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Posted: 24 Feb 2005 13:43
by Geo Ghost
ok, no
what ever that means. I'm guessing some one wants me to sort out my design problems...
will be done
<gone!>
Posted: 24 Feb 2005 14:13
by Born Acorn
Aha! I found out the problem.
The sprites I have are ok and tesslate properly. I couldn't fugure out any problems.
Then today Windows corrupted itself and I had to re-save everything from the net. I discovered that the Wrexham Station spritesets you seem to be working with are cropped incorrectly here and there.
Here are the original sprites from the old thread.
Posted: 24 Feb 2005 14:16
by Zimmlock
Nice drawings
But i guess the clock work is broken, at one side of the station its 4 o'clock and at the other side its 8 o'clock

hope the trains run on time

Posted: 24 Feb 2005 18:10
by Born Acorn
I thought someone would notice that little snag sometime or other

Posted: 24 Feb 2005 18:33
by Geo Ghost
let me guess, you used a 'mirror' tool or somthing like that right?

Posted: 24 Feb 2005 19:02
by Born Acorn
Followed by reshading, yes.
Posted: 24 Feb 2005 20:44
by Geo Ghost
same thing i do, and im guessing, most others
you could always say there different time zones

Posted: 24 Feb 2005 21:51
by cornelius
Geo.c Ghost wrote:ok, no :wink:
what ever that means. I'm guessing some one wants me to sort out my design problems...
will be done :wink:
<gone!>
Okay for Geo and anyone else wondering about how to lay out station sprites, here's a quick guide.
A station tile will always comprise of at least three sprites: the track base, the 'background' and the 'foreground' (fig. A).
These three elements are layered together on the tile so that the background covers the tile, the train runs over the background and the tile, and the foreground covers everything (fig. B).
While you could present a station graphic to be coded with the foreground and background on the same sprite (fig. C) this will only make life harder for the coder as they will have to seperate the two in order to do their coding magic.
So for each type of tile in a station you need at least two seperate sprites for the foreground and the background. Any questions?
Posted: 24 Feb 2005 21:55
by krtaylor
Cornelius, is it possible that you could place your excellent description, and illustrations, in a new page in the Patch Wiki? That way it'll be in an easily-found spot.
Posted: 24 Feb 2005 22:02
by Patchman
Don't forget to discuss the roof, and semi-transparent sprites.
Posted: 24 Feb 2005 22:45
by Geo Ghost
ah ha, right, now i gotcha. i thought i had done that, but i guess not. i might have thought i did.
i'll get started on that soon

Its because i always group my pictures together. thats probably why im getting confused

Posted: 24 Feb 2005 23:05
by krtaylor
Oh, and both of you, don't forget to note that the buildings have to be chopped up in pieces no bigger than one square. That is, if the station building extends over two square, you have to cut it in half at the right place.
Posted: 24 Feb 2005 23:23
by cornelius
Patchman wrote:Don't forget to discuss the roof, and semi-transparent sprites.
I haven't drawn anything with a roof yet.

How does the roof work - I assume it's layered above everything else?
krtaylor yes I can put it in that in the wiki but you're also welcome to if you'd prefer to get it in there sooner

Posted: 24 Feb 2005 23:26
by krtaylor
I'd rather you did, because then you own it and you can add to it more easily. Also you aren't done writing it yet.
Posted: 25 Feb 2005 01:43
by Patchman
cornelius wrote:I haven't drawn anything with a roof yet.

How does the roof work - I assume it's layered above everything else?
Yes, it's a third sprite that goes on top of the other two platform sprites, plus (if necessary) a fourth sprite that provides the semi-transparency.
For the semi-transparent part, any non-transparent pixel becomes semi-transparent, regardless of the actual colour in the sprite, so all pixels that are set in the third sprite must be entirely transparent in the fourth sprite.
How this all works is pretty obvious if you just look at TTD's trg1 station graphics.
Posted: 25 Feb 2005 10:23
by Aegir
Heh, bit OT, but I thought people might be interested in my 'Magick Notebook' I refference so much in IRC:
http://aegir.bur.st/images/photos/
They're a bit blurry, since my hand shakes like crazy for some reason, Not like huge shakes, but I cant hold anything dead still, like a camera. Which kinda sucks when you havea 5mp cam

.
Ahhwell, anyways, Im about to add another entry to my Magick Notebook to deal with the Dutch Stations Im about to code, I ended up splitting the graphics myself and then fixing the bits I broke in the process. Dont worry, it looks identical.
EDIT; The third pic down is actually a bit from my few pages devoted to Freelancer modding, I was recording down key commands with all the relevent stuff alongside it.
Posted: 26 Feb 2005 23:48
by Born Acorn
Geo.c Ghost wrote:All iv'e done is put the station in a different combination with pieces that i was givin. i have got my own stations, but most were in the last topic.
But, any way, as i asked before, is that how you ment by aranginging the station?
Still It is very boring. We only need ONE station of the type. The original split up. We don't need all these other which look *exactly the same* but have the roof on another direction.
Heres the freight platforms and improved building sprite. I am aware more sprites are needed for the platforms. They will be done soon but now bed
Posted: 27 Feb 2005 00:11
by Aegir
Woot! They look brilliant Born! But now I have to start working on a freight class...

Posted: 27 Feb 2005 00:29
by BobDendry
Nice job Born Acorn.
Posted: 27 Feb 2005 11:52
by Jezulkim
I have made some train shelter sprites, do you like them?
The concrete platforms are made by Cornelius.