Page 3 of 18
Posted: 12 Feb 2004 20:27
by mauro
Bart wrote:Are you going to create that Thalys yourself as well?
Michael Blunck already did the Thalys PBA, which is a modified TGV réseau in a red/silver livery. I am planning to draw the PBKA, which are build with TGV Duplex technology.
the NMBS/SNCB doesn't own a PBA, but 7 PBKA's. Maybe i'll ask michael's permission to use his graphics as a base for mine...
For more info: see
TGVWeb.
Posted: 13 Feb 2004 14:25
by Bastiaan
Cool! I saw that you have a "reeks 62" too! Maybe you could make a Dutch ACTS-version (blue with a yellow stripe or black with an orange strpe)!
Bastiaan
Belgian Trainset
Posted: 15 Feb 2004 01:43
by mauro
that could be interesting for a possible benelux-set... but there aren't any concrete plans for it right now.
The Belgian set now has a dubbledecker! the side view could use a bit more texture, don't you think?
Posted: 15 Feb 2004 02:11
by Raichase
Thats a nice coach. How does it look when it enters a tunnel?
Posted: 15 Feb 2004 04:52
by mp3Pro
I love the double decker.. it would go great with some of my commuter heavy games.
Posted: 15 Feb 2004 12:20
by mauro
there are some glitches when enter a tunneling

. However, they seem to be unremoveable as the same glitches are also present in michael blunck's DB-set... Or is there a way to fix this? by changing xrel and yrel for example?
Posted: 15 Feb 2004 12:26
by Oracle
Could you post a picture of how it looks wrong when entering a tunnel? It might be possible to change xrel and yrel but I don't quite understand what the problem is.
Posted: 15 Feb 2004 12:32
by Raichase
(I dunno if the pic was posted before or after your reply Oracle). I can see what you mean, it is the bit just after the tunnel, when the coach/loco in the tunnel pops up again, in the smallest amount. I think it is a TT problem, and not a patch/graphic problem...
Posted: 15 Feb 2004 12:40
by mauro
Oracle wrote:Could you post a picture of how it looks wrong when entering a tunnel?
I think i was editing my post at the same time you were replying... forgot to add the attachment the first time. sowwy
Posted: 15 Feb 2004 12:46
by Rob
It's a ttd thing.
The same happens ver clearly with the large trucks from George.
Posted: 15 Feb 2004 12:53
by Oracle
...but it doesn't happen with the default TTD trains.
Just ignore it; no one's really noticed it much before so it won't make a difference. (My guess is it's due to having taller sprites than the default, but it's only a guess.)
Posted: 15 Feb 2004 13:16
by Raichase
Perhpas it's TT's way of fighting the new graphics

. Chris S. decided that one day someone would try and make TT better, and he decided to sabotage them... Although he didn't do it very well

Posted: 15 Feb 2004 13:22
by Rob
No it's just because they are a bit longer then the original ones.
They become visible through the tunnelroof just before they disappear into oblivion (sp?) .
The original vehicles are vanished into oblivion just before they become visible.

Posted: 15 Feb 2004 20:35
by mauro
those glitches must be the price we pay for nicer graphics...
Finished a DMU: the AM41
Posted: 15 Feb 2004 21:03
by Louie Armstrong
Looks awesome Mauro, i really like how this set is shaping up
Posted: 15 Feb 2004 21:35
by Raichase
mauro wrote:those glitches must be the price we pay for nicer graphics...
Finished a DMU: the AM41
I'd say that it's good value then

. Thats a nice DMU you have there!
Posted: 16 Feb 2004 03:43
by krtaylor
I like the set, but it has something in common with the original graphics, which I don't much like: the extra-big gap between the cars when they are going horizontal. It's easy to fix, you can draw the sprite a few pixels longer, and adjust the sprite size setting to suit.
Posted: 16 Feb 2004 11:56
by rogiercreemers
The AM41 is beautiful, just one little thing: it has the correct three side doors in diagonal view, but only two in horizontal view...
I would like to play the NMBS set though...
Posted: 16 Feb 2004 12:55
by mauro
@krtaylor: I've been thinking about that too, krtaylor. But I was kind of affraid that it would make the horizontal view out of proportion in comparison by the perspective view. I'm going to try it anyway, then we can see what looks best.
@roger: that's because i don't know (yet) how to make a dual headed engine asymmetrical. Actually, i don't even know how to code an .nfo-file. I just "hack" the dbset, by copy-pasting my sprites over it. or is it impossible to make them assymetrical?
/edit: aha! i found there are assymetrical dual headed engines in the dbset: the BR194 & BR195.
Posted: 16 Feb 2004 16:00
by Oracle
All the information that there is about new graphics can be found in
http://www.ttdpatch.net/src/newgrf.txt. Unfortunately, it's complicated, so you might want to wait until the
GRF tutorial is done.