OpenGFX - Graphics Base Set

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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FooBar
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar »

DaleStan wrote:I don't recall that Purno said he was.
He already PM'ed me about that... :D
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris »

sample.cat is the sound effects for the game, as yet there is no free alternative but there is a project to replace the sound effects, its somewhere in the general OpenTTD forum.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by RSpeed tycoonfreak »

wow already 100 pages, this thread keeps going! :D
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Red*Star »

Zephyris wrote:Of course, go for it :D I must say I like your docks though, they are definately much better than mine and make a nice set :)
Uhm that's 4:2 then :lol:



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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Batti5 »

The new infrastrucutre gives a fatal error, and much of the grfs dont work! in r14325
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar »

Yes, we (or, at least, I) know. Will not be fixed though because opengfx1r.grf is almost complete and a test version released. Use that instead, or downgrade to an older version of OpenTTD.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Batti5 »

The Opengfxr1.grf on r14369 creates a fatal error.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar »

I'm not surprised, but thanks for reporting anyways. Currently, I can't support the partial grf (including the all-in-one), but maybe someone else is willing to look into it. For now I recommend this: http://www.tt-forums.net/download/file.php?id=98748
For more info on that, see one of my posts a few posts back.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by athanasios »

Another Industry finished:
Toyland Cola Wells!
I used the terrain base tile (thanks Zephyris :wink: ), because I didn't like to have a gray base and for the reason you can see in the sprites. :mrgreen:

Since there is too much discussion about the license, and we want to be 1000% legal (just kidding) these oil wells ain't derivative work!!! Actually Oil Wells ARE NOT oil tanks.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by LordAzamath »

Since there is too much discussion about the license, and we want to be 1000% legal (just kidding) these oil wells ain't derivative work!!! Actually Oil Wells ARE NOT oil tanks.
And what about the cola thingies you drew? :D :D

but yeah, they look very nice.. You can modify the base tile just by making it grayscale I guess..and maybe some brightness contrast thingie and then convert back to palette.
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris »

I think it looks fine with the grass bases...
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by LordAzamath »

For guys who don't read first posts:
IMPORTANT:
All contributions from the 23rd September 2008 (11:50 AM GMT) in the OpenGFX thread are assumed to be released by the artist/coder under the terms of the GPL
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Batti5 »

I tried it, its excellent, is their any way i can can contribute?
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris »

Drawing :D
As a rule of thumb Arctic town buildings and Toyland buildings and industries need drawing, though check the tracking table on the wiki before starting anything....
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by athanasios »

LordAzamath wrote:
Since there is too much discussion about the license, and we want to be 1000% legal (just kidding) these oil wells ain't derivative work!!! Actually Oil Wells ARE NOT oil tanks.
And what about the cola thingies you drew?...
Actually emphasis should be on tanks. Now I won't say that mine are not tanks, but they look more similar to wells. I tried to fit them with what we see in the main menu screen of TTD. Of course those look they are 2x2 tiles, but this we could implement in a future + project*. :wink:

With all my Toyland sprites I try to cover less space than original ones, because Toyland sprites in general are huge and this causes 2 issues:
1. They block the view.
2. they look ugly, as some have either bad texture and/or bad (=bright) colors.

* To improve Cola Wells, we could have some extra different sprites (diff. shaped well, buildings) or remake the industry and include 2x2 parts.
Zephyris wrote:I think it looks fine with the grass bases...
Original ones seem to float on the terrain. They do not blend nicely. That is the reason I used grass for their base. It is wise to follow similar course with other (raw) industries too.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Wolf01 »

I have just one question: if we should have a 100% legal grfs, do you think it's better to fix the road tunnel misalignment, at least if it has not been fixed yet... with that bug, it will always look as a recoloured original tunnel instead of a new one
I noticed some other sprites which might be made a little different from originals, like the steel mill if I'm not wrong
I might have played with an old version of the graphics, so I don't know if they are already been fixed
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar »

Try these if you like to see if bugs have been fixed or not.

Fixing alignment issues and such is indeed a good idea, but AFAIC we have two options: release OpenGFX with all replacement sprites before fixing certain issues and then gradually improving a thing or two; or wait another half a year to improve those things before releasing anything. I prefer the first option myself, but we need to see if the devs could live with that option.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by DeletedUser21 »

This is the fastest project ever. Started last year and now almost complete.

There is something fishy about Zephyris tough, he seems to have drawn most of the project in a timespan where even quantum mechanics fail...

How is this possible?! :P
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Wolf01 »

Nice, thank you FooBar, finally I can use the new gui/font/cursor, I was never able to get it working as a grf
tunnel_entrances.PNG
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Yes, there's the tunnel bug, I can see it has been made slightly different (the entrances are now excavated on the cliff and looks really better), but the first thing that comes to the eye is the same, the exact, bug that affected the original ones, why not redraw it directly?
I can't understand why they weren't made like basetunnels, so if we'll ever get that feature in trunk we have it already done

Maybe when I'll feel better (emotively) I'll try to give an hand :P
Mr. X wrote:There is something fishy about Zephyris tough, he seems to have drawn most of the project in a timespan where even quantum mechanics fail...

How is this possible?! :P
That's possible with passion and knowledge of what are you doing, I have neither the one nor the other, that's why I'm taking AGES to try to draw the brickland set :P
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris »

The 2 square tunnel bug was not intentionally replicated, but I used the same optical illusion as the original to make the tunnel appear taller than the land height actually is. The same illusion is used for the rail/monorail/maglev tunnels too. You can change it if you want, but I prefer vehicles looking like they'd actually fit into the tunnel.
There is something fishy about Zephyris though ...
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