OpenGFX - Graphics Base Set
Moderator: Graphics Moderators
Re: [8bpp] Graphics Replacement Project - OpenGFX
Up and down are modified, the equalize icons are unchanged
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: [8bpp] Graphics Replacement Project - OpenGFX
I've redrawn the HDD from top view, fixed.Zephyris wrote:Three points about icons:
Isometric views are reserved for "real" objects; ie. things which appear in-game.
Adding black outline cause the graph to look quite ugly. I've redone the background and it is now black (with black outline), so this should be better :)Zephyris wrote:All icons have black outlines around all non-transparent parts of the icon.
Colour and shading yes, but same size? No, I've seen arrows of different sizes throughout the set. I've fixed the colour and shading.Zephyris wrote:All other arrows in icons are the same size, colour and shading, these should match those too.
Should be better now:
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: [8bpp] Graphics Replacement Project - OpenGFX
I like them more. You need some time to get familiar with the new GUI. (Like with the whole set anyway.)Bilbo wrote:What about these terraforming icons/cursors?
Maybe it is worth to commit those changes to the repo, so we can test play them with next nightly, if it goes worse, revert shouldn't be hard.
Greets
Ammler
Town Names: Portuguese Belarusian French Swiss · Temperate Lumber Mill
Still work in progress: OpenGFX or/and OpenSFX - Please help!
- Born Acorn
- Tycoon
- Posts: 7595
- Joined: 10 Dec 2002 20:36
- Skype: bornacorn
- Location: Wrexham, Wales
- Contact:
Re: [8bpp] Graphics Replacement Project - OpenGFX
I wouldn't imagine the arrows are needed on the save icon. As long as it clearly shows what it is, people should get the idea, like you would with the TTD icon.
Re: [8bpp] Graphics Replacement Project - OpenGFX
Maybe the (32bpp) toolbar by Joed can give some inspiration? I can't do it better than the one currently on OpenGFX but somehow Joed's looks a bit more professional. It has been talked about already at page 8/9/10 of this thread. Problem is that only the main toolbar has been done by him.
1st is 32bpp, 2nd is 8bpp, 3rd is 8bpp tweaked by *can't remember*
1st is 32bpp, 2nd is 8bpp, 3rd is 8bpp tweaked by *can't remember*
Re: [8bpp] Graphics Replacement Project - OpenGFX
I pushed the changed terraforming icons to hg.
I removed the arrows and made the harddisk a bit larger: What do you think of it now?
I removed the arrows and made the harddisk a bit larger: What do you think of it now?
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
- cmoiromain
- Chief Executive
- Posts: 655
- Joined: 15 Jan 2007 21:45
- Location: FRANCE
- Contact:
Re: [8bpp] Graphics Replacement Project - OpenGFX
I preferred the one with the arrows. Everyone is familiar with a floppy, because even today it is the universal sign for saving. People not knowing would fail to understand what the hard disk is, but the arrows make it feel like a load/save button.
About the 32bpp icons, I find them very pretty too. The only reason they look more professional though is because of the colours. With 256 colours, you can't get as pretty as that. And even though they are nice, I don't like them because they are not clear enough about what they lead to IMO.
But in any case, I preferred the CD version. I found it clear enough, but I don't mind switching to the HDD one.
I like the black graph icon better than the previous.
About the 32bpp icons, I find them very pretty too. The only reason they look more professional though is because of the colours. With 256 colours, you can't get as pretty as that. And even though they are nice, I don't like them because they are not clear enough about what they lead to IMO.
But in any case, I preferred the CD version. I found it clear enough, but I don't mind switching to the HDD one.
I like the black graph icon better than the previous.
I am little, ugly, and nasty. How do you do?
- Born Acorn
- Tycoon
- Posts: 7595
- Joined: 10 Dec 2002 20:36
- Skype: bornacorn
- Location: Wrexham, Wales
- Contact:
Re: [8bpp] Graphics Replacement Project - OpenGFX
I would agree with this. Even modern and new games, with multiple cores, anti aliasing and amazing AI still use the floppy disk as a symbol of saving and loading, when the words themselves cannot be used.cmoiromain wrote:Everyone is familiar with a floppy, because even today it is the universal sign for saving.
Re: [8bpp] Graphics Replacement Project - OpenGFX
Ok, so what about this floppy?
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
- cmoiromain
- Chief Executive
- Posts: 655
- Joined: 15 Jan 2007 21:45
- Location: FRANCE
- Contact:
Re: [8bpp] Graphics Replacement Project - OpenGFX
I like it. Let's see what the others think about it.
I am little, ugly, and nasty. How do you do?
- Born Acorn
- Tycoon
- Posts: 7595
- Joined: 10 Dec 2002 20:36
- Skype: bornacorn
- Location: Wrexham, Wales
- Contact:
Re: [8bpp] Graphics Replacement Project - OpenGFX
Just a few more changes; added some extra shading to the floppy disc, made the onclick graphic, resized the graph icon to match the others of that style and tweaked the outlines to match the other icons.
- Attachments
-
- tb_opengfx_mod.png (796 Bytes) Viewed 4928 times
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: [8bpp] Graphics Replacement Project - OpenGFX
Good work! They now look crisper and clearer to me.Zephyris wrote:Just a few more changes; added some extra shading to the floppy disc, made the onclick graphic, resized the graph icon to match the others of that style and tweaked the outlines to match the other icons.
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: [8bpp] Graphics Replacement Project - OpenGFX
Hi, I've been reading here a good while now, and finally got around to trying to help out a bit...
I'm not really an artist, and in particular not a sprite artist (programmer, actually), but that's what's needed it seems... so I decided to try my hand at it, starting with something simple. To be precise, toyland trees. :) (I like toyland, so it's what I usually play.)
Here's what I've got so far; I intended to start with the upside-down cone, but haven't drawn the top yet - thought what I have kinda looks like a fan or somesuch so figured I'd see what the rest of you think.
To be honest, this is a simple cut-and-paste job based on the cone tree... :P
That's allowed, right? Since I started with ogfx graphics, not ttd graphics?
I used grfcodec to get the original sprites I modified out of ogfx1_base.grf, but had to convert the palette (-m 1) to get it to look right; is that normal?
Edit 3: nevermind, I figured it out. I should have used -p 2 instead. The palettes on the pics I posted will probably need back-converting before use.
Edit: added png version for inline visibility.
Edit 2: fixed the canvas size to be a multiple of 4.
I'm not really an artist, and in particular not a sprite artist (programmer, actually), but that's what's needed it seems... so I decided to try my hand at it, starting with something simple. To be precise, toyland trees. :) (I like toyland, so it's what I usually play.)
Here's what I've got so far; I intended to start with the upside-down cone, but haven't drawn the top yet - thought what I have kinda looks like a fan or somesuch so figured I'd see what the rest of you think.
To be honest, this is a simple cut-and-paste job based on the cone tree... :P
That's allowed, right? Since I started with ogfx graphics, not ttd graphics?
I used grfcodec to get the original sprites I modified out of ogfx1_base.grf, but had to convert the palette (-m 1) to get it to look right; is that normal?
Edit 3: nevermind, I figured it out. I should have used -p 2 instead. The palettes on the pics I posted will probably need back-converting before use.
Edit: added png version for inline visibility.
Edit 2: fixed the canvas size to be a multiple of 4.
- Attachments
-
- toyland_tree.pcx
- "fan" tree, along with original cone tree for comparison.
- (12.07 KiB) Downloaded 92 times
Last edited by edorfaus on 13 Jul 2009 21:31, edited 1 time in total.
Re: [8bpp] Graphics Replacement Project - OpenGFX
It seems the muses wanted to try out their mallet on my head... I was suddenly struck by inspiration.
This is for the other toyland tree that hadn't been done yet; I stole LordAzamath's company statue this time (I hope he doesn't mind), or at least the balloon from it, and modded it to suit my purpose as a tree. The idea is a balloon being blown up, flying a while, then deflating and landing on its string.
Comments? Criticism? Suggestions? Heck, I'll even accept praise, if that's what it takes... ;)
I guess the next thing I should do is learn to code it, so I can see how it looks in-game...
Edit: Well, that wasn't so hard... Just decode a nightly, paste in my sprites, and re-encode. :) (well, a minor edit to the .nfo for 1953(it's larger))
Balloons look OK to my eyes, but the "fan" doesn't :P it just looks weird. I'll have to finish the cone inversion job, or come up with something else...
This is for the other toyland tree that hadn't been done yet; I stole LordAzamath's company statue this time (I hope he doesn't mind), or at least the balloon from it, and modded it to suit my purpose as a tree. The idea is a balloon being blown up, flying a while, then deflating and landing on its string.
Comments? Criticism? Suggestions? Heck, I'll even accept praise, if that's what it takes... ;)
I guess the next thing I should do is learn to code it, so I can see how it looks in-game...
Edit: Well, that wasn't so hard... Just decode a nightly, paste in my sprites, and re-encode. :) (well, a minor edit to the .nfo for 1953(it's larger))
Balloons look OK to my eyes, but the "fan" doesn't :P it just looks weird. I'll have to finish the cone inversion job, or come up with something else...
- Attachments
-
- toyland_tree_balloon.pcx
- Balloon tree
- (3.51 KiB) Downloaded 94 times
Re: [8bpp] Graphics Replacement Project - OpenGFX
Updated the development ticket, only coding left now.
https://dev.openttdcoop.org/issues/106
Please provide us also with the nfo (adjustments), if you have already done it. Would make it easier.
https://dev.openttdcoop.org/issues/106
Please provide us also with the nfo (adjustments), if you have already done it. Would make it easier.
Town Names: Portuguese Belarusian French Swiss · Temperate Lumber Mill
Still work in progress: OpenGFX or/and OpenSFX - Please help!
-
- Engineer
- Posts: 52
- Joined: 08 Mar 2004 21:14
- Location: Sunderland UK
Re: [8bpp] Graphics Replacement Project - OpenGFX
First sprite but what do you think for The toyland Statue?
- Attachments
-
- Toyland Statue
- New sprite270.png (3.77 KiB) Viewed 4565 times
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: [8bpp] Graphics Replacement Project - OpenGFX
Wow, those baloons look quite nice Let's see how that we now can get them ingame... The coding is luckily not too hard on the OpenGFX side, so I guess either FooBar, Ammler or me will do that pretty soonedorfaus wrote:It seems the muses wanted to try out their mallet on my head... I was suddenly struck by inspiration.
EDIT: I implemented the balloon trees in r132. The upside down cone will follow when I figure out where that goes
Cheers,
pm
I like the funny statue! Such gnome fits toyland nicelySpaz O Mataz wrote:First sprite but what do you think for The toyland Statue?
EDIT2: how do you guys want to be credited? If I don't hear anything special I'll add your forum nick to the credits. Of course you could also or additionally have your real name mentioned there. Just tell.
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: [8bpp] Graphics Replacement Project - OpenGFX
Sprites 1947-1953, same grf as the balloon tree (ogfx1_base.grf).planetmaker wrote:The upside down cone will follow when I figure out where that goes :)
Only nfo adjustment I made was for sprite 1953, because of its changed size (the others are same size as before):Ammler wrote:Please provide us also with the nfo (adjustments), if you have already done it.
I decoded the grf with -w 1024 -h 768, so for the offsets (and filename) to match you'll have to do the same, I guess. Also, I moved the sprite 8 pixels to the left to make room for it. (I could attach the pcx, I guess, if you want it - or one with nfo from re-decoding...)ogfx1_base.nfo wrote: 1953 sprites/ogfx1_base08.PCX 90 664 09 39 18 -9 -33
This should work, and match the others on the page: EdorFaus (Frode Austvik)planetmaker wrote:how do you guys want to be credited? If I don't hear anything special I'll add your forum nick to the credits. Of course you could also or additionally have your real name mentioned there. Just tell.
(I much prefer keeping login names in lowercase, but this forum doesn't seem to distinguish that from display names)
EDIT: Here's an improved upside-down cone tree, that actually looks like it. Only the full-grown sprite though, haven't done the growing phases yet. I think it looks better than the "fan" one, especially when it gets other colors in-game (this blue one is a little.. hm). What do you think?
- Attachments
-
- tl-tree-udcone.png (1.4 KiB) Viewed 4381 times
- Born Acorn
- Tycoon
- Posts: 7595
- Joined: 10 Dec 2002 20:36
- Skype: bornacorn
- Location: Wrexham, Wales
- Contact:
Re: [8bpp] Graphics Replacement Project - OpenGFX
Right. A concept for 4625
- Attachments
-
- newbuilding2.png (3.1 KiB) Viewed 4527 times
Who is online
Users browsing this forum: Baidu [Spider], Bing [Bot] and 80 guests