OpenGFX+ Road Vehicles development thread
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- Emperor Jake
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Re: OpenGFX+ Road Vehicles development thread
I think that's the "sprite limit" as in, you have too many NewGRFs installed. It is related to the amount of sprites, not NewGRFs and I've had this problem before. Try adding another vehicle set, and you should see that it will have all the wrong sprites. (I once had a high speed train made of skyscrapers!)
Could I see your GRF list perhaps?
- Jake
Could I see your GRF list perhaps?
- Jake
Re: OpenGFX+ Road Vehicles development thread
Before OpenTTD 1.1.0 is released, we would like to have a feature complete version of this set. The most important missing part are vehicle sprites for some NewGRF cargos, which means that, for example, sand looks like coal.
Because of this pending issue, I would like to encourage anyone interested on helping with OpenGFX+ Road Vehicles (or just in drawing nice road vehicles) to check the list of missing sprites and the current sprites of the set in order to create the missing cargo sprites. And as always, feedback and suggestions are appreciated
Because of this pending issue, I would like to encourage anyone interested on helping with OpenGFX+ Road Vehicles (or just in drawing nice road vehicles) to check the list of missing sprites and the current sprites of the set in order to create the missing cargo sprites. And as always, feedback and suggestions are appreciated
Spanish translation of OpenTTD
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Re: OpenGFX+ Road Vehicles development thread
I have been adapting cargo sprites from the OpenGFX+ family's rich cousin to be used in this set. In the next version I plan to include specific sprites for almost every cargo, and nice generic sprites for the rest. You can see some of the new sprites in the following screenshots
Bulk truck carrying scrap metal.
Flatbed truck loaded with chemicals.
Three different variations for engineering suplies.
Bulk truck carrying scrap metal.
Flatbed truck loaded with chemicals.
Three different variations for engineering suplies.
Spanish translation of OpenTTD
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Re: OpenGFX+ Road Vehicles development thread
The scrap metal shouldn't be grey only, it should include pieces with rust and paint.
Re: OpenGFX+ Road Vehicles development thread
I'm not able to give it the look you want. It always ends up not looking like scrap metal at all. Feel free to give it a try
Spanish translation of OpenTTD
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Re: OpenGFX+ Road Vehicles development thread
Try the scrap piles from FIRS scrap yard, they look good imo.
And what about making those vehicles on the flatbed truck 2nd CC so they would separate from the truck better?
And what about making those vehicles on the flatbed truck 2nd CC so they would separate from the truck better?
Re: OpenGFX+ Road Vehicles development thread
i'd rather have the load random colour instead of 2nd-cc. but construction vehicles tend to not have that many different colours.
Re: OpenGFX+ Road Vehicles development thread
I'm sorry, the sprites I posted for Engineering Supplies lead to confusion
The vehicles carried by the trucks have a fixed colour. That colour is always like that for Engineering Supplies, and it is green for Farm Supplies.
I like the random colour idea: right now the cargo sprites using vehicles are Engineering Supplies, Farm Supplies and Vehicles. Which colours would be appropiate for each?
I'll probably leave this feature for a future version though.
The vehicles carried by the trucks have a fixed colour. That colour is always like that for Engineering Supplies, and it is green for Farm Supplies.
I like the random colour idea: right now the cargo sprites using vehicles are Engineering Supplies, Farm Supplies and Vehicles. Which colours would be appropiate for each?
I'll probably leave this feature for a future version though.
Spanish translation of OpenTTD
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Re: OpenGFX+ Road Vehicles development thread
Perhaps Engineering Yellow and Grey. Farm Yellow, Red and blue.Terkhen wrote:I like the random colour idea: right now the cargo sprites using vehicles are Engineering Supplies, Farm Supplies and Vehicles. Which colours would be appropiate for each?
Re: OpenGFX+ Road Vehicles development thread
I'd replace yellow for farms with green and furthermore don't use the same colour for both to make things easier recognisable.
Engineering can also be orange. Farm tractors are generally (here at least) only available in green, red or blue.
Engineering can also be orange. Farm tractors are generally (here at least) only available in green, red or blue.
Re: OpenGFX+ Road Vehicles development thread
FooBar wrote:I'd replace yellow for farms with green and furthermore don't use the same colour for both to make things easier recognisable.
Engineering can also be orange. Farm tractors are generally (here at least) only available in green, red or blue.
Fair-enough, generally Red and Blue over here I was thinking farm supplies could include other machines such as diggers which are generally yellow. Saying that I have seen a green tractor before .
Re: OpenGFX+ Road Vehicles development thread
Sure diggers are usually yellow, but user-friendliness is more important here than 100% realisticishaly. Hence the suggestion to not mix colours.
Re: OpenGFX+ Road Vehicles development thread
so, conclusion:
ENSP: yellow, orange - bulldozers, front loaders, cranes
FMSP: red, green, blue - tractors, harvesters
ENSP: yellow, orange - bulldozers, front loaders, cranes
FMSP: red, green, blue - tractors, harvesters
- planetmaker
- OpenTTD Developer
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Re: OpenGFX+ Road Vehicles development thread
Sounds like the colours I'd expect to see, too.Eddi wrote:so, conclusion:
ENSP: yellow, orange - bulldozers, front loaders, cranes
FMSP: red, green, blue - tractors, harvesters
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Re: OpenGFX+ Road Vehicles development thread
I like those colours
The generic container sprite (used for Goods and other cargos in the flatbed) could also get random recolouring. Should it?
EDIT: We are also planning to include a special feature for refrigerated trucks. Cargos carried by a refrigerated truck take more time to age, and therefore you are paid better. Refrigerated trucks have less capacity than other trucks. See: http://dev.openttdcoop.org/issues/2991#note-9
The generic container sprite (used for Goods and other cargos in the flatbed) could also get random recolouring. Should it?
Yes, Farm Supplies and Vehicles share their sprite right now. All ECS cargos (except Oil Seeds, Sulphur and Potash) should be supported already in the latest nightly of this NewGRF.alluke wrote:Will those graphics also work for ECS vehicles?
EDIT: We are also planning to include a special feature for refrigerated trucks. Cargos carried by a refrigerated truck take more time to age, and therefore you are paid better. Refrigerated trucks have less capacity than other trucks. See: http://dev.openttdcoop.org/issues/2991#note-9
Spanish translation of OpenTTD
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Re: OpenGFX+ Road Vehicles development thread
Today's nightly includes new names for road vehicles (see this post by DXTR) and three parameters for enabling/disabling buses, trucks and trams. Since OpenGFX+ Road Vehicles now includes all of the strings I was aiming for, it's time for translations
If you are interested on helping translate OpenGFX+ Road Vehicles, please download this file: http://dev.openttdcoop.org/projects/ogf ... nglish.lng
You only need to rename the file to the appropiate language, and to translate the strings inside to the language you are translating. There is no need to translate string identifiers (STR_...) or lines starting with ##. I'll be doing the translation for Spanish, and we already have a translation for Russian (although it needs updating). Thanks!
If you are interested on helping translate OpenGFX+ Road Vehicles, please download this file: http://dev.openttdcoop.org/projects/ogf ... nglish.lng
You only need to rename the file to the appropiate language, and to translate the strings inside to the language you are translating. There is no need to translate string identifiers (STR_...) or lines starting with ##. I'll be doing the translation for Spanish, and we already have a translation for Russian (although it needs updating). Thanks!
Spanish translation of OpenTTD
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Re: OpenGFX+ Road Vehicles development thread
Updated Russian translation for rev. 129.
Re: OpenGFX+ Road Vehicles development thread
Thank you
DXTR has also created a Hungarian translation. Therefore we already have Russian, Hungarian and Spanish. I'm planning on a release for this weekend. Meanwhile... keep them coming!
DXTR has also created a Hungarian translation. Therefore we already have Russian, Hungarian and Spanish. I'm planning on a release for this weekend. Meanwhile... keep them coming!
Spanish translation of OpenTTD
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Re: OpenGFX+ Road Vehicles development thread
Just made a Dutch translation and added it to the tracker: http://dev.openttdcoop.org/issues/3078
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