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Re: "Pimp My Sprites" - eGRVTS

Posted: 31 Dec 2010 10:02
by Zephyris
colossal404 wrote:I'm coming with my questions again:
1. Are the express trucks will carry only goods, food, valuables/gold/diamond and mail?
2. If yes, are the size of these boxes will be the same?
3. If not what cargoes will be supported over these 4?
The express trucks will be mail/box/valuable/refrigerated only, not the "heavy industry" tank/flatbed/hopper. At the moment I would say work to the same trailer size, though this can be tweaked in the future. There may be other cargoes over these four when using an industry set, though don't worry about those for now.
colossal404 wrote:Looks like I'm the only one who interested in this set's upgrade :wink:
True isn't it, I'm surprised given how may people use this set!

Re: "Pimp My Sprites" - eGRVTS

Posted: 31 Dec 2010 10:55
by Owen P
Zephyris wrote:
colossal404 wrote:Looks like I'm the only one who interested in this set's upgrade :wink:
True isn't it, I'm surprised given how may people use this set!
Well I for one am interested, but as I can contibute nothing in the way of drawing I had kept quiet, and was just keeping an eye on the thread to see how it was going.

I might be able to teach myself how to draw to a sufficient standard, however I very much doubt this and it certainly wouldn't be in a useful timeframe.

Re: "Pimp My Sprites" - eGRVTS

Posted: 01 Jan 2011 23:37
by colossal404
Is this look enough oldish? (S1)
It supposed to be a cabless steamer based on this.
The bright pink and yellowish parts are the driver, the brown area on the top of the boiler is the wood for the fire.

Re: "Pimp My Sprites" - eGRVTS

Posted: 02 Jan 2011 11:59
by Zephyris
Owen P wrote:Well I for one am interested, but as I can contibute nothing in the way of drawing I had kept quiet, and was just keeping an eye on the thread to see how it was going.
Well if you do feel like trying some drawing feel free to post it here! The best way to learn is to try, especially if there are some sprites you can have a go at tweaking rather than drawing from scratch.
colossal404 wrote:Is this look enough oldish? (S1)
It supposed to be a cabless steamer based on this.
The bright pink and yellowish parts are the driver, the brown area on the top of the boiler is the wood for the fire.
That looks great! Consider it included! I need to work out how to code the new steam graphics effects for road vehicles now...

Re: "Pimp My Sprites" - eGRVTS

Posted: 02 Jan 2011 13:30
by Owen P
Zephyris wrote:
Owen P wrote:Well I for one am interested, but as I can contibute nothing in the way of drawing I had kept quiet, and was just keeping an eye on the thread to see how it was going.
Well if you do feel like trying some drawing feel free to post it here! The best way to learn is to try, especially if there are some sprites you can have a go at tweaking rather than drawing from scratch.
I have tried in the past and concluded that I have a complete lack of artistic talent.

However I may well give it another go and see if I can produce something halfway decent, no promises though.

Re: "Pimp My Sprites" - eGRVTS

Posted: 02 Jan 2011 13:42
by andythenorth
Zephyris wrote:I need to work out how to code the new steam graphics effects for road vehicles now...
Set action 0 prop 21 ;)

Re: "Pimp My Sprites" - eGRVTS

Posted: 04 Jan 2011 11:05
by Zephyris
So here's a coding question:

I am creating multiple truck and cargo graphical variants for random variation. The truck graphics should be randomly selected when the vehicle is built and the cargo graphics should be rerandomised each time the vehicle unloads and reloads...

The code I am currently using is:
For randomisation of different cargo graphic variants:

Code: Select all

25880 * 0	 02 01 \b3 80 01 00 \b2 \w2 \w1
For randomisation of different truck graphic variants:

Code: Select all

25944 * 0	 02 01 \b67 80 00 00 \b2 \w3 \w36
As I understand it for randomisation of cargo graphics I have set bit 0 for the re-randomisation trigger so the vehicle re-randomises the cargo graphics every time it gets a fresh load of cargo; this seems to work correctly. For randomisation of the truck graphics I have set no re-randomisation trigger bits so it should not retrigger, except it does re-randomise with a new load of cargo...

Does this need to be solved by setting the "randbit" to something different? I.e.:
For randomisation of different cargo graphic variants:

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25880 * 0	 02 01 \b3 80 01 00 \b2 \w2 \w1
And for randomisation of different truck graphic variants:

Code: Select all

25944 * 0	 02 01 \b67 80 00 01 \b2 \w3 \w36
But how does this then link to the number of graphical variants, e.g. for a truck with 4 graphical variants would the following be correct?

Code: Select all

25944 * 0	 02 01 \b67 80 00 01 \b4 \w3 \w4 \w5 \w6
One bit is not enough to randomise between four different variants...

Re: "Pimp My Sprites" - eGRVTS

Posted: 04 Jan 2011 13:56
by DJ Nekkid
I assume you code it as an articulated vehicle then? With an "engine" and a "tender" ?
then i also assume you have an action3 with a livery override for the cargopart
Then the cargopart should look something like this (assuming its only 1 stage on the cargos, but that should be the easiest part to fix):

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<action1 with 8 spritesets>
-1 * 0  02 01 11 01 01 \w0 \w0 // First random gfx
-1 * 0  02 01 12 01 01 \w1 \w1 // Second random gfx
-1 * 0  02 01 13 01 01 \w2 \w2 // Third random gfx
-1 * 0  02 01 14 01 01 \w3 \w3 // Fourth random gfx
-1 * 0  02 01 51 01 01 \w4 \w4 // First random gfx trailer
-1 * 0  02 01 52 01 01 \w5 \w5 // Second random gfx trailer
-1 * 0  02 01 53 01 01 \w6 \w6 // Third random gfx trailer
-1 * 0  02 01 54 01 01 \w7 \w7 // Fourth random gfx trailer
-1 * 0  02 01 1F 80 00 00 04 // Random engine
                          11 00
                          12 00
                          13 00
                          14 00
-1 * 0  02 01 5F 80 01 00 04 // Random trailer
                          51 00
                          52 00
                          53 00
                          54 00
Assuming you now have more var2s and callbacks:

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-1 * 0  02 01 EF 81 0C 00 FF 0x       // Callbacks engine
                          aa 00 16 16 // Articulated callback
                          xx yy zz nn // some other CB
                          1F 00       // Attach gfx
-1 * 0  02 01 FF 81 0C 00 FF 0x       // Callbacks trailer
                    <length> 80 11 11 // Length callback
                          xx yy zz nn // some other CB
                          5F 00       // Attach gfx

-1 * 0  03 01 01 <engineID> 01	     // Action3
              FF <xx> 00		        // P-list (assuming you have a special there)
              EF 00		             // Normal
-1 * 0  03 01 81 <trailerID> 00 FF 00 // Livery Override
This is 100% untested, but it would be how I would do it.
If you also have more then one cargogfx (i.e. steel and paper) then you can use VarAction2 [url=http://wiki.ttdpatch.net/tiki-index.php ... go_info_47_] Variable 47[/code] to select that, instead of the action3. (so they all can share callbacks and things). There you can, as you can see, also select both cargoclasses and individual cargos.

Re: "Pimp My Sprites" - eGRVTS

Posted: 04 Jan 2011 14:19
by Zephyris
Apologies, they are not articulated vehicles, I should have made this more clear...

E.g. imagine four action2s defining various combinations of truck graphics and cargo graphics

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\b1: Flatbed truck with CC cab and red cars as cargo
\b2: Flatbed truck with 2CC cab and red cars as cargo
\b3: Flatbed truck with CC cab and blue cars as cargo
\b4: Flatbed truck with 2CC cab and blue cars as cargo
I want to randomise both the truck graphics (at the time of purchase) and the cargo graphics (at the time of loading), therefore I am using a randomising action2 chain like this:

Code: Select all

02 01 \b5 80 01 00 \b2 \w1 \w3
02 01 \b6 80 01 00 \b2 \w2 \w4
This defines two new action2s which randomise the cargo graphics, while keeping the cab graphics constant.

Then I want to randomise the cab graphics.

Code: Select all

02 01 \b7 80 00 00 \b2 \w5 \w6
And then I can use action2 \b7 for that cargo's graphics...

The randomisation of cab graphics (action2 \b7) should only occur at purchase. The randomisation of cargo graphics (action2 \b5 and \b6) should occur every time the truck reloads.

Re: "Pimp My Sprites" - eGRVTS

Posted: 04 Jan 2011 16:50
by Zephyris
In other news I have now nearly sorted cargo sprites for all the flatbed and bulk basic, FIRS and ECS cargoes... There is, of course, still space for improvement and more graphical variants but this makes the set essentially fully functional. All the different cargo support has brought the number of sprites, for just the trucks, to around 34000 sprites! That is around 4200 sets of sprites for the 8 vehicle orientations... Unfortunately I still need to get the code for the articulated vehicles in place, so no preview grf just yet, but it is getting there!

Re: "Pimp My Sprites" - eGRVTS

Posted: 04 Jan 2011 17:25
by colossal404
That's good news, so then can I get the empty sprites of short and long flatbed or dumper for trying the overall looking of the trucks?

PS: are the buses could be useful?

Re: "Pimp My Sprites" - eGRVTS

Posted: 04 Jan 2011 19:01
by Zephyris
This is a zip of the 8, 6, 6T, 4 and 4S Box, Bulk and Flatbed truck "tails". Enjoy!

*edit* And I like the buses, though they could use a bit more detail to match the new style of trucks... They will also be a pain to code with all the working out of offsets :)

Re: "Pimp My Sprites" - eGRVTS

Posted: 04 Jan 2011 19:16
by colossal404
Hm, the flatbeds won't be lifted above the wheels (like on this picture)?

As I told You the buses are just a freetime activity, so I don't make them to fit in any template or anything, just for look good and generic (that's why are all of them on one image, on a grey backgroud, and the articulated ones are in one piece). If any changes needed, just tell me some clarification.

And just for ask: shouldn't the normal (N serie) trucks have a third axle?

Re: "Pimp My Sprites" - eGRVTS

Posted: 04 Jan 2011 19:25
by Zephyris
colossal404 wrote:Hm, the flatbeds won't be lifted above the wheels (like on this picture)?
The flatbeds I just posted are lifted 1px off the ground, which is the same as the ones you just linked. I could lift them further, though I would preferably avoid that so the cargoes can stay within the normal glitch free bounding box. It would also be easy to make all the flatbed trailers have a 1px step in them, like some of the ones you just linked, I just need to draw them then click the build road vehicle set button!
colossal404 wrote:As I told You the buses are just a freetime activity, so I don't make them to fit in any template or anything, just for look good and generic (that's why are all of them on one image, on a grey backgroud, and the articulated ones are in one piece). If any changes needed, just tell me some clarification.
Fair enough. I'm not going to really think about them yet, that is something for the future...
colossal404 wrote:And just for ask: shouldn't the normal (N serie) trucks have a third axle?
They should indeed...

Re: "Pimp My Sprites" - eGRVTS

Posted: 04 Jan 2011 20:28
by DJ Nekkid
Zephyris wrote:Apologies, they are not articulated vehicles, I should have made this more clear...

E.g. imagine four action2s defining various combinations of truck graphics and cargo graphics

Code: Select all

\b1: Flatbed truck with CC cab and red cars as cargo
\b2: Flatbed truck with 2CC cab and red cars as cargo
\b3: Flatbed truck with CC cab and blue cars as cargo
\b4: Flatbed truck with 2CC cab and blue cars as cargo
I want to randomise both the truck graphics (at the time of purchase) and the cargo graphics (at the time of loading), therefore I am using a randomising action2 chain like this:

Code: Select all

02 01 \b5 80 01 00 \b2 \w1 \w3
02 01 \b6 80 01 00 \b2 \w2 \w4
This defines two new action2s which randomise the cargo graphics, while keeping the cab graphics constant.

Then I want to randomise the cab graphics.

Code: Select all

02 01 \b7 80 00 00 \b2 \w5 \w6
And then I can use action2 \b7 for that cargo's graphics...

The randomisation of cab graphics (action2 \b7) should only occur at purchase. The randomisation of cargo graphics (action2 \b5 and \b6) should occur every time the truck reloads.
Then i assume you have 16 different spritesets?
Then i would have a total of 5 random2's
The four first is each cabtype with four random cargos with the "type 01" random trigger
the 5th with random of each of thoose with the "type 00" random trigger

Re: "Pimp My Sprites" - eGRVTS

Posted: 04 Jan 2011 23:05
by Zephyris
DJ Nekkid wrote:The four first is each cabtype with four random cargos with the "type 01" random trigger
the 5th with random of each of thoose with the "type 00" random trigger
Yeah, that's essentially what I have at the moment... The issue is the type 00 trigger seems to re-randomise both random action 2s...

*edit* Changing the random bit worked, though I don't quite understand why!
From this:

Code: Select all

02 01 \b5 80 01 00 \b2 \w1 \w3 //Cargo randomisation
02 01 \b7 80 00 00 \b2 \w5 \w6 //Truck randomisation
To this:

Code: Select all

02 01 \b5 80 01 01 \b2 \w1 \w3 //Cargo randomisation
02 01 \b7 80 00 00 \b2 \w5 \w6 //Truck randomisation

Re: "Pimp My Sprites" - eGRVTS

Posted: 05 Jan 2011 00:19
by DJ Nekkid
ask dalestan :D

Re: "Pimp My Sprites" - eGRVTS

Posted: 12 Jan 2011 18:36
by DeletedUser6
As an eGRVTS extension, would it be possible to create 'vans' using a method similar. Also I'd love to draw for this project, as I love eGRVTS!

Matthew:out

Re: "Pimp My Sprites" - eGRVTS

Posted: 12 Jan 2011 23:33
by Zephyris
Yeah, it would be quite easy to set up vans in a similar way; a set of small (e.g. 4/8 length and half width) "tails" for the vans and a selection of van fronts...

Re: "Pimp My Sprites" - eGRVTS

Posted: 13 Jan 2011 18:16
by DeletedUser6
I'll help with the vans but do be prepared to give the sprites a fine tooth comb - as the TTD palette and the palette on my Paint of choice do not agree... :(

Matthew:out