He already PM'ed me about that...DaleStan wrote:I don't recall that Purno said he was.
OpenGFX - Graphics Base Set
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Re: [8bpp] Graphics Replacement Project - OpenGFX
Re: [8bpp] Graphics Replacement Project - OpenGFX
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
wow already 100 pages, this thread keeps going!
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Re: [8bpp] Graphics Replacement Project - OpenGFX
Uhm that's 4:2 thenZephyris wrote:Of course, go for it I must say I like your docks though, they are definately much better than mine and make a nice set
Poll is ready, look at: http://www.tt-forums.net/viewtopic.php?f=36&t=39552
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so is true enlightenment to the soil's friends.
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so is true enlightenment to the soil's friends.
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Re: [8bpp] Graphics Replacement Project - OpenGFX
The new infrastrucutre gives a fatal error, and much of the grfs dont work! in r14325
Re: [8bpp] Graphics Replacement Project - OpenGFX
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.
Re: [8bpp] Graphics Replacement Project - OpenGFX
The Opengfxr1.grf on r14369 creates a fatal error.
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Re: [8bpp] Graphics Replacement Project - OpenGFX
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.
For more info on that, see one of my posts a few posts back.
- athanasios
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Re: [8bpp] Graphics Replacement Project - OpenGFX
Another Industry finished:
Toyland Cola Wells!
I used the terrain base tile (thanks Zephyris ), because I didn't like to have a gray base and for the reason you can see in the sprites.
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.
Toyland Cola Wells!
I used the terrain base tile (thanks Zephyris ), because I didn't like to have a gray base and for the reason you can see in the sprites.
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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- Cola_Wells.png (1.38 KiB) Viewed 4731 times
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- Cola_Wells.zip
- PCX files, palconverted.
- (4.59 KiB) Downloaded 78 times
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- Oil_Wells_Compare.png (21.04 KiB) Viewed 4790 times
http://members.fortunecity.com/gamesart
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"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
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Re: [8bpp] Graphics Replacement Project - OpenGFX
And what about the cola thingies you drew?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.
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.
Re: [8bpp] Graphics Replacement Project - OpenGFX
I think it looks fine with the grass bases...
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Re: [8bpp] Graphics Replacement Project - OpenGFX
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
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
Re: [8bpp] Graphics Replacement Project - OpenGFX
I tried it, its excellent, is their any way i can can contribute?
Re: [8bpp] Graphics Replacement Project - OpenGFX
Drawing
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....
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
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*.LordAzamath wrote:And what about the cola thingies you drew?...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.
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.
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.Zephyris wrote:I think it looks fine with the grass bases...
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- cola_wells_style.png (39.63 KiB) Viewed 4160 times
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"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
Re: [8bpp] Graphics Replacement Project - OpenGFX
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
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
Re: [8bpp] Graphics Replacement Project - OpenGFX
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.
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
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?!
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?!
Re: [8bpp] Graphics Replacement Project - OpenGFX
Nice, thank you FooBar, finally I can use the new gui/font/cursor, I was never able to get it working as a grf
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
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
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 setMr. 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?!
Re: [8bpp] Graphics Replacement Project - OpenGFX
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.
* well there's not actually any secret, just try to cut every corner possible!
I shall never reveal my secrets! Bwahahaha!!!*There is something fishy about Zephyris though ...
* well there's not actually any secret, just try to cut every corner possible!
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