[Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)
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Re: [Univ] GRVTS (v1.3) and [OTTD] eGRVTS (v1.0)
One of my specific aims with this set was to keep it simple, and unnecessary climate to climate variation IMO just makes it more complex... Having said that it may be nice, if I ever get round to it, to add some proper land trains!
- NekoMaster
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Re: [Univ] GRVTS (v1.3) and [OTTD] eGRVTS (v1.0)
heh yeah, though i really wish that there was American Style Trucks for Openttd, not too many around accept for HEQs and some trucks in LRVS4. Also, for Trucks with trailers, here in North America (usually for Tankers and Flatbeds) theres a Truck, a Tanker Trailer and then another, usually smaller one behind the first trailer.Zephyris wrote:One of my specific aims with this set was to keep it simple, and unnecessary climate to climate variation IMO just makes it more complex... Having said that it may be nice, if I ever get round to it, to add some proper land trains!


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Re: [Univ] GRVTS (v1.3) and [OTTD] eGRVTS (v1.0)
I guess BANDIT will be the solution, just need to get that project some life!
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Re: [Univ] GRVTS (v1.3) and [OTTD] eGRVTS (v1.0)
Yeah, but that probably wont bare fruit for a whileZephyris wrote:I guess BANDIT will be the solution, just need to get that project some life!


Nekomasters Projects! (Downloads available on BaNaNaS!) \(>^w^<)/
# NARS ADD-ON SET 2CC | 2cc Rapid Transit For Me! (2ccRTFM) | 2cc Wagons In NML (2ccWIN)
# NML Category System (Organize your GRFS!) <- TT-Forums Exclusive Download!
Re: [Univ] GRVTS (v1.3) and [OTTD] eGRVTS (v1.0)
Thanks to the kind help of PaulC some bugs in GRVTS 1.3 have been fixed; appearance of toyland vehicles where they shouldn't and some problems with tram sound effects.
The download is available in the first post, and if you are looking for GRVTS 1.3 it can now be found in the "all versions" zip.
The download is available in the first post, and if you are looking for GRVTS 1.3 it can now be found in the "all versions" zip.
Re: [Univ] GRVTS (v1.3) and [OTTD] eGRVTS (v1.0)
Boo y'all!
How about 32bpp? This may take some time (around 6000 sprites to go!) but what do you think?
How about 32bpp? This may take some time (around 6000 sprites to go!) but what do you think?
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- cmoiromain
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Re: [Univ] GRVTS (v1.3) and [OTTD] eGRVTS (v1.0)
woo, sexy! I'm so looking forward to a fully playable 32bpp game, with some complete 32bpp grfs!
I am little, ugly, and nasty. How do you do?
Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)
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- stevenh
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Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)
Zephyris, that is truly some amazing work. With momentum like this OTTD will have 32bpp by default in no timeZephyris wrote:GRVTS v1.4, now in full 32bpp.

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)
Sweet, can't wait to play with it 
The speed at which you produced these is really amazing! You've done it before with OpenGFX, but these are 32bpp, and you're still churning them out like a factory - incredible

The speed at which you produced these is really amazing! You've done it before with OpenGFX, but these are 32bpp, and you're still churning them out like a factory - incredible

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)
Thanks! I like to work in bursts, after all what is the point in starting something if it's not going to be finished soon?!Roujin wrote:The speed at which you produced these is really amazing!
Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)
Ill be interested to see how you do the horses in 32bpp for the early horse-drawn carriages?
Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)
BadlyLeanden wrote:Ill be interested to see how you do the horses in 32bpp for the early horse-drawn carriages?

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)
Something like this?Zephyris wrote:BadlyLeanden wrote:Ill be interested to see how you do the horses in 32bpp for the early horse-drawn carriages?

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Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)
Zephyris, did You think about make a new version of 8BPP grvts with more realistic vehicles? The 32BPP version is now a fully realistic looking nice set, but the 8BPP is too generic... I know it's a lot of work, but... Áhh, doesn't mind, I just draw some 32BPP sprites back into 8BPP, and if You like them I can make a few more, and You can use them with the current code or something...
But if You don't want to do anything with the current 8BPP set, just tell me.
But if You don't want to do anything with the current 8BPP set, just tell me.
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- NekoMaster
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Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)
^^^ I second that ^^^


Nekomasters Projects! (Downloads available on BaNaNaS!) \(>^w^<)/
# NARS ADD-ON SET 2CC | 2cc Rapid Transit For Me! (2ccRTFM) | 2cc Wagons In NML (2ccWIN)
# NML Category System (Organize your GRFS!) <- TT-Forums Exclusive Download!
Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)
It seems like a lot of effort for quite little gain, but if you are interested then try this: http://dl.dropbox.com/u/1994002/TTForum ... e32bpp.zip
It is the 8bpp-sized version of all sprites (many of them not actually used in GRVTS) with no shadow, etc...
It is the 8bpp-sized version of all sprites (many of them not actually used in GRVTS) with no shadow, etc...
- colossal404
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Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)
Ooo, I like them! Is it possibe to use these sprites without complete recoding?
Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)
Depends what you mean by complete recoding... These sprites need 8bpp-izing (they are currently 32bpp), aligning and arranging into a .pcx, but the actual vehicle code could be copied straight across.
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