Questions about coding and drawing
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Re: Releasing New Object Graphic - Begginer Tutorial
Judging by the name of the graphics (especially the _8 part) and the error, I think the issue is with the 8bpp graphics.
So the ones that have a white background and blue box.
Check if the blue boxes are all indeed on the X-Y positions (the upper-left point) as stated in the code for that template.
The reason it does code without showing errors is because if you provide 32bpp graphics, the 8bpp graphics wont show up.
Otherwise you would have seen some white areas ingame.
So the ones that have a white background and blue box.
Check if the blue boxes are all indeed on the X-Y positions (the upper-left point) as stated in the code for that template.
The reason it does code without showing errors is because if you provide 32bpp graphics, the 8bpp graphics wont show up.
Otherwise you would have seen some white areas ingame.
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Re: Releasing New Object Graphic - Begginer Tutorial
Hello people! 
Is here someone who has CODES and TEMPLATES for MULTISELECT 9ITEMS MENU with 2x1 and 2x2 tiles? Have only 1x1 version, and now I need it for garage entrances...

Is here someone who has CODES and TEMPLATES for MULTISELECT 9ITEMS MENU with 2x1 and 2x2 tiles? Have only 1x1 version, and now I need it for garage entrances...
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Re: Releasing New Object Graphic - Begginer Tutorial
In NML or NFO or m4nfo?fridaemon wrote: 04 Oct 2020 08:11 Hello people!
Is here someone who has CODES and TEMPLATES for MULTISELECT 9ITEMS MENU with 2x1 and 2x2 tiles? Have only 1x1 version, and now I need it for garage entrances...
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Re: Releasing New Object Graphic - Begginer Tutorial
NML pleeease

Re: Releasing New Object Graphic - Begginer Tutorial
Unfortunately I only do NFO, but what you want should be possible. A template would be structured something like this:
1. Assemble each multitile object
2. Assemble the object assemblies into a random selector
3. Add the random selector to your menu structure.
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Re: Releasing New Object Graphic - Begginer Tutorial
maybe I'll try later when I have more experience. It would be complicated for me now. I wrote to zero.eight who created VAST objects and he has this variation in set. But he is inactive for 6 years here.

Re: Releasing New Object Graphic - Begginer Tutorial
Does anyone have a template for snowy roofs? I have few ones, but without the edge of the building they merge with the snowy surroundings ... something more white.
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Re: Releasing New Object Graphic - Begginer Tutorial
Your graphics have 32bpp colors?fridaemon wrote: 18 Nov 2020 22:16 Does anyone have a template for snowy roofs? I have few ones, but without the edge of the building they merge with the snowy surroundings ... something more white.
If so, you could experiment a bit.
Use the OpenGFX snow-tiles that face the sun. Those are more white than the flat tiles.
Depending on the graphicsprogramme you use, tweak some settings a bit (for example making it a bit darker, or adding a bit of noise, or blurr it a bit), so that they are not exactly the same as the original OpenGFX ones.
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Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: Releasing New Object Graphic - Begginer Tutorial
yess, I have GarryG's 32bit versions templates.
Thanks for an advice. I'll try it...
Re: Releasing New Object Graphic - Begginer Tutorial
Can someone explain me how I deduce / calculate offset values? I understand first values but I can't find offset explanation. Thank you a lot 
offset_x, offset_y

offset_x, offset_y
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Re: Releasing New Object Graphic - Begginer Tutorial
For the Offset-X, include the mostleft, upperrow pixel of the groundtilefridaemon wrote: 10 Feb 2021 09:05 Can someone explain me how I deduce / calculate offset values? I understand first values but I can't find offset explanation. Thank you a lot
For the Offset-Y, its till the top of the groundtile (not including any pixels)
Always doublecheck ingame, just to be sure you haven't missed a pixel
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Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: Releasing New Object Graphic - Begginer Tutorial
Thank you a lot!
Now I understand it 100%
)


Re: Releasing New Object Graphic - Begginer Tutorial
I needed higher multi-select template. GarryG created 32bit version months ago so I edited it and I was successful. With one small error, but it works nicely. I can't see problem in x-line 210

TEMPLATE FOR MULTI-SELECT ITEMS, HIGHER VERSION, 32 bit


TEMPLATE FOR MULTI-SELECT ITEMS, HIGHER VERSION, 32 bit
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- tallmultipic.png (31.7 KiB) Viewed 3151 times
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- multiselectall1x1.zip
- UPDATED VERSION, 100% OK ;)
- (58.31 KiB) Downloaded 97 times
Last edited by fridaemon on 10 Feb 2021 20:17, edited 1 time in total.
Re: Releasing New Object Graphic - Begginer Tutorial
Are you sure that you saved the image from within a graphics-programme and not just copy-pasted them and then renamed them in Windows-Explorer?
That causes sometimes issues for me.
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: Releasing New Object Graphic - Begginer Tutorial
I can't create and save pictures in 8bit, so I opened previous 8bit version, changed measures, past picture from 32bit and I clicked "SAVE". I tried to google it and I found that I have to save this picture via FILE > SAVE FOR WEB. I tried different options here, but the same ... I don't know another way in Photoshop. Can U give me an advice?

Re: Releasing New Object Graphic - Begginer Tutorial
What about using SAVE-AS in Photoshop, rather than SAVE?fridaemon wrote: 10 Feb 2021 18:10I can't create and save pictures in 8bit, so I opened previous 8bit version, changed measures, past picture from 32bit and I clicked "SAVE". I tried to google it and I found that I have to save this picture via FILE > SAVE FOR WEB. I tried different options here, but the same ... I don't know another way in Photoshop. Can U give me an advice?
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: Releasing New Object Graphic - Begginer Tutorial
After I do It, it's automatically saved as 32 bit version ( LINK ) . But ... I tried to do it again, and 8bit saved as 8 bit is really 8 bit. But it doesn't work too. The same notice - bla bla bla bla bla bla are pure white.
Re: Releasing New Object Graphic - Begginer Tutorial
If you are getting the pure-white warning, it likely means your code template is incorrect, not the image

Re: Releasing New Object Graphic - Begginer Tutorial
Found the problem, It was indeed a code issue:Andrew350 wrote: 10 Feb 2021 19:27If you are getting the pure-white warning, it likely means your code template is incorrect, not the imageDouble-check that the x, y values in your code match the sizes and positions of the blue areas in your image.
change:
Code: Select all
//4TH ROW + SNOW//
spriteset (spriteset_tallmultipic_4) {
template_tallmultipic(0,210,"multitall/gfx/normaltall_8.png")
template_tallmultipic(70,210,"multitall/gfx/normaltall_8.png")
template_tallmultipic(140,210,"multitall/gfx/normaltall_8.png")
template_tallmultipic(210,210,"multitall/gfx/normaltall_8.png")
template_tallmultipic(280,210,"multitall/gfx/normaltall_8.png")
template_tallmultipic(350,210,"multitall/gfx/normaltall_8.png")
template_tallmultipic(420,210,"multitall/gfx/normaltall_8.png")
template_tallmultipic(490,210,"multitall/gfx/normaltall_8.png")
template_tallmultipic(560,210,"multitall/gfx/normaltall_8.png")
}
Code: Select all
//4TH ROW + SNOW//
spriteset (spriteset_tallmultipic_4) {
template_tallmultipic(0,240,"multitall/gfx/normaltall_8.png")
template_tallmultipic(70,240,"multitall/gfx/normaltall_8.png")
template_tallmultipic(140,240,"multitall/gfx/normaltall_8.png")
template_tallmultipic(210,240,"multitall/gfx/normaltall_8.png")
template_tallmultipic(280,240,"multitall/gfx/normaltall_8.png")
template_tallmultipic(350,240,"multitall/gfx/normaltall_8.png")
template_tallmultipic(420,240,"multitall/gfx/normaltall_8.png")
template_tallmultipic(490,240,"multitall/gfx/normaltall_8.png")
template_tallmultipic(560,240,"multitall/gfx/normaltall_8.png")
}
Because when you use 210, and then add the hight of the graphic, it will include white parts

Pffff, Bloody templates

Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: Releasing New Object Graphic - Begginer Tutorial
Oh
thank you very much
clerical error in transcription 



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