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Eyecandy (rev9790)

Posted: 28 Dec 2006 20:26
by Frostregen
Ok here it is, the first eyecandy testversion.

Idea: Wolf01
Coding: Wolf01 & Frostregen

Please make some comments and report bugs/glitches into this thread.

You also may suggest new eyecandy for the default list.
This may be any ottd internal sprite. (=no newgrf stuff)

Features:
-up to 32 different categories
-up to 64 tiles in size (8x8, 16x4, 1x64 etc..)
-up to 1024 different eyecandy objects
-up to 256 animation phases
-player color supported
-drag&drop buy land (singleplayer only)
-foundations (even less restrictive than stations)
-custom ground sprite (only flat tiles) or 4 types of grass->bare for slopes

TODO:
-add PROPER newgrf (+newobjects) support (needed for custom eyecandy graphics)

if you use the win32 package: download a current nightly and extract the .rar into it.

Have fun :)

Posted: 28 Dec 2006 20:50
by MeusH
Very nice job. However, I would suggest separating eye-candy object from actually usable objects.
Hence I think that houses, churches, depots shouldn't be on the lists. However blimps, windsocks, transmitters etc. are really nice

Posted: 28 Dec 2006 21:18
by Born Acorn
It would be really cool if this could support newobjects when it is completed. :p

Posted: 28 Dec 2006 21:33
by Maedhros
SetupEyeCandy() is pretty horrible - why not put that in a table in table/eyecandy.h or somewhere like that?

Posted: 28 Dec 2006 21:35
by Frostregen
We will need our own newgrf format(which is the next thing to be done),
as our capabilities differ from the newobjects quite a bit. (animation, custom-groundsprites, offsets etc...)

But it should be no problem to load both formats in the end.

@Maedhros:
This is just a test-list, nothing final. but you are right ;)

Posted: 28 Dec 2006 22:40
by Athorium
Cool!!! I download and test it. When I tested it I say something :p

Posted: 29 Dec 2006 04:27
by Digitalfox
Pretty cool!!! :o :D

I love it.. Keep the good idea..

Posted: 29 Dec 2006 08:37
by SAC
This is nice! Really nice! :P This game certainly needs eye-candy, whether it's in the shape of a building or a park or other structures, and it will definately add to the realism itself! :P

Posted: 29 Dec 2006 10:03
by Darkvater
I think this is compatible with newobjects (http://wiki.ttdpatch.net/tiki-index.php ... on0Objects). Mind you, the feature is unfinished, and supporting more actions never hurts.

Although I would suggest contacting eis_os himself about it to tell him what other features you think should go in there. TTDPatch is still the de-facto standard for newgrf. Having incompatible formats is definitely bad.

Posted: 29 Dec 2006 16:01
by Saibot
I really like this patch (or what to call it). :)

Posted: 30 Dec 2006 10:18
by RiTi
A very nice job, it works great. :D

One suggestion. The tile on which some of the eyecandies are build is brown, green/brown or grey (the radar). If you use temperate climate the tiles are green. It would be nice that the tiles of the land you own are not brown but more a color near green (dark green?) and when build near blue water, dark blue for instance.

Posted: 30 Dec 2006 10:31
by Wolf01
you can set in the flags to show the terrain or to use it from the grf, now is hardcoded but you will be able to set it in the newgrf

Posted: 02 Jan 2007 04:42
by DaleStan
Frostregen wrote:as our capabilities differ from the newobjects quite a bit. (animation, custom-groundsprites, offsets etc...)
Darkvater tells the truth. The standard 1/2/3 system already supports all of the above, assuming that newobjects will use the house/industry tile standard action 2 format, and not the vehicle standard action 2 format. (And I can't imagine Oskar using the vehicle format.)

Posted: 06 Jan 2007 03:15
by athanasios
Good idea but...
Existing houses as eyecandy will be confusing, if they do not generate-accept passengers etc. Other objects are OK. I hope to see it soon in the trunk.
You mentioned no new grf support. Well eyecandies should be newgrfs: Rocks (land and sea), antennas, ruins of houses, abandoned old vehicles, fake rails with old locos and wagons (since cannot be real ones), 1x1 pools water reservoirs or small lakes, shipwrecks...

Posted: 06 Jan 2007 03:25
by belugas
I can easily imagine building a town in scenario editor and using such a tool to place... For houses... of course... or more...

Posted: 06 Jan 2007 03:29
by DaleStan
athanasios wrote:Existing houses as eyecandy will be confusing
True, but where did you get the idea that using TTD houses as eyecandy objects was even under discussion?

Posted: 06 Jan 2007 03:52
by athanasios
From what I show in the sample image in beginning of post and the drop down list reads houses. Doesn't matter if they are TTD houses or newgrf houses, it is the same. If I made you understand something different I am sorry. I was not referring to your post.

Posted: 06 Jan 2007 11:36
by Wolf01
athanasios wrote:Good idea but...
Existing houses as eyecandy will be confusing, if they do not generate-accept passengers etc. Other objects are OK. I hope to see it soon in the trunk.
You mentioned no new grf support. Well eyecandies should be newgrfs: Rocks (land and sea), antennas, ruins of houses, abandoned old vehicles, fake rails with old locos and wagons (since cannot be real ones), 1x1 pools water reservoirs or small lakes, shipwrecks...
newgrf support: we are working on it

houses: they are eyecandy, to make villages on mountains, to block the city growth instead using the little sign on bare ground and so on

Posted: 08 Jan 2007 02:21
by Frostregen
News:

-NewGrf support implemented
-added build-cost multiplier
-GUI shows build costs.

If you want to make a grf, there is some info attached.
Please take into account that the newgrf-specs may change,
when ttdpatch releases its newobjects.

The source needs some cleanup, and will be updated in some days.

EDIT:
updated newgrf_eyecandy.txt

Posted: 08 Jan 2007 03:24
by DaleStan

Code: Select all

Action 1: Here the sprites are loaded. The next Action0 will automatically use those sprites.
NAK!
Actions 0 and 1 are connected through action 2/3 chains, with the connector being the IDs in Actions 0 and 3. They are never connected any other way.

Code: Select all

Action 4
As above. Action 4 is connected to Actions 0 and 3 because the ID is the same, not for any other reason.

Code: Select all

If the highest bit of eyecandyID is set, it will be a name for the last Category an action0 used.
And if the high bit is clear? What happens then?

Also, how do I set the bounding box for the sprite(s), and how to I use desert, snow, or water for my ground-sprite?