Question from new graphic artist
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- Railwaymodeler
- Tycoon
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- Joined: 23 Dec 2004 18:31
- Location: Wisconsin, USA
Question from new graphic artist
Hi, I'm new to creating graphics. I have decoded the file with roads in it, and have created some stop signs for my own enjoyment. However, after drawing them and re-coding the file, I find that road vehicles seem to drive on top of them. Anything I am doing wrong? I've searched the forums and can't find anyon with a similar question, and the FAQ didn't help.
Ground sprites (such as those for the roads) are flat. Editing them is like taking a can of spray-paint and painting something on the ground.
That's fine if that's the effect you want, but when it isn't you have to play games with where you spray your paint.
That's fine if that's the effect you want, but when it isn't you have to play games with where you spray your paint.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
- Railwaymodeler
- Tycoon
- Posts: 2111
- Joined: 23 Dec 2004 18:31
- Location: Wisconsin, USA
Like I said, you spraypaint very creatively. It's been achieved with some of the level-crossings in the USSet, for example. Unfortunately, it's not always possible to get things to look right.railwaymodeler wrote:So that's why I don't see streetsigns? How could I add them?
In order to do it correctly, yes. New sprites and a new patch feature to support them. The latter isn't going to happen for a while, since TTDPatch is entering beta (read: "feature freeze".)railwaymodeler wrote:Or would that involve new sprites?
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
- Railwaymodeler
- Tycoon
- Posts: 2111
- Joined: 23 Dec 2004 18:31
- Location: Wisconsin, USA
VB is better than no programming experience at all, but most of TTDPatch is written in ASM. It is possible to write patch code in C, but I believe it still requires knowledge of ASM to get the right code patched.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
I've heard that eis_os is working on a completely new sprite-sorting mechanism which AFAIK would make this sort of thing possible. No guarantees though!
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
Well the there is a stable version inbetween. Generally I am not really sure currently on my draft concept, so that could change... But the main idea remains, trying to simple let grf authors access A LOT ingame variables to select a spritelayout suited for the current tile.
TTDPatch dev in retirement ... Search a grf, try Grf Crawler 0.9 - now with even faster details view and new features...


- Railwaymodeler
- Tycoon
- Posts: 2111
- Joined: 23 Dec 2004 18:31
- Location: Wisconsin, USA
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