?

The bitmask for 0C/0D works the same way, except that the bits are as follows:

Code: Select all

Bit | Meaning
0   | Disable the 1 button
1   | Disable the 2 button
2   | Disable the 3 button
3   | Disable the 4 button
4   | Disable the 5 button
5   | Disable the 6 button
6   | Disable the 7 button
7   | Disable the +7 button
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Post by Jezulkim »

Because of a recent find, this set will be updated once again.

Changes:

-An early TTO station. The original graphics are not in the grf because there's no way to get them, but the graphics are made by me and they are almost same (70% same, I think)

Gurluas, update the version number in the title and first post. New version number: 1.2.2

EDIT: If you already downloaded the beta tto station in my earlier post, download this pack because I fixed on thing in the grf
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Post by Jezulkim »

Could someone code this new icon for the TTO monorail bridge, because it uses the ttd tubular bridge icon now.
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Jezulkim
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Post by Jezulkim »

Never mind, I did that monorail bridge icon coding myself. Is the action A the only/best way to code it?

And gurluas, update the title and the files in the first post.
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Post by Gurluas2000 »

nice jezul il update.
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Jezulkim
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Post by Jezulkim »

I forgot to mention some people in the readme, so I have to update. This is the last time I update this grf (unless you find very nasty bugs).

Gurluas, please update the first post, this time is the last time.
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