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PostPosted: 04 Feb 2013, 17:01 
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Joined: 06 Mar 2012, 21:55
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Location: The Netherlands
If you want to save object-ID's, I can give you a little tip.
Try to use different graphical representations in one view.
So for example you have a tile with empty parking spot, a tile with truck on one side, a tile with truck on other side and a tile with two trucks. By placing the object multiple times on the same spot, you get the different representations (sadly at random, it is not possible to let them appear in a sequence).
So in this example, when you use 4 views, you can have 16 different representations under one ID.

I see that you code in NML, so my examplecode will not be of much use to you, but maybe you can derive some information from it:
Code:
  180 * 35    00 0F 09 01 04 08 "IOQ3"
                                09 05 D0
                                0A 08 D0
                                0B 0F
                                0C 11
                                0E D4 77 09 00
                                0F 00 00 20 00
                           10 04 08
                                17 04
  181 * 4    01 0F 10 01
  182 c:/grfmaken/grfcodecwin/dock/isrobjects00.pcx 10 340 09 100 64 -31 -69
  183 c:/grfmaken/grfcodecwin/dock/isrobjects00.pcx 90 340 09 100 64 -31 -69
  184 c:/grfmaken/grfcodecwin/dock/isrobjects00.pcx 170 340 09 100 64 -31 -69
  185 c:/grfmaken/grfcodecwin/dock/isrobjects00.pcx 250 340 09 100 64 -31 -69
  186 c:/grfmaken/grfcodecwin/dock/isrobjects00.pcx 330 340 09 100 64 -31 -69
  187 c:/grfmaken/grfcodecwin/dock/isrobjects00.pcx 410 340 09 100 64 -31 -69
  188 c:/grfmaken/grfcodecwin/dock/isrobjects00.pcx 490 340 09 100 64 -31 -69
  189 c:/grfmaken/grfcodecwin/dock/isrobjects00.pcx 570 340 09 100 64 -31 -69
  190 c:/grfmaken/grfcodecwin/dock/isrobjects00.pcx 650 340 09 100 64 -31 -69
  191 c:/grfmaken/grfcodecwin/dock/isrobjects00.pcx 730 340 09 100 64 -31 -69
  192 c:/grfmaken/grfcodecwin/dock/isrobjects00.pcx 810 340 09 100 64 -31 -69
  193 c:/grfmaken/grfcodecwin/dock/isrobjects00.pcx 890 340 09 100 64 -31 -69
  194 c:/grfmaken/grfcodecwin/dock/isrobjects00.pcx 970 340 09 100 64 -31 -69
  195 c:/grfmaken/grfcodecwin/dock/isrobjects00.pcx 1050 340 09 100 64 -31 -69
  196 c:/grfmaken/grfcodecwin/dock/isrobjects00.pcx 1130 340 09 100 64 -31 -69
  197 c:/grfmaken/grfcodecwin/dock/isrobjects00.pcx 1210 340 09 100 64 -31 -69
  198 * 17    02 0F 00 00 8D 0F 00 00 00 80 00 80 00 00 10 10 08
  199 * 17    02 0F 01 00 8D 0F 00 00 01 80 00 80 00 00 10 10 08
  200 * 17    02 0F 02 00 8D 0F 00 00 02 80 00 80 00 00 10 10 08
  201 * 17    02 0F 03 00 8D 0F 00 00 03 80 00 80 00 00 10 10 08
  202 * 17    02 0F 04 00 8D 0F 00 00 04 80 00 80 00 00 10 10 08
  203 * 17    02 0F 05 00 8D 0F 00 00 05 80 00 80 00 00 10 10 08
  204 * 17    02 0F 06 00 8D 0F 00 00 06 80 00 80 00 00 10 10 08
  205 * 17    02 0F 07 00 8D 0F 00 00 07 80 00 80 00 00 10 10 08
  206 * 17    02 0F 08 00 8D 0F 00 00 08 80 00 80 00 00 10 10 08
  207 * 17    02 0F 09 00 8D 0F 00 00 09 80 00 80 00 00 10 10 08
  208 * 17    02 0F 0A 00 8D 0F 00 00 0A 80 00 80 00 00 10 10 08
  209 * 17    02 0F 0B 00 8D 0F 00 00 0B 80 00 80 00 00 10 10 08
  210 * 17    02 0F 0C 00 8D 0F 00 00 0C 80 00 80 00 00 10 10 08
  211 * 17    02 0F 0D 00 8D 0F 00 00 0D 80 00 80 00 00 10 10 08
  212 * 17    02 0F 0E 00 8D 0F 00 00 0E 80 00 80 00 00 10 10 08
  213 * 17    02 0F 0F 00 8D 0F 00 00 0F 80 00 80 00 00 10 10 08
  214 * 4    01 0F 04 01
  215 c:/grfmaken/grfcodecwin/dock/isrobjects00.pcx 1290 340 09 71 104 -51 -25
  216 c:/grfmaken/grfcodecwin/dock/isrobjects00.pcx 1410 340 09 71 104 -51 -25
  217 c:/grfmaken/grfcodecwin/dock/isrobjects00.pcx 1530 340 09 71 104 -51 -25
  218 c:/grfmaken/grfcodecwin/dock/isrobjects00.pcx 1650 340 09 71 104 -51 -25
  219 * 17       02 0F 10 00 00 80 00 80 00 00 00 00 00 00 00 00 00
  220 * 17       02 0F 11 00 01 80 00 80 00 00 00 00 00 00 00 00 00
  221 * 17       02 0F 12 00 02 80 00 80 00 00 00 00 00 00 00 00 00
  222 * 17       02 0F 13 00 03 80 00 80 00 00 00 00 00 00 00 00 00
  223 * 15    02 0F 14 80 00 00 04 00 00 01 00 02 00 03 00
  224 * 15    02 0F 15 80 00 00 04 04 00 05 00 06 00 07 00
  225 * 15    02 0F 16 80 00 00 04 08 00 09 00 0A 00 0B 00
  226 * 15    02 0F 17 80 00 00 04 0C 00 0D 00 0E 00 0F 00
  227 * 22       02 0F 18 81 48 00 03 03 15 00 01 01 16 00 02 02 17 00 03 03 14 00
  228 * 22       02 0F 19 81 48 00 03 03 11 00 01 01 12 00 02 02 13 00 03 03 10 00
  229 * 10    03 0F 01 04 01 FF 19 00 18 00


With this .PCX:
Attachment:
trucks.pcx [128.53 KiB]
Downloaded 315 times

You get this in game:
Attachment:
Trucks.png
Trucks.png [ 48.5 KiB | Viewed 8496 times ]


Again, I don't code in NML, so I have no idea how this should be transformed for you. But I hope it helps ;-)


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PostPosted: 04 Feb 2013, 17:14 
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Very interesting information. I didn't really know about that at all. This will take my truck drawings to the whole new level. I will probably make some varitations for my tile with trucks so it will look better. I should maybe have choosed NFO maybe because Simuscape have way more NFO coders than people who really understand something about NML. But I already have learned pretty much NML so I quess that this and my future projects will be in NML.


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PostPosted: 05 Feb 2013, 00:21 
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Katve wrote:
Very interesting information. I didn't really know about that at all. This will take my truck drawings to the whole new level. I will probably make some varitations for my tile with trucks so it will look better. I should maybe have choosed NFO maybe because Simuscape have way more NFO coders than people who really understand something about NML. But I already have learned pretty much NML so I quess that this and my future projects will be in NML.

I check Simuscape for new posts very frequently and I code all my grfs, including my my objects set exclusively in NML. Feel free to ask questions (here and/or on TT-forums) and I'll do my best to answer :).


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PostPosted: 05 Feb 2013, 15:11 
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Nice to know that I am not only one around here who uses NML. :)


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PostPosted: 05 Feb 2013, 18:39 
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What you think? I made some changes. Trucks are still same so don't comment anything about them (Unless you see glitches/bugs.)


Attachments:
Caningstone Transport, 27-04-2050.png
Caningstone Transport, 27-04-2050.png [ 45.89 KiB | Viewed 8473 times ]
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PostPosted: 05 Feb 2013, 18:43 
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I'd say it's a great improvement, although I still think the asphalt is a bit too "clean"! Perhaps some contrasts between the white marks and the asphalt itself? But indeed an improvement! :)

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PostPosted: 05 Feb 2013, 18:55 
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I'm with SAC on this one. It's getting better but the tarmac is looking a bit like gravel.

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PostPosted: 05 Feb 2013, 19:23 
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That will be next at the list of improvements. I will probably watch some examples about "pixel asphalt" from the road grf's. (Two more zoom levels more in Openttd are very handly when testing grf's.)


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PostPosted: 06 Feb 2013, 10:42 
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This is indeed looking nice, maybe a few lesser stripes on the non-parking places.
So that they are not so close to each other.


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PostPosted: 15 Feb 2013, 18:03 
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These ground tiles from CHIPS include asphalt in original TTD-style, as used in airports etc (but drawn by me from scratch). If it's useful, you would be welcome to use them if you're ok to use GPL license for your set. :)

CHIPS http://www.tt-forums.net/viewtopic.php?f=67&t=53362
Using GPL http://www.gnu.org/licenses/gpl.html


Attachments:
groundtiles.png
groundtiles.png [ 10.38 KiB | Viewed 8439 times ]
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PostPosted: 15 Feb 2013, 18:20 
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andythenorth wrote:
you would be welcome to use them if you're ok to use GPL license for your set. :)


:mrgreen:

In all honesty I think it's only me and OzTrans using a custom license for our work...

Anyway, I think some of Andythenorth's work may fit your roadsides perfect Katve! Adds the needed surface on the asphalt really... :) Mind the edges though... :P

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PostPosted: 15 Feb 2013, 18:29 
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Thank you very much! I think I just decided what is license of my set. :mrgreen: . I looked for that license at it seems to be okay for this set. I am planning to publish this set at Simuscape and TT-Forums. I thought I would develop this set here in the peace and just make simple release topic to the TT-Forums for the releases in future.


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PostPosted: 15 Feb 2013, 18:30 
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You might want to darken the asphalt to match road tiles. It matches the airport tiles which are lighter. Replacing each grey by one from 1 or 2 shades down the palette should work.


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PostPosted: 15 Feb 2013, 18:54 
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Nice tip! I am currently making new tiles, but I didn't make this tile darker yet.


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Chindhead Cross Transport, 25-01-2010.png
Chindhead Cross Transport, 25-01-2010.png [ 23.95 KiB | Viewed 8433 times ]
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PostPosted: 15 Feb 2013, 18:57 
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...but you can clearly see the difference between the initial rather clean surface and the latter... :)

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PostPosted: 17 Feb 2013, 18:33 
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I made tiles little bit darker as suggested.


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Tefingway Transport, 17-05-2010.png
Tefingway Transport, 17-05-2010.png [ 87.06 KiB | Viewed 8411 times ]
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PostPosted: 17 Feb 2013, 18:36 
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Oh my, now we're getting somewhere... great work Katve! :)

The only thing I can spot that may need some more work are those white marks at the entrance/exits... they don't line up properly on both ends if you have a closer look...

But otherwise, great work! :W

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PostPosted: 17 Feb 2013, 21:29 
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Drop the white (grey) hatching areas to darker grey pixels where they meet the terrain. Attached example (the hatching nearest bottom, zoom in to see what I've done). This will stop the hatching looking stuck on top of the landscape ;)
Attachment:
Tefingway%20Transport%2C%2017-05-2010.png
Tefingway%20Transport%2C%2017-05-2010.png [ 72.57 KiB | Viewed 8402 times ]


Last edited by andythenorth on 17 Feb 2013, 22:39, edited 1 time in total.

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PostPosted: 17 Feb 2013, 22:05 
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Nice tip! Thanks. :)


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PostPosted: 18 Feb 2013, 04:48 
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Since those are mere eye candy and not roads for a vehicle to pass through I 'd go for more natural sidings/parking. More sprites needed (I realize it is quite a big number if you intendt to use them as a big parking) but better looks!-and wallyweb will do his usual tricks! Between the trees and the vegetation you can add some gravel (see andy's trick) .
Here is a rough idea:
(andy sorry for spoiling your nice improvement trick but I had to do it quickly and so sacrificed some valuable pixels-Gods are only pleased with the very best of your stock! :twisted: )


Attachments:
proposed sidings.png
proposed sidings.png [ 54.45 KiB | Viewed 8391 times ]
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