Water at the Map Edges

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Zephyris
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Water at the Map Edges

Post by Zephyris » 01 Dec 2007 11:58

A simple GRF which causes the water graphics (not black) to be drawn at the edge of the map.

Works in all climates.
Will not work with custom water graphics.
Attachments
water_edges before.png
Before
water_edges before.png (52.39 KiB) Viewed 15407 times
water_edges after.png
After
water_edges after.png (52.1 KiB) Viewed 15396 times
water_edges.grf
The GRF
(2.69 KiB) Downloaded 3623 times
Last edited by Zephyris on 01 Dec 2007 15:24, edited 1 time in total.

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Re: Water at the Map Edges

Post by Zephyris » 01 Dec 2007 12:12

For anyone interested in providing custom water graphics support you may find the following useful:

Code: Select all

// Automatically generated by GRFCODEC. Do not modify!
// (Info version 7)
// Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
    0 * 4	 0D 00 00 00
    1 * 8	 08 06 "RW" 13 01 00 00
    2 * 6	 07 83 01 03 00 01
    3 * 5	 0A 01 01 EC 03
    4 sprites/water_edges_temp.pcx 0 0 09 31 64 -31 0
    5 * 6	 07 83 01 03 01 01
    6 * 5	 0A 01 01 EC 03
    7 sprites/water_edges_trop.pcx 0 0 09 31 64 -31 0
    8 * 6	 07 83 01 03 02 01
    9 * 5	 0A 01 01 EC 03
   10 sprites/water_edges_arct.pcx 0 0 09 31 64 -31 0
   11 * 6	 07 83 01 03 03 01
   12 * 5	 0A 01 01 EC 03
   13 sprites/water_edges_toyl.pcx 0 0 09 31 64 -31 0
Last edited by Zephyris on 01 Dec 2007 12:48, edited 1 time in total.


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Re: Water at the Map Edges

Post by DaleStan » 01 Dec 2007 14:51

Zephyris wrote:

Code: Select all

    2 * 6	 07 83 01 03 00 01
    3 * 5	 0A 01 01 EC 03
    4 sprites/water_edges_temp.pcx 0 0 09 31 64 -31 0
That seriously should not work. Not when the 7 is skipping the A, at least.
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Re: Water at the Map Edges

Post by Zephyris » 01 Dec 2007 15:03

It has worked in my tests, should actionAs not be skipped by action7? I assume the following code would be better:

Code: Select all

    3 * 5    0A 01 01 EC 03
    2 * 6    07 83 01 03 00 01
    4 sprites/water_edges_temp.pcx 0 0 09 31 64 -31 0
    5 * 6    07 83 01 03 01 01
    7 sprites/water_edges_trop.pcx 0 0 09 31 64 -31 0
    8 * 6    07 83 01 03 02 01
   10 sprites/water_edges_arct.pcx 0 0 09 31 64 -31 0
   11 * 6    07 83 01 03 03 01
   13 sprites/water_edges_toyl.pcx 0 0 09 31 64 -31 0

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Re: Water at the Map Edges

Post by Lakie » 01 Dec 2007 15:08

No, that is not correct, DaleStan was tying to say that you only skipped the ActionA line and not the actual 'real' sprite line below it, the Action7 should jump both.

Code: Select all

For example, it should be jump over the next 2 sprites;

    2 * 6    07 83 01 03 00 02
    3 * 5    0A 01 01 EC 03
    4 sprites/water_edges_temp.pcx 0 0 09 31 64 -31 0
Hope that helps,
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Re: Water at the Map Edges

Post by Zephyris » 01 Dec 2007 16:54

corrected, and still works.

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Re: Water at the Map Edges

Post by wallyweb » 01 Dec 2007 22:48

Seriously nice work Zephyris :D
But we have a small problem. I am in receipt of a message from some guy named Christopher Columbus ... seems he fell off the edge of the world before your grf and now he can't get back up. :wink:

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Re: Water at the Map Edges

Post by athanasios » 01 Dec 2007 22:58

:lol: :lol: :lol:

and thanks Zephyris.
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Re: Water at the Map Edges

Post by Hyronymus » 02 Dec 2007 00:05

Nice idea, can you randomize the background too :P

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Re: Water at the Map Edges

Post by Zephyris » 02 Dec 2007 01:14

Nice idea, can you randomize the background too
Kinda, as Mr Ford (almost) said; you can any background as long as it repeats every 64/31 pixels in a brick-like fashon :D

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Re: Water at the Map Edges

Post by Dave » 02 Dec 2007 01:22

wallyweb wrote:But we have a small problem. I am in receipt of a message from some guy named Christopher Columbus ... seems he fell off the edge of the world before your grf and now he can't get back up. :wink:
:lol: :lol: :lol:

Really nice stuff Zephyris :)
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Re: Water at the Map Edges

Post by Korenn » 02 Dec 2007 01:32

Zephyris wrote:
Nice idea, can you randomize the background too
Kinda, as Mr Ford (almost) said; you can any background as long as it repeats every 64/31 pixels in a brick-like fashon :D
hehehe :D

nice patch. It makes you wonder why no-one else thought of it.
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Re: Water at the Map Edges

Post by Railwaymodeler » 02 Dec 2007 02:52

This looks cool, makes ya feel like you're in a bigger world now. Sort of like you're on a remote island, starting a transport service. Which is the mentality I adopted for game maps anyway.

Will download as soon as I finish posting.
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Re: Water at the Map Edges

Post by The Irish » 02 Dec 2007 09:22

Cool stuff. A really cool idea.

Good to see such new things popping up.
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Re: Water at the Map Edges

Post by George » 02 Dec 2007 11:32

I like the idea. :D

GRF is always red in newgrfwindow for me, even when it is applied.
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Re: Water at the Map Edges

Post by Zephyris » 02 Dec 2007 12:15

Is it working correctly for everyone? Its a simple existing sprite replacement (actionA), but the first one I have ever done, and does include climate specific switches (action7). It may well need some bug fixing...

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Re: Water at the Map Edges

Post by wallyweb » 02 Dec 2007 12:51

Zephyris wrote:Is it working correctly for everyone?
I just tested it in all four climates and its fine.
I use the Windows version of TTDX. I wonder if perhaps you will need a DOS version too? Were those having problems playing TTDX DOS?

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Re: Water at the Map Edges

Post by Maedhros » 02 Dec 2007 14:51

Seems to work fine with the DOS data files here. It's looking very nice. :D
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Re: Water at the Map Edges

Post by athanasios » 03 Dec 2007 03:06

Works fine in OpenTTD too.
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