Have a look at how drive-through roadstops did it in gfxinit.cpp:393 and table/sprites.h:215.boekabart wrote:Sounds good... But how does my patch know what spriteID's to use?
River graphics needed! (8bpp)
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- Born Acorn
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These numbers are totally useless. Primarily because they could change and secondly the GRF that needs to be created does not care about the sprite numbers because it IS NOT A NEWGRF that needs to replace some sprite.boekabart wrote:OK, the sprite numbers:
RoadStop starts at 6026, and has 8 sprites, so that makes the first sprite for downhill water 6034. I hope someone can make a GRF file now!
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Conclusion: Please just make a grf file then, so i can implement it's using!! The world is waiting for it!!Rubidium wrote:These numbers are totally useless. Primarily because they could change and secondly the GRF that needs to be created does not care about the sprite numbers because it IS NOT A NEWGRF that needs to replace some sprite.boekabart wrote:OK, the sprite numbers:
RoadStop starts at 6026, and has 8 sprites, so that makes the first sprite for downhill water 6034. I hope someone can make a GRF file now!

the world can stop waiting
just for testing purposes, this are same graphics posted,
I declared the sprites with action 5 as canals
just for testing purposes, this are same graphics posted,
I declared the sprites with action 5 as canals
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One hint:
As those are new sprites you should not need any action at all...
Just something like this:
etc...
As those are new sprites you should not need any action at all...
Just something like this:
Code: Select all
0 sprites/copypaste.pcx 18 8 01 20 20 0 0
1 sprites/copypaste.pcx 50 8 01 20 20 0 0
2 sprites/copypaste.pcx 82 8 01 20 20 0 0
Last edited by Frostregen on 07 May 2007 12:51, edited 1 time in total.
Both the texture and the shape of those tiles do not connect correctly to each other.
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- Ben_Robbins_
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lepkka: Could you created some animated tiles and/or mock up, just to make it easy to see what works/doesn't work?. I like that amount of stones, and I love the smoothness of the stones, and it's fitting as the water would smooth them off. I'm just concerned that there's no sign of rapid choppy water movement, and the slopes may appear flat as if there more than 1 wide, there will be little for your eye to pick out the angle of the tile from. i.e. no shading/no tile outlines etc. I also noticed what Purno has already stated, so won't say it again, but just agree with that. There very nice, but do still need work.
Ben
well, that grf is unfinished, i post it because of boekabart's impatience
of course the tiles will be properly conected, and the use of the light water color cycle may improve the rapid effect, not sure about this, i'll make some attemps.
about making an animated gif, well, its tedious, but i'll try

about making an animated gif, well, its tedious, but i'll try
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