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  • [[Category:Graphics sets]]
    38 bytes (4 words) - 17:55, 30 July 2011
  • Developer of additional graphics sets for TTDPatch. ==Sets ready to download==
    2 KB (302 words) - 14:03, 30 July 2011
  • * [[New Graphics]] - Questions about replacement graphics and vehicle sets.
    468 bytes (68 words) - 12:01, 30 July 2011
  • [[Category:Graphics sets]]
    294 bytes (44 words) - 10:56, 21 September 2014
  • Activate or deactivate new graphics sets. Cht: Graphics [<ID> [0/1]]
    1 KB (233 words) - 15:16, 18 June 2011
  • [[Category:Graphics sets]]
    289 bytes (43 words) - 20:38, 14 October 2023
  • |[[File:grfstat_green.png]]||Graphics set is currently active in the game |[[File:grfstat_red.png]]||Graphics set is currently inactive in the game
    2 KB (380 words) - 15:47, 18 June 2011
  • ...atch switches to be enabled, please read [[NewVehicleGraphics| New Vehicle Graphics]] for more details. ==Downloading new graphics==
    5 KB (819 words) - 15:41, 18 June 2011
  • '''''How to make train sets with matching wagons''''' - show how graphics override action 3 works
    279 bytes (43 words) - 21:04, 28 August 2011
  • This section explains how to deal with the many available new graphics files. Some of them can't be loaded at the same time or aren't available in Most of the new graphics sets are designed for a certain climate. They will only work in the right climat
    2 KB (327 words) - 15:41, 18 June 2011
  • ...t change in time and special effects such as wagon backlights. How to draw graphics is covered in the [[GraphicsTutorial]]. ...n mind and come back later if you're ready for a little more sophisticated graphics.
    3 KB (467 words) - 16:57, 10 July 2013
  • ...o prevent activation of incompatible graphics sets. See [[NewGraphics|New Graphics]] for more information.
    1 KB (180 words) - 14:38, 13 June 2011
  • ...ed to be used with recent train graphics sets, but it will work with older sets or TTD's standard rolling stock as well.
    857 bytes (136 words) - 14:28, 15 June 2011
  • ...ilable, but articulated vehicles are also planned. That sometimes leads to graphics collisions, because long vehicles used short vehicle's bounding boxes, but ...t, cargo set. LV version 3 and later should be located after other vehicle sets in your NewGRFs list (newgrf.cfg file).
    2 KB (375 words) - 16:23, 30 July 2011
  • ...aphores" option has to be turned on and you must have loaded the semaphore graphics.
    485 bytes (69 words) - 15:12, 18 June 2011
  • ...ics]] for extra information on the '''installation''' and '''use''' of new graphics. ...t TTD has to offer, this switch is right for you! It allows the use of new graphics files to modify the existing vehicles. You can have new trains, ships, plan
    4 KB (589 words) - 17:07, 13 June 2011
  • # Install the contents of the New Graphics ZIP file, from ttdpatch.net's New Graphics area. ==Why can't I get the new graphics to work?==
    4 KB (748 words) - 12:12, 30 July 2011
  • Note: this works only for wagons with a '''Graphics override''' for this engine. The weight each wagon adds is defined in prope ...s override''' or '''Wagon override'''. This feature finds its use in train sets, when the look of wagons need to match that of engines.
    2 KB (381 words) - 12:00, 1 March 2012
  • ...D version of the train set, adding refit options for cargoes from industry sets. | Bastiaan || Graphics, data supply
    2 KB (340 words) - 13:23, 9 April 2012
  • ...nly available for vehicle sets which make use of it; TTD's default vehicle graphics have no secondary colour. In that case, the setting here is ignored.
    978 bytes (148 words) - 15:49, 18 June 2011
  • This switch sets the resolution of TTD's window, or the fullscreen mode it runs in. In fulls For most graphics cards, the horizontal resolution must be a multiple of 4 or 32 or the displ
    834 bytes (128 words) - 14:37, 13 June 2011
  • ...order of labels in the cargotable doesn't matter. For OpenTTD-only vehicle sets you should not use the <code>refittable_cargo_types</code> property, but th ...ses, so there you can only use the cargo labels. Also if you want specific graphics for specific cargoes, you have to use cargo types and not cargo classes.
    3 KB (509 words) - 16:33, 3 May 2012
  • ...try sets such as FIRS, PBI and ECS. The extension does not provide any new graphics, so the graphical representation of 'new' cargoes will default to some stan
    1 KB (168 words) - 13:27, 9 April 2012
  • [[Category:Graphics sets]]
    1 KB (207 words) - 16:22, 30 July 2011
  • ...on, screenshots and guides. The table below gives an overview of all Dutch Sets and their compatibility with OpenTTD and TTDPatch. ...to replace the original graphics in Transport Tycoon Deluxe with self-made graphics. This was first accomplished by Patchman with his releases of [http://www.t
    14 KB (1,876 words) - 21:36, 20 June 2012
  • ...in NML by Hirundo. The graphics used in the example are by Purno. Code and graphics are both licensed according to the GPL v2 or later. The code has been modif ...der structure. There will be one language file in the ''lang'' folder, one graphics file in the ''gfx'' folder. These two folders sit together with the main NM
    3 KB (550 words) - 20:28, 30 August 2011
  • ...er. The graphics used in the example are by DanMack and Zephyris. Code and graphics are both licensed according to the GPL v2 or later. The code has been modif ...phics to the NML code, let's do that for the road vehicle and give it some graphics!
    8 KB (990 words) - 13:08, 24 August 2011
  • ...fspecs:Action7|action 7]] entries that decide whether or not to load these graphics, for example based on the current climate. ...ics of all vehicles together in this one sprite block, taking note of what sets of sprites have what number (as determined by their position in the block).
    4 KB (640 words) - 21:02, 28 August 2011
  • ...'ll look into a small base graphics replacement, for both 8 bit and 32 bit graphics. We'll be replacing some level crossings in temperate and actic climate. == Example graphics ==
    8 KB (1,123 words) - 12:07, 27 June 2012
  • ...hics" based on the same variables (e.g. pointing to different spritegroups/sets for each part of an articulated vehicle). ...ctly return a value or point to a switch or spritegroup. Let's look at the graphics block once more:
    8 KB (1,227 words) - 09:44, 30 August 2011
  • As of OpenTTD 1.2.0, 32 bit graphics are to be provided via NewGRF. NML has the ability to add 32 bit sprites to * Do a simple batch conversion from 32 bit to 8 bit in your graphics editor;
    4 KB (699 words) - 09:59, 26 June 2012
  • #Add an "action 1" to introduce your vehicle graphics #Use actions 2 and 3 to link your graphics to a vehicle in TTD
    13 KB (2,254 words) - 11:59, 1 March 2012
  • ...urthermore we built in native support for new cargoes provided by industry sets and fixed a number of bugs that were present in the first version of the tr
    3 KB (477 words) - 11:59, 19 September 2015
  • ...ed TTDPatch 2.0 or later for playing in full-screen (may not work with all graphics cards). ...iewtopic.php?t=5587]. Note that this won't work correctly with new vehicle sets that use callbacks to set the vehicle loading speed (such as the DB Set XL)
    6 KB (1,135 words) - 12:09, 30 July 2011
  • ...Vehicle ID Guidelines in order to make it even more compatible with other sets. |Rendall ||Main Graphics, data supply
    5 KB (585 words) - 13:11, 9 April 2012
  • One problem with many new graphics files is that some files overwrite the same vehicle ID, so they can't norma ...hat the user can change it such that it doesn't conflict with other active sets.
    3 KB (516 words) - 11:59, 1 March 2012
  • ...most electric engines. Again, this is not necessarily true for new vehicle sets).
    5 KB (951 words) - 16:47, 5 February 2016
  • ...in NML by Hirundo. The graphics used in the example are by Purno. Code and graphics are both licensed according to the GPL v2 or later. The code has been modif /* Define graphics and callbacks
    17 KB (2,346 words) - 16:37, 3 May 2012
  • =Callbacks in Graphics Files= Since TTDPatch 2.0.1 alpha 11, it is possible to use callbacks, in which the graphics files can influence how TTDPatch features work. This is a lot more sophisti
    14 KB (1,850 words) - 12:00, 1 March 2012
  • ...dosemu lots of memory if you want to use the a fair number of new graphics sets (the default 16 MB is not enough).
    4 KB (697 words) - 13:45, 30 July 2011
  • Note: You may have to disable most graphics sets (appart from the signals(w).grf file ofcourse) and the electrifiedrails and
    5 KB (842 words) - 15:06, 5 March 2012
  • * [[NewVehicleGraphics]] - Enable new graphics for vehicles and new vehicle models * [[NewSignals:Alpha]] - Load new graphics for new signal types.
    17 KB (2,297 words) - 13:56, 31 July 2011
  • * Palette-numbers 0-30, those are the 31 internal used color gradient sets. * Value/order of palette sets -> player-status color-picker(LR/UD)
    21 KB (3,370 words) - 23:43, 10 July 2013
  • *different graphics for electr. depot using action 5 ...specified vehicle at end of train. Also think about how to allow multi-ICE sets (head-wagons-tail-head-wagons-tail) - mostly possible with articulated vehi
    18 KB (2,927 words) - 16:23, 13 June 2011
  • [[Category:Graphics sets]]
    20 KB (1,692 words) - 17:30, 30 July 2011