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Quast65
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Posted: 04 Feb 2013, 17:01 |
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Joined: 06 Mar 2012, 21:55 Posts: 480 Location: The Netherlands
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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 318 times
You get this in game: Attachment:
Trucks.png [ 48.5 KiB | Viewed 8610 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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Katve
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Posted: 04 Feb 2013, 17:14 |
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Joined: 07 Mar 2012, 08:31 Posts: 68 Location: Tampere, Finland
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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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Supercheese
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Posted: 05 Feb 2013, 00:21 |
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Joined: 06 Mar 2012, 23:12 Posts: 72
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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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Katve
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Posted: 05 Feb 2013, 15:11 |
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Joined: 07 Mar 2012, 08:31 Posts: 68 Location: Tampere, Finland
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Nice to know that I am not only one around here who uses NML.
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Katve
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Posted: 05 Feb 2013, 18:39 |
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Joined: 07 Mar 2012, 08:31 Posts: 68 Location: Tampere, Finland
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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.)
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Caningstone Transport, 27-04-2050.png [ 45.89 KiB | Viewed 8587 times ]
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SAC
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Posted: 05 Feb 2013, 18:43 |
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Simuscape Admin |
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Joined: 15 Sep 2011, 09:25 Posts: 3033 Location: Sweden
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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!
_________________ Simuscape - A world of its own;SimuTalk | Visual Studio | INFRA DiaryINFRA - Chose Your Destination;INFRA Projects | INFRA Downloads
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SlemFreak
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Posted: 05 Feb 2013, 18:55 |
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Simuscape Admin |
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Joined: 01 May 2012, 11:38 Posts: 580
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I'm with SAC on this one. It's getting better but the tarmac is looking a bit like gravel.
_________________ SimuscapeSite Admin & Developer
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Katve
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Posted: 05 Feb 2013, 19:23 |
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Joined: 07 Mar 2012, 08:31 Posts: 68 Location: Tampere, Finland
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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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Quast65
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Posted: 06 Feb 2013, 10:42 |
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Joined: 06 Mar 2012, 21:55 Posts: 480 Location: The Netherlands
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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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andythenorth
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Posted: 15 Feb 2013, 18:03 |
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Joined: 10 Jun 2012, 19:34 Posts: 48
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SAC
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Posted: 15 Feb 2013, 18:20 |
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Simuscape Admin |
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Joined: 15 Sep 2011, 09:25 Posts: 3033 Location: Sweden
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andythenorth wrote: you would be welcome to use them if you're ok to use GPL license for your set. 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...
_________________ Simuscape - A world of its own;SimuTalk | Visual Studio | INFRA DiaryINFRA - Chose Your Destination;INFRA Projects | INFRA Downloads
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Katve
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Posted: 15 Feb 2013, 18:29 |
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Joined: 07 Mar 2012, 08:31 Posts: 68 Location: Tampere, Finland
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Thank you very much! I think I just decided what is license of my set. . 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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andythenorth
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Posted: 15 Feb 2013, 18:30 |
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Joined: 10 Jun 2012, 19:34 Posts: 48
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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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Katve
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Posted: 15 Feb 2013, 18:54 |
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Joined: 07 Mar 2012, 08:31 Posts: 68 Location: Tampere, Finland
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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 [ 23.95 KiB | Viewed 8547 times ]
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SAC
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Posted: 15 Feb 2013, 18:57 |
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Simuscape Admin |
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Joined: 15 Sep 2011, 09:25 Posts: 3033 Location: Sweden
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Katve
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Posted: 17 Feb 2013, 18:33 |
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Joined: 07 Mar 2012, 08:31 Posts: 68 Location: Tampere, Finland
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I made tiles little bit darker as suggested.
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Tefingway Transport, 17-05-2010.png [ 87.06 KiB | Viewed 8525 times ]
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SAC
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Posted: 17 Feb 2013, 18:36 |
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Simuscape Admin |
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Joined: 15 Sep 2011, 09:25 Posts: 3033 Location: Sweden
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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!
_________________ Simuscape - A world of its own;SimuTalk | Visual Studio | INFRA DiaryINFRA - Chose Your Destination;INFRA Projects | INFRA Downloads
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andythenorth
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Posted: 17 Feb 2013, 21:29 |
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Joined: 10 Jun 2012, 19:34 Posts: 48
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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 [ 72.57 KiB | Viewed 8516 times ]
Last edited by andythenorth on 17 Feb 2013, 22:39, edited 1 time in total.
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Katve
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Posted: 17 Feb 2013, 22:05 |
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Joined: 07 Mar 2012, 08:31 Posts: 68 Location: Tampere, Finland
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Nice tip! Thanks.
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athanasios
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Posted: 18 Feb 2013, 04:48 |
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Joined: 29 Feb 2012, 00:55 Posts: 1770 Location: Hellas
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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! )
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proposed sidings.png [ 54.45 KiB | Viewed 8505 times ]
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