[Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

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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ISA
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Re: Generic Road Vehicle Set [Complete]

Post by ISA »

Thief^ wrote:EDIT: they were mostly horse-drawn passenger trams which died out around 1900. Not rail as such.
I think they are talking about trams not trains! It's road vehicle set thred.
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Re: Generic Road Vehicle Set [Complete]

Post by DanMacK »

Excellent looking carriage. Great for a start. Pikka, yours is cute :D I'd definitely like to see a horse-drawn tram added to the set, and I was thinking having horses as rail locomotives from 1800-about 1840 or so (but that's for another thread)
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Thief^
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Re: Generic Road Vehicle Set [Complete]

Post by Thief^ »

ISA wrote:
Thief^ wrote:EDIT: they were mostly horse-drawn passenger trams which died out around 1900. Not rail as such.
I think they are talking about trams not trains! It's road vehicle set thred.
I was correcting myself. I said horse-drawn rail when I was talking about trams.
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wallyweb
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Re: Generic Road Vehicle Set [Complete]

Post by wallyweb »

Next we're gonna need flagmen to walk in front of those newfangled horseless carriages that make all that noise and smoke and scare our poor horses into a full gallop. :mrgreen:
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Re: Generic Road Vehicle Set [Complete]

Post by George »

PikkaBird wrote:
George wrote:
PikkaBird wrote:12px long actually seems rather big for a horse...
12px is 3.6m long only :lol:
In your LV scale, perhaps. :roll:
Yes. But don't you find 3.6m too much for a horse? :shock:
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AndersI
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Re: Generic Road Vehicle Set [Complete]

Post by AndersI »

George wrote:But don't you find 3.6m too much for a horse? :shock:
As the height (ground to back) of the largest horses can be over 2 meter, it's not too farfetched to imagine a length of 3.6 meter from nose tip to tail end, especially when moving.

http://en.wikipedia.org/wiki/Shire_horse
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Thief^
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Re: Generic Road Vehicle Set [Complete]

Post by Thief^ »

Does this help? http://en.wikipedia.org/wiki/Length_(horse_racing)
"... length of a horse from nose to tail, approximately 8 feet ..." (~2.5m)
As this is a horse-racing measurement, it refers to the length of a horse in it's fully stretched out running position.

However I think your horse looks right, which is more important than accurate scale (especially in TTD).
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Re: Generic Road Vehicle Set [Complete]

Post by DanMacK »

Here are the horse sprites I started, they were shrunk from an image on the web that I cna't find now. Also shown is a mockup of a wagon.
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Zephyris
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Re: Generic Road Vehicle Set [Complete]

Post by Zephyris »

To be honest I think yours look too realistic for use with this set! I will make some carriages in the style of the standard cargo classes and see how it looks...
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Re: Generic Road Vehicle Set [Complete]

Post by DanMacK »

Too realistic? How does that work :? lol You could always use the shunk ones as a walking pattern. the head bob is something that I think should be included
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Re: Generic Road Vehicle Set [Complete]

Post by Wile E. Coyote »

You can use my animated horse if it's not too big for your set (and of course, if it's looking good :wink: ).
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Serbian rail set with Serbian scenario (ECS, PBI, FIRS and Tourist set compatible) Website | Topic and download | Latest version: 03.06.2015.
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Re: Generic Road Vehicle Set [Complete]

Post by michael blunck »

Wonder what you guys are going to do when time arrives to attach more than one horse to your vehicles:
corcoran12.jpg
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:P

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Re: Generic Road Vehicle Set [Complete]

Post by Roujin »

5-part-articulated-horse-carriage? 8)
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<Lakie> Well, they do the same thing but the code is different.

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Re: Generic Road Vehicle Set [Complete]

Post by Zephyris »

I'm already working on it :D
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Re: Generic Road Vehicle Set [Complete]

Post by DanMacK »

Looking at Wile E.'s in-game, these look great. Can't wait to see more :D Horse Trams were available from about 1830 in North America, so I think this would be an excellent starting date for them :P Same with the omnibus (horse-drawn bus). Wagons and smaller carriages could be from 1800 or even earlier (depending how sadistic you are)

Electric trams could be available anywhere from 1880-1890 (the first 'successful' electric trams were built in 1888 for the Richmond Union Passenger Railway in Richmond, Virginia) A good timeline is Here
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Re: Generic Road Vehicle Set [Complete]

Post by Zephyris »

I'm looking for some help coding short road vehicles (for articulation). I'm sure I have seen it used in tram sets, but I cant see how it's done!
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Re: Generic Road Vehicle Set [Complete]

Post by PikkaBird »

Zephyris wrote:I'm looking for some help coding short road vehicles (for articulation). I'm sure I have seen it used in tram sets, but I cant see how it's done!
You will need to set the appropriate bit in prop 17, then use callback 11.
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Re: Generic Road Vehicle Set [Complete]

Post by FooBar »

Myself I always like to learn from examples, so here's one for you. There might be some little errors in the comments, because I just added them five minutes ago from the top of my head; I didn't have any example code with comments. The code itself should be working without problems.

Please note that this is a more advanced example, as it includes a sound effect callback and a fancy seperate sprite for the buy menu image.

Code: Select all

//[55] HTM/Randstadrail Alstom RegioCitadis 4001-4054

//Action 1; three sets of eight sprites.
-1 * 0	 01 01 03 08
// Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
-1 sprites/dutramset.pcx 2 1000 01 21 8 -4 -11
-1 sprites/dutramset.pcx 42 1000 01 16 20 -12 -6
-1 sprites/dutramset.pcx 82 1000 01 11 28 -14 -6
-1 sprites/dutramset.pcx 122 1000 01 16 20 -12 -9
-1 sprites/dutramset.pcx 162 1000 01 21 8 -4 -11
-1 sprites/dutramset.pcx 202 1000 01 16 20 -8 -10
-1 sprites/dutramset.pcx 242 1000 01 11 28 -14 -6
-1 sprites/dutramset.pcx 282 1000 01 16 20 -8 -9

-1 sprites/dutramset.pcx 2 1030 01 20 8 -4 -10
-1 sprites/dutramset.pcx 42 1030 01 15 18 -8 -7
-1 sprites/dutramset.pcx 82 1030 01 14 25 -13 -7
-1 sprites/dutramset.pcx 122 1030 01 18 18 -8 -10
-1 sprites/dutramset.pcx 162 1030 01 21 8 -4 -11
-1 sprites/dutramset.pcx 202 1030 01 18 18 -10 -11
-1 sprites/dutramset.pcx 242 1030 01 14 25 -14 -9
-1 sprites/dutramset.pcx 282 1030 01 15 18 -10 -10

-1 sprites/dutramset.pcx 2 1060 01 21 8 -4 -11
-1 sprites/dutramset.pcx 42 1060 01 16 20 -10 -7
-1 sprites/dutramset.pcx 82 1060 01 11 28 -14 -6
-1 sprites/dutramset.pcx 122 1060 01 16 20 -10 -8
-1 sprites/dutramset.pcx 162 1060 01 21 8 -4 -11
-1 sprites/dutramset.pcx 202 1060 01 16 20 -10 -9
-1 sprites/dutramset.pcx 242 1060 01 11 28 -10 -6
-1 sprites/dutramset.pcx 282 1060 01 16 20 -10 -10


// Three sets, so we need three action 2s. Sets assigned to CID AA, BB and CC.
-1 * 0	 02 01 AA 01 01 00 00 00 00

-1 * 0	 02 01 BB 01 01 01 00 01 00

-1 * 0	 02 01 CC 01 01 02 00 02 00


// Here's a special action1+2: introducing an image for the buy menu; CID FB.
-1 * 0	 01 01 01 01
-1 sprites/dutramset.pcx 322 1000 01 12 50 -25 -6
-1 * 0	 02 01 FB 01 01 00 00 00 00


//Now let's get to the real stuff. All backwards ofcourse, so you might want to read from the bottom up.

// same as below, but decrease by 1*4=4px.
-1 * 0	 02 01 13 81 0C 00 FF 01 01 80 11 11 CC 00

// va2 wagon length callback: use shortening level 2 (i.e. decrease length by 2*4 = 8 px), otherwise goto CID BB (in other words: CID BB has been reassigned to CID 12 and made shorter by 8 pixels).
-1 * 0	 02 01 12 81 0C 00 FF 01 02 80 11 11 BB 00

// va2 define sprite layouts for each wagon: use CID AA for first wagon, CID 12 for second and CID 13 for other wagons (only third wagon in this case)
-1 * 0	 02 01 11 81 40 00 FF 02 AA 00 00 00 12 00 01 01 13 00

//va2 build articulated vehicle: add 2 wagons to VID 55.
-1 * 0	 02 01 10 81 10 00 FF 01 55 80 01 02 FF 80

// Varaction 2 sound effects: use first defined sound effect, otherwise goto CID 11
-1 * 0	 02 01 09 81 10 00 FF 01 49 80 01 01 11 00

// Action 2 callback: goto CID 09 for sound effect, CID 10 for articulated vehicle setup, goto CID 11 otherwise.
-1 * 0	 02 01 08 81 0C 00 FF 02 09 00 33 33 10 00 16 16 11 00


// Action three: one road vehicle, VID 55, use CID FB for buy menu image and CID 08 for the rest of the stuff.
-1 * 0	 03 01 01 55 01 FF FB 00 08 00
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Re: Generic Road Vehicle Set [Complete]

Post by michael blunck »

FooBar wrote:

Code: Select all

// Action 2 callback: goto CID 09 for sound effect, CID 10 for articulated vehicle setup, goto CID 11 otherwise.
-1 * 0    02 01 08 81 0C 00 FF 02 09 00 33 33 10 00 16 16 11 00
Something like this would be even more obvious and it´ll prevent table breaking when being posted. 8)

Code: Select all

// handle callbacks
-1 * 18    02 01 08 81 0C 00 FF 02
	         09 00 33 33 // sound 
	         10 00 16 16 // articulated
	         11 00       // else graphics
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Zephyris
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Re: Generic Road Vehicle Set [Complete]

Post by Zephyris »

Code: Select all

-1 * 0    02 01 AA 81 0C 00 FF 01 $$ 80 11 11 BB 00
So the key code is this, which makes any vehicle using the BB set of graphics via this variational action2 (ID AA) $$ units shorter? Is this all the code required?
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