Adding new vehicle graphics
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- Raichase
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Lol, too hard for Raichase to do.
Spacy said he was gunna make a tutorial and stuff but he has vanished...
Spacy said he was gunna make a tutorial and stuff but he has vanished...
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Raichase - Perfect timing, all the time: [13:37] * Now talking in #tycoon
Official TT-Dave Worley Fan Club
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Do you mean the new graphics tutorial from the first post in this thread? That's what you should read to learn how to make new graphics.troopper5 wrote:But one thing is still puzzling me, i'll show you:
This code line is from grfcodec tutorial
125 * 17 02 02 01 02 04 00 00 01 00 02 00 06 00 07 00 08 00
If you've read it, it would help if you have specific questions, or tell me what you didn't understand so I can rewrite that section.
It's just the number of the entry in the file. Every sprite and pseudo-sprite gets a consecutive number starting from 0.- Allright, tell me if i'm wrong: First number before asterisk tells what sprite game uses in it's picture or someway like that.
The first special byte is "02". That means it's an "action 2" (definition of a cargo ID). So you go to the description of action 2 in newgrf.txt, and it'll explain what all the other bytes mean. Their meaning depends on which action it is.- Asterisk tells that is a pseudo-sprite (whatever it it ).
- Seventeen tell the number of digits or bytes, how much there are them.
But i don't understand those last byte number, what are they? I tried to read it from readme, but didn't still understand.
Adam and all people who make vehicles, can you post your vehicles online? Then I'll put them in the vehicles section of my graphics site!
Dinges
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my Blog (dutch) - my Last.fm profile
Owner of http://ttdgraphics.cjb.net/ ! Temp addr: http://ttdgraphics.owenrudge.com/
Who is the other person in me?
my Blog (dutch) - my Last.fm profile
Owner of http://ttdgraphics.cjb.net/ ! Temp addr: http://ttdgraphics.owenrudge.com/
- uzurpator
- Transport Empire Moderator
- Posts: 2178
- Joined: 10 Jan 2003 12:21
- Location: Katowice, Poland
Be patient - When i have my exams after me, and I will succesfully set -up my home network then I will attempt to finally release my trucks. For now my comp crashes grfcodec at 42% :/
Oh well - I hope it will work like charm on good ol' Pentium 60 mhz.
Oh well - I hope it will work like charm on good ol' Pentium 60 mhz.
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
125 * 17 02 02 01 02 04 00 00 01 00 02 00 06 00 07 00 08 00
Okay, i'll tell now what i know, i'm stuck again...
- 17, number of bytes
- 02, action 2
- second 02, tells that it is a ship, but why there's a zero before a vehicle type number?
- 01, tells that ship carries coal
I don't know anymore... If you could tell about all sprites shortly what they do, i thank you really much.
BTW, what is off-set byte?
Okay, i'll tell now what i know, i'm stuck again...
- 17, number of bytes
- 02, action 2
- second 02, tells that it is a ship, but why there's a zero before a vehicle type number?
- 01, tells that ship carries coal
I don't know anymore... If you could tell about all sprites shortly what they do, i thank you really much.
BTW, what is off-set byte?
What zero? Are you asking why is it 02 and not just 2? That's just how you have to specify the values, as a two-digit hexadecimal number.troopper5 wrote:125 * 17 02 02 01 02 04 00 00 01 00 02 00 06 00 07 00 08 00
Okay, i'll tell now what i know, i'm stuck again...
- 17, number of bytes
- 02, action 2
- second 02, tells that it is a ship, but why there's a zero before a vehicle type number?
No, it says that this is the definition of cargo ID number 1. This doesn't have anything to do with what the actual cargo is, that will come later in an action 3 entry.- 01, tells that ship carries coal
Well, that's what I did in the instructions. It can't be done "shortly" because there is too much that you need to know.I don't know anymore... If you could tell about all sprites shortly what they do, i thank you really much.
Which offset byte? "Offset" just means that something is not at the beginning of something else, but rather offset from the beginning, meaning that it is a number of entries after the beginning.BTW, what is off-set byte?
- uzurpator
- Transport Empire Moderator
- Posts: 2178
- Joined: 10 Jan 2003 12:21
- Location: Katowice, Poland
Code: Select all
// Automatically generated by GRFCODEC. Do not modify!
// (Info version 4)
// Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
0 * 4 16 00 00 00
1 * 5 06 01 01 04 00
2 * 34 00 01 09 01 0D
00 63 15
03 0F
04 2D
06 07
08 50
09 3C
0E FF
0F 14
10 01
11 5B
12 17
13 0A
14 14
15 14
3 * 4 01 01 22 08
4 d:\vassal\ttdx\newgraph\trux-1st.pcx 006 2 01 18 08 -3 -10
5 d:\vassal\ttdx\newgraph\trux-1st.pcx 022 2 01 17 22 -14 -7
6 d:\vassal\ttdx\newgraph\trux-1st.pcx 054 2 01 12 28 -14 -6
7 d:\vassal\ttdx\newgraph\trux-1st.pcx 086 2 01 17 22 -4 -7
8 d:\vassal\ttdx\newgraph\trux-1st.pcx 118 2 01 18 08 -3 -10
9 d:\vassal\ttdx\newgraph\trux-1st.pcx 134 2 01 17 22 -14 -7
10 d:\vassal\ttdx\newgraph\trux-1st.pcx 166 2 01 12 28 -14 -6
11 d:\vassal\ttdx\newgraph\trux-1st.pcx 198 2 01 17 22 -4 -7
12 d:\vassal\ttdx\newgraph\trux-1st.pcx 226 2 01 18 08 -3 -10
13 d:\vassal\ttdx\newgraph\trux-1st.pcx 248 2 01 16 22 -14 -7
14 d:\vassal\ttdx\newgraph\trux-1st.pcx 274 2 01 12 28 -14 -6
15 d:\vassal\ttdx\newgraph\trux-1st.pcx 306 2 01 17 22 -4 -7
16 d:\vassal\ttdx\newgraph\trux-1st.pcx 338 2 01 18 08 -3 -10
17 d:\vassal\ttdx\newgraph\trux-1st.pcx 354 2 01 17 22 -14 -7
18 d:\vassal\ttdx\newgraph\trux-1st.pcx 386 2 01 12 28 -14 -6
19 d:\vassal\ttdx\newgraph\trux-1st.pcx 418 2 01 16 22 -4 -7
20 * 13 02 01 00 02 02 00 00 01 00 00 00 01 00
21 * 10 03 01 01 0D 01 07 00 00 00 00
22 * 20 04 01 01 0D 41 64 61 6D 20 77 6F 6F 64 20 74 72 75 63 6B 00
The effect:
No new graphics, overriden hp count, impossibility to set power, weight and speed (for rvpower).
What Am I doing wrong? Looking at Michael's trucks yelded no results...
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
- uzurpator
- Transport Empire Moderator
- Posts: 2178
- Joined: 10 Jan 2003 12:21
- Location: Katowice, Poland
thanks - only now i get stragely deformed sprite
But properties 13,14,15 and (i guess) 16 still yield no results...
EDIT:
I think I'm not made of the right clay to do it
Several hours of tweaking and all I got are random crashes, no visible results at all or partial solutions without a clue what might be wrong :/
But properties 13,14,15 and (i guess) 16 still yield no results...
EDIT:
I think I'm not made of the right clay to do it
Several hours of tweaking and all I got are random crashes, no visible results at all or partial solutions without a clue what might be wrong :/
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
help plz
Hi, I think I have understood the new pseudo sprites
But I can't create the .grf file. Can you tell me how to do it? I have grf codec with the wizard, but it want's a .grf file for encoding. I dont have that. I have olly .NFO and .pcx file.
thanx, Chulio.
EDITED:
I thought
I need more help. I figured out how to generate .grf file (don't use wizzard, use a .bat file with one line: grfcodec -e veh1.grf >t1.txt (you need veh1.nfo in your SPRITES folder, the result will be in veh1.new and t1.txt contains the process (eg what you see on screen while processing)
I have reliazed that I don't understand the 06 action (PLZ HELP)
probably because of the 06 action a have a strange result in my tests look at the picture
here is my nfo file:
// Automatically generated by GRFCODEC. Do not modify!
// (Info version 4)
// Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
0 * 4 0E 00 00 00
1 * 5 06 01 01 04 00
2 * 29 00 01 0A 01 04 00 BC 5C 06 0F 08 20 09 3C 0E FF 0F 32 10 01 11 5B 12 17 16 FF FF 01 00
3 * 4 01 01 01 08
4 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH1.pcx 82 8 01 18 8 -3 -10
5 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH1.pcx 98 8 01 16 20 -14 -7
6 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH1.pcx 130 8 01 12 28 -14 -6
7 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH1.pcx 178 8 01 16 20 -6 -7
8 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH1.pcx 210 8 01 18 8 -3 -10
9 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH1.pcx 226 8 01 16 20 -14 -7
10 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH1.pcx 258 8 01 12 28 -14 -6
11 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH1.pcx 306 8 01 16 20 -6 -7
12 * 9 02 01 00 01 01 00 00 00 00
13 * 10 03 01 01 04 00 01 00 00 00 00
what it did ok?
replaced the toyland bus, enabled for temperate climat (and others)
caries 50tons of coal
costs - have no idea
year - 1985
refitable cargo
what it didn't do ok?
graphics - see the picture
speed
But I can't create the .grf file. Can you tell me how to do it? I have grf codec with the wizard, but it want's a .grf file for encoding. I dont have that. I have olly .NFO and .pcx file.
thanx, Chulio.
EDITED:
I thought
I need more help. I figured out how to generate .grf file (don't use wizzard, use a .bat file with one line: grfcodec -e veh1.grf >t1.txt (you need veh1.nfo in your SPRITES folder, the result will be in veh1.new and t1.txt contains the process (eg what you see on screen while processing)
I have reliazed that I don't understand the 06 action (PLZ HELP)
probably because of the 06 action a have a strange result in my tests look at the picture
here is my nfo file:
// Automatically generated by GRFCODEC. Do not modify!
// (Info version 4)
// Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
0 * 4 0E 00 00 00
1 * 5 06 01 01 04 00
2 * 29 00 01 0A 01 04 00 BC 5C 06 0F 08 20 09 3C 0E FF 0F 32 10 01 11 5B 12 17 16 FF FF 01 00
3 * 4 01 01 01 08
4 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH1.pcx 82 8 01 18 8 -3 -10
5 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH1.pcx 98 8 01 16 20 -14 -7
6 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH1.pcx 130 8 01 12 28 -14 -6
7 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH1.pcx 178 8 01 16 20 -6 -7
8 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH1.pcx 210 8 01 18 8 -3 -10
9 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH1.pcx 226 8 01 16 20 -14 -7
10 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH1.pcx 258 8 01 12 28 -14 -6
11 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH1.pcx 306 8 01 16 20 -6 -7
12 * 9 02 01 00 01 01 00 00 00 00
13 * 10 03 01 01 04 00 01 00 00 00 00
what it did ok?
replaced the toyland bus, enabled for temperate climat (and others)
caries 50tons of coal
costs - have no idea
year - 1985
refitable cargo
what it didn't do ok?
graphics - see the picture
speed
- Attachments
-
- boat on road
- veh1_2.jpg (107.85 KiB) Viewed 3358 times
OK, I got it!!!
look at the picture.
I decoded CARGOSETW.GRF and found here some aditional info that helped me to understand this topic. Speed is not *3.2 mph but /3.2 mph, so max is FF = 79mph
Only thing I can't do better is graphic, if anyone want's to help me and re-draw it, pm me plz. I will send you the .pcx file and after editing I will post it here.
My current .NFO file:
// Automatically generated by GRFCODEC. Do not modify!
// (Info version 4)
// Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
0 * 4 0E 00 00 00
1 * 37 00 01 0E 01 04 00 BC 5C
03 0F
04 32
06 0F
08 FF
09 3C
0E FF
0F 32
10 01
11 5B
12 17
13 16
14 26
16 FF FF 01 00
2 * 4 01 01 01 08
3 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH1.pcx 82 8 01 18 8 -3 -10
4 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH1.pcx 98 8 01 16 20 -14 -7
5 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH1.pcx 130 8 01 12 28 -14 -6
6 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH1.pcx 178 8 01 16 20 -6 -7
7 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH1.pcx 210 8 01 18 8 -3 -10
8 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH1.pcx 226 8 01 16 20 -14 -7
9 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH1.pcx 258 8 01 12 28 -14 -6
10 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH1.pcx 306 8 01 16 20 -6 -7
11 * 9 02 01 00 01 01 00 00 00 00
12 * 10 03 01 01 04 01 01 00 00 00 00
13 * 10 04 01 03 01 04 4C 49 41 5A 00
14 * 10 04 01 04 01 04 4C 49 41 5A 00
hope it will hel you, I still have to look at the costs and refitable cargo list.
Also I need to draw and define graphics for carriing cargo.
QUESTION:
are properties 13,14,15 usefull, when rvpower is obsolete?
- Attachments
-
- better then last one
- veh_3.jpg (108.77 KiB) Viewed 3342 times
- uzurpator
- Transport Empire Moderator
- Posts: 2178
- Joined: 10 Jan 2003 12:21
- Location: Katowice, Poland
I did encode the file. But i got something like this...
And properties 13,14,15 and 16 do not seem to work at all. Or maybe I screwed something up.
And properties 13,14,15 and 16 do not seem to work at all. Or maybe I screwed something up.
- Attachments
-
- trux.gif (1.63 KiB) Viewed 3540 times
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
to Adam
Hi Adam
I think properties 13,14,15 are obsolete, because they require parameter rvpower=1 whitch is obsolete (patch 1.9.1.30)
property 16 is working ok, set it to FF FF 01 00 for all cargo except toyland (including passangers and mail)
my graphics is wrong, i had to convert TrueColor to 256c and I got litle more of green then I wanted
hope tomorow will work everything ok
Chulio
I think properties 13,14,15 are obsolete, because they require parameter rvpower=1 whitch is obsolete (patch 1.9.1.30)
property 16 is working ok, set it to FF FF 01 00 for all cargo except toyland (including passangers and mail)
my graphics is wrong, i had to convert TrueColor to 256c and I got litle more of green then I wanted
hope tomorow will work everything ok
Chulio
OK
Thanx Patchman, it is working now.
for you, who think that these pseudo sprites are hard, I have a litle example: here is my NFO file:
// Automatically generated by GRFCODEC. Do not modify!
// (Info version 4)
// Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
0 * 4 0F 00 00 00
1 * 39 00 01 0F 01 05 00 BC 5C 03 0C 04 32 06 07 08 FF 09 32 0E FF 0F 28 10 01 11 51 12 17 13 30 14 26 15 58 16 02 4B 01 00
2 * 4 01 01 01 08
3 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH2.pcx 66 8 01 18 8 -3 -10
4 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH2.pcx 82 8 01 16 20 -14 -7
5 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH2.pcx 114 8 01 12 28 -14 -6
6 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH2.pcx 162 8 01 16 20 -6 -7
7 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH2.pcx 194 8 01 18 8 -3 -10
8 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH2.pcx 210 8 01 16 20 -14 -7
9 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH2.pcx 242 8 01 12 28 -14 -6
10 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH2.pcx 290 8 01 16 20 -6 -7
11 * 9 02 01 00 01 01 00 00 00 00
12 * 10 03 01 01 05 01 01 00 00 00 00
13 * 10 04 01 03 01 05 4C 49 41 5A 00
14 * 10 04 01 04 01 05 4C 49 41 5A 00
EXPLENATION:
// - comments
FIRST ROW
0 * 4 0F 00 00 00
0 - number of sprite in .NFO file, first sprite = 0
* - this is pseudo sprite
4 - 4 enteries in this sprite {0F 00 00 00}
0F 00 00 00 = 00 00 00 0F = 15 - there are 15 sprites in this file (last one is No.14)
SECOND ROW
1 * 39 00 01 0F 01 05 00 BC 5C 03 0C 04 32 06 07 08 FF 09 32 0E FF 0F 28 10 01 11 51 12 17 13 30 14 26 15 58 16 02 4B 01 00
1 - number of sprite in .NFO file
* - this is pseudo sprite
39 - 39 enteries in this sprite {00 01 0F ... 4B 01 00}
00 - action 0 - define new vehicle
01 - it is a truck
0F - it will have 0F=15 properties { [00 BC 5C] [03 0C] [04 32] [06 07] [08 FF] [09 32] [0E FF] [0F 28] [10 01] [11 51] [12 17] [13 30] [14 26] [15 58] [16 02 4B 01 00] }
01 - it will change/add 1 vehicle
05 - replacing 5th road vehicle (look in ttdalter in list of road vehicles) this is some toyland vehicle
00 BC 5C - first property 00 (year of introduction) BC 5C = 5C BC(hex) = 23740 days (/365) = 65 years after 1920 = 1985
03 0C - prop 03 (vehicle life) 0C(hex) = 12 years
04 32 - prop 04 (available for) 32(hex) = 50 years (it will stay in purchase list)
06 07 - prop 06 (bit mask for climates) 07(hex) = 7 (1+2+4) temperate, artic, tropical (for toyland just add 8 = 15(dec) =
0F)
08 FF - prop 08 (speed when mountains <> xxx3, previous rvpower off) FF(hex)=255(dec) / 3.2 = 79mph (that is max)
09 32 - prop 09 (runing costs) 32(hex) = 50(dec)*8*1.75 = 700$/year (8 is base, 1.75 is for high running costs)
0E FF - prop 0E value FF = new graphics
0F 28 - prop 0F (capacity) 28(hex) = 40 of anything
10 01 - prop 10 (cargo) 01 = coal
11 51 - prop 11 (buying cost) 51(hex) = 81(dec)*82*1.5= 9963$ (82 is base, 1.5 is for high construction costs)
12 17 - prop 12 (sound) 17 (??? no sound for me at all)
for next 3 properties you need to have switch mountains=xxx3 (previous rvpower on)
13 30 - prop 13 (HP) 30(hex) = 48(dec)*10 = 480HP (10 is base)
14 26 - prop 14 (weight) 26(hex) = 38(dec) / 4 = 9.5t ( /4 is base)
15 58 - prop 15 (speed) 58(hex) = 88(dec) / 0.8 = 110mph ( /0.8 is base)
16 02 4B 01 00 - prop 16 (bit mask of refitable cargo) 02 4B 01 00 = 00 01 4B 02 (2 = coal,0 = nothing, B = iron ore, steel,
paper, 4 = coper ore, 1 = ruber , 0 00 for toyland)
NEXT ROW
2 * 4 01 01 01 08
2 * 4 - you already know what this is
01 - action 1 - define new graphics sprite block
01 - road vehicle
01 - one block (the graphics will be same for empty, full or %full wehicle)
08 - 8 directions = 8 different pictures
this sprite defines how many graphic sprites will folow, for me 1*8 = 8 (blocks*directions)
NEXT ROWS - graphics 8 times
NEXT ROW
11 * 9 02 01 00 01 01 00 00 00 00
11 * 9 - you already know what this is
02 - acton 2 (cargo id) - here you will define when to display those blocks defined in action 1 (above)
01 - road vehicle
00 - cargo_id ID (UNIQUE)
01 - load types (how many different graphics will there be for cargo loaded/not loaded) for me 1 graphic for all
01 - loading types the same for loading
00 00 - one state for movement
00 00 - one state for loading/unloading
these states corespond to action 1, a have there defined 1 block.
NEXT ROW
12 * 10 03 01 01 05 01 01 00 00 00 00
12 * 10 - you already know what this is
03 - action 3 - assign cargo id to vehicle and cargo (the graphic should look differnt if you are carrying coal or steel)
01 - road vehicle
01 - one vehicle
05 - vehicle id (from the ttdalter list) 5 is the same toyland vehicle as in action 0 (above)
01 - number of vehicle-specific cargo IDs in this definition
01 - coal
00 00 - cargo id to display
00 00 - default cargo id to display
NEXT (LAST) 2 ROWS
13 * 10 04 01 03 01 05 4C 49 41 5A 00
14 * 10 04 01 04 01 05 4C 49 41 5A 00
04 - action 4 - names definiton
01 - road vehicle
03(or 04) - language (english, american)
01 - one vehicle
05 - at 5.th position in vehicle list (from ttdalter) the same as before the toyland one
4C = L
49 = I
41 = A
5A = Z
========> LIAZ
00 - terminator
This is all i know so far, you can download my veh2.grf file here, add newgrf/veh2.grf into newgrf.txt and see. Don't forget
it becomes availbale in 1985 +- few random days.
If you think I made here a mistake, please reply, so I can correct myself.
Good luck.
Chulio
Pachtman> can you make ingame time go slower? maybe a parameter. Years pass too fast.
for you, who think that these pseudo sprites are hard, I have a litle example: here is my NFO file:
// Automatically generated by GRFCODEC. Do not modify!
// (Info version 4)
// Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
0 * 4 0F 00 00 00
1 * 39 00 01 0F 01 05 00 BC 5C 03 0C 04 32 06 07 08 FF 09 32 0E FF 0F 28 10 01 11 51 12 17 13 30 14 26 15 58 16 02 4B 01 00
2 * 4 01 01 01 08
3 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH2.pcx 66 8 01 18 8 -3 -10
4 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH2.pcx 82 8 01 16 20 -14 -7
5 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH2.pcx 114 8 01 12 28 -14 -6
6 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH2.pcx 162 8 01 16 20 -6 -7
7 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH2.pcx 194 8 01 18 8 -3 -10
8 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH2.pcx 210 8 01 16 20 -14 -7
9 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH2.pcx 242 8 01 12 28 -14 -6
10 C:\JULES\OLDPC\TTWIN95\NEWGRF\SPRITES\VEH2.pcx 290 8 01 16 20 -6 -7
11 * 9 02 01 00 01 01 00 00 00 00
12 * 10 03 01 01 05 01 01 00 00 00 00
13 * 10 04 01 03 01 05 4C 49 41 5A 00
14 * 10 04 01 04 01 05 4C 49 41 5A 00
EXPLENATION:
// - comments
FIRST ROW
0 * 4 0F 00 00 00
0 - number of sprite in .NFO file, first sprite = 0
* - this is pseudo sprite
4 - 4 enteries in this sprite {0F 00 00 00}
0F 00 00 00 = 00 00 00 0F = 15 - there are 15 sprites in this file (last one is No.14)
SECOND ROW
1 * 39 00 01 0F 01 05 00 BC 5C 03 0C 04 32 06 07 08 FF 09 32 0E FF 0F 28 10 01 11 51 12 17 13 30 14 26 15 58 16 02 4B 01 00
1 - number of sprite in .NFO file
* - this is pseudo sprite
39 - 39 enteries in this sprite {00 01 0F ... 4B 01 00}
00 - action 0 - define new vehicle
01 - it is a truck
0F - it will have 0F=15 properties { [00 BC 5C] [03 0C] [04 32] [06 07] [08 FF] [09 32] [0E FF] [0F 28] [10 01] [11 51] [12 17] [13 30] [14 26] [15 58] [16 02 4B 01 00] }
01 - it will change/add 1 vehicle
05 - replacing 5th road vehicle (look in ttdalter in list of road vehicles) this is some toyland vehicle
00 BC 5C - first property 00 (year of introduction) BC 5C = 5C BC(hex) = 23740 days (/365) = 65 years after 1920 = 1985
03 0C - prop 03 (vehicle life) 0C(hex) = 12 years
04 32 - prop 04 (available for) 32(hex) = 50 years (it will stay in purchase list)
06 07 - prop 06 (bit mask for climates) 07(hex) = 7 (1+2+4) temperate, artic, tropical (for toyland just add 8 = 15(dec) =
0F)
08 FF - prop 08 (speed when mountains <> xxx3, previous rvpower off) FF(hex)=255(dec) / 3.2 = 79mph (that is max)
09 32 - prop 09 (runing costs) 32(hex) = 50(dec)*8*1.75 = 700$/year (8 is base, 1.75 is for high running costs)
0E FF - prop 0E value FF = new graphics
0F 28 - prop 0F (capacity) 28(hex) = 40 of anything
10 01 - prop 10 (cargo) 01 = coal
11 51 - prop 11 (buying cost) 51(hex) = 81(dec)*82*1.5= 9963$ (82 is base, 1.5 is for high construction costs)
12 17 - prop 12 (sound) 17 (??? no sound for me at all)
for next 3 properties you need to have switch mountains=xxx3 (previous rvpower on)
13 30 - prop 13 (HP) 30(hex) = 48(dec)*10 = 480HP (10 is base)
14 26 - prop 14 (weight) 26(hex) = 38(dec) / 4 = 9.5t ( /4 is base)
15 58 - prop 15 (speed) 58(hex) = 88(dec) / 0.8 = 110mph ( /0.8 is base)
16 02 4B 01 00 - prop 16 (bit mask of refitable cargo) 02 4B 01 00 = 00 01 4B 02 (2 = coal,0 = nothing, B = iron ore, steel,
paper, 4 = coper ore, 1 = ruber , 0 00 for toyland)
NEXT ROW
2 * 4 01 01 01 08
2 * 4 - you already know what this is
01 - action 1 - define new graphics sprite block
01 - road vehicle
01 - one block (the graphics will be same for empty, full or %full wehicle)
08 - 8 directions = 8 different pictures
this sprite defines how many graphic sprites will folow, for me 1*8 = 8 (blocks*directions)
NEXT ROWS - graphics 8 times
NEXT ROW
11 * 9 02 01 00 01 01 00 00 00 00
11 * 9 - you already know what this is
02 - acton 2 (cargo id) - here you will define when to display those blocks defined in action 1 (above)
01 - road vehicle
00 - cargo_id ID (UNIQUE)
01 - load types (how many different graphics will there be for cargo loaded/not loaded) for me 1 graphic for all
01 - loading types the same for loading
00 00 - one state for movement
00 00 - one state for loading/unloading
these states corespond to action 1, a have there defined 1 block.
NEXT ROW
12 * 10 03 01 01 05 01 01 00 00 00 00
12 * 10 - you already know what this is
03 - action 3 - assign cargo id to vehicle and cargo (the graphic should look differnt if you are carrying coal or steel)
01 - road vehicle
01 - one vehicle
05 - vehicle id (from the ttdalter list) 5 is the same toyland vehicle as in action 0 (above)
01 - number of vehicle-specific cargo IDs in this definition
01 - coal
00 00 - cargo id to display
00 00 - default cargo id to display
NEXT (LAST) 2 ROWS
13 * 10 04 01 03 01 05 4C 49 41 5A 00
14 * 10 04 01 04 01 05 4C 49 41 5A 00
04 - action 4 - names definiton
01 - road vehicle
03(or 04) - language (english, american)
01 - one vehicle
05 - at 5.th position in vehicle list (from ttdalter) the same as before the toyland one
4C = L
49 = I
41 = A
5A = Z
========> LIAZ
00 - terminator
This is all i know so far, you can download my veh2.grf file here, add newgrf/veh2.grf into newgrf.txt and see. Don't forget
it becomes availbale in 1985 +- few random days.
If you think I made here a mistake, please reply, so I can correct myself.
Good luck.
Chulio
Pachtman> can you make ingame time go slower? maybe a parameter. Years pass too fast.
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- Tycoon
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Re: OK
he can(probably) but it will .... 'destroy' game .... he explain everything at newgroup ...Chulio wrote:Pachtman> can you make ingame time go slower? maybe a parameter. Years pass too fast.
what are you looking at? it's a signature!
- spaceman-spiff
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Re: OK
No, not hard at all, reads like a bookChulio wrote:for you, who think that these pseudo sprites are hard, I have a litle example
Well, back to work, lot's of it in the near future
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