EDIT: You seem to miss these tiles..wonder why? Ben, I'm looking forward to hear from you
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Lord
Moderator: Graphics Moderators
Soeb wrote:Not only those are missing.
A few rail tracks were done so that shouldn't be hard.
EDIT: BTW why they aren't there
SECOND_EDIT: And about that. I done eleven roads. Now I need to work on slopes. Of course all credits go to Ben_Robbins_. All coded.
Pretty nice! But do you say, that there is nothing wrong with the screen you get? Then I might aswell put test it in another nightly (or 0.6beta1) and if it works there, I will release it.GeekToo wrote:Sorry Lord for not responding, but I was busy with a new project ( not much comments on the bus, so I guess it's ready ).
So here the start of the 32bpp iron ore mine. Still a lot to be done, just to give an impression.
For the texture of the roof, dmh_mac owes a thank you, I did use some of his techniques for that texture
<edit> Lord, I tried to solve your problem with the city roads, but I can not reproduce it .
The road tiles are still not aligning right with these files, I find that it displays whatever was last on that part of the screen... for instance I was in Photoshop with the red swatch open, flicked back to OTTD and it showed red all between the road tiles.Soeb wrote:So here are town road bits:If temperate road tiles are done, now I'll try to code them.
EDIT2: Temperate roads:
i know what your problem is..It happens when you resize. I avoided them with one trick, which is too long to describe. I'll probabley get it done quickerSoeb wrote:Yeah, I know about that. That's a little problem, I think. I'll try to do something, but i don't promise I will do it.
@chromaphase: It looks very nice. I just can't wait to see it in game.
Ah..njeh..well..Soeb wrote:So, I think that's the problem. If you will find some time, describe that trick. I think it will help with a lot of things, and you wouldn't have to done those things by yourself.
Maybe you have untarred the png's in the data/sprites/trg1r directory. The sprites in that directory take precedence over the sprites from the tar file. Which is handy when testing changes to the png but not when testing a coded tar.lordazamath wrote:
BUT! I have some very weird error! The beta can load some very ancient things, I have done, although I have deleted the files....long ago. Better more - I reinstalled beta to get it normal, but it still CONTINUED. That means that it loads old 32bpp city roads right now and I can't test them. I thnik that Vista has screwed up somewhere... Restart didn't help. I'll tell you when the source is found:)
If I reinstall beta and add only those trg*r.grf's and sample.cat, there ain't NO such folders as sprites even. It was just a clean install and opened in 32bpp-blitter. I don't know anymore. And I used the vista's search to find atleast the scenario file, it could load. (One of myself made heightmapGeekToo wrote:Maybe you have untarred the png's in the data/sprites/trg1r directory. The sprites in that directory take precedence over the sprites from the tar file. Which is handy when testing changes to the png but not when testing a coded tar.lordazamath wrote:
BUT! I have some very weird error! The beta can load some very ancient things, I have done, although I have deleted the files....long ago. Better more - I reinstalled beta to get it normal, but it still CONTINUED. That means that it loads old 32bpp city roads right now and I can't test them. I thnik that Vista has screwed up somewhere... Restart didn't help. I'll tell you when the source is found:)
About the method of duplicating the layer 3 times: drawback is that you'll lose the anti-aliasing(which causes the semitransparent pixels), and the effect that the grass grows 'over' the white square cursor. What I did for my grass tiles: make the sprites slightly larger, and adjust the pngcodec accordingly, so the opaque pixels fill the 64x32 tile, and the transparent pixel do the anti-aliasing / depth effect.
To fine tune the pngcodecing: first roughly codec the png ( app x/2 - 1, y-31). Create a scenario or savegame with your sprite to test in it. Then use the explode tool to remove all adjacent tiles.
Move a little with the white cursor over your sprite and it's neighbour tiles. If white edges remain,
pngcodec is not correct, or if you cant get it right, the sprite is too small.
Correct, they are 64 px wide, but that is because I can control the size of the render, the height is slightly higher than the original. But what i meant was:if you only have the png, you can resize them a little larger than 64 px wide, so the non transparent part fills the complete original, and then crop the one or 2 pixels left or right.lordazamath wrote: Your grass tile's width is still 64, as it should be...Then it's not larger. And you have another typo toox -> -31; y -> 2-1, not opposite
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