"Pimp My Sprites" - eGRVTS - New testing version [June 2012]
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Re: "Pimp My Sprites" - eGRVTS
Hello all!
I have finally made some good progress on coding the new graphics for the eGRVTS trucks. This test GRF includes graphics for:
* All trucks and cargo-carying horse-drawn vehicles
* New graphics for many trucks
* Randomised graphical variants for flatbeds and bulk trucks
* More loading stages
* New graphics for cargoes:
:* Batteries, building materials, bricks, bubbles, dyes, fertilizer, fizzy drinks, glass, livestock, paper, scrap metal, steel, vehicles, wood product wood, aluminium ore, clay, coal, copper ore, candyfloss, grain, iron ore, lime, oilseed rape, sand, scrap, sugar
It also has coding changes:
* Settings for reallistic road vehicle accelaration
* Code for graphical effects (steam, diesel)
Please test this grf! It is not compatible with the old eGRVTS and is not fully set up for independent use, you will want a grf set with busses and trams loaded in parallel. Known bugs are:
* No animation for horses
* No buy menu graphics for articulated vehicles
Any feedback is welcome. Similarly any contribution of sprites for vehicles or cargoes is welcome
I have finally made some good progress on coding the new graphics for the eGRVTS trucks. This test GRF includes graphics for:
* All trucks and cargo-carying horse-drawn vehicles
* New graphics for many trucks
* Randomised graphical variants for flatbeds and bulk trucks
* More loading stages
* New graphics for cargoes:
:* Batteries, building materials, bricks, bubbles, dyes, fertilizer, fizzy drinks, glass, livestock, paper, scrap metal, steel, vehicles, wood product wood, aluminium ore, clay, coal, copper ore, candyfloss, grain, iron ore, lime, oilseed rape, sand, scrap, sugar
It also has coding changes:
* Settings for reallistic road vehicle accelaration
* Code for graphical effects (steam, diesel)
Please test this grf! It is not compatible with the old eGRVTS and is not fully set up for independent use, you will want a grf set with busses and trams loaded in parallel. Known bugs are:
* No animation for horses
* No buy menu graphics for articulated vehicles
Any feedback is welcome. Similarly any contribution of sprites for vehicles or cargoes is welcome
- Attachments
-
- eGRVTS2_WIP.zip
- (1.05 MiB) Downloaded 222 times
- V453000 :)
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Re: "Pimp My Sprites" - eGRVTS
Hi Zephyris,
I loaded it in toyland and tried a few things.
The first thing I noticed was that the vehicles make smoke when accelerating ... to be honest it made me laugh on the first sight and on the second sight I felt like the vehicles are like broken down aircraft I just feel like non-smoking vehicles are enough
By the way the bubbles look cute on flatbeds
... I used only the most modern vehicles - the TFB Vixen, Juno etc.
All in all the vehicles are much nicer now, I really like the changes despite I loved the originals .
Great work!
I loaded it in toyland and tried a few things.
The first thing I noticed was that the vehicles make smoke when accelerating ... to be honest it made me laugh on the first sight and on the second sight I felt like the vehicles are like broken down aircraft I just feel like non-smoking vehicles are enough
By the way the bubbles look cute on flatbeds
... I used only the most modern vehicles - the TFB Vixen, Juno etc.
All in all the vehicles are much nicer now, I really like the changes despite I loved the originals .
Great work!
- Emperor Jake
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Re: "Pimp My Sprites" - eGRVTS
Great work! I like that there is more variety between the trucks. And the pollution! Maybe the future trucks shouldn't emit smoke because they might be fuel cell powered or something
Here's some problems:
Some of the future and past truck styles are mixed up though: I'm seeing 1950s style trucks in the 2030s and 1990s style trucks in the 1960s
Some of the trailers look misaligned and cover p the wheels of the tractors
The mail trailers have "holes" in the doors through which you can see the road.
Some flatbed trailers are too short and the tail lights are suspende behind the trailer.
Here's some problems:
Some of the future and past truck styles are mixed up though: I'm seeing 1950s style trucks in the 2030s and 1990s style trucks in the 1960s
Some of the trailers look misaligned and cover p the wheels of the tractors
The mail trailers have "holes" in the doors through which you can see the road.
Some flatbed trailers are too short and the tail lights are suspende behind the trailer.
Re: "Pimp My Sprites" - eGRVTS
V453000 :) wrote: The first thing I noticed was that the vehicles make smoke when accelerating ... to be honest it made me laugh on the first sight and on the second sight I felt like the vehicles are like broken down aircraft I just feel like non-smoking vehicles are enough
Fair enough... I gave all the trucks diesel graphics because I thought the effects weren't too noticeable... Obviously that isn't what other people think so I'll cut back on them.Emperor Jake wrote:Great work! I like that there is more variety between the trucks. And the pollution! Maybe the future trucks shouldn't emit smoke because they might be fuel cell powered or something
Which ones in particular are wrong? It would help if you could tell me the model name or generation and truck type of the ones that are behaving wierdly.Emperor Jake wrote:Here's some problems:
Some of the future and past truck styles are mixed up though: I'm seeing 1950s style trucks in the 2030s and 1990s style trucks in the 1960s
Good spot. I need to remove the "tail" of the tractors to make sure this doesn't happen.Emperor Jake wrote:Some of the trailers look misaligned and cover p the wheels of the tractors
Again good spot, I will fix the transparency of these.Emperor Jake wrote:The mail trailers have "holes" in the doors through which you can see the road.
I assume that is on all of the shorder (6/8 length) trailers. What a pain!Emperor Jake wrote:Some flatbed trailers are too short and the tail lights are suspende behind the trailer.
- Emperor Jake
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Re: "Pimp My Sprites" - eGRVTS
All of the tanker trucks seem in the wrong place, including the steam truck. This seems to be because there was no steam tanker truck in eGRVTS version 1.Zephyris wrote:
Which ones in particular are wrong? It would help if you could tell me the model name or generation and truck type of the ones that are behaving wierdly.
The ABIL Simple refrigerated truck has 1950s style
the ATP (Adenosine Triphosphate) flatbed truck has 1980s style
Re: "Pimp My Sprites" - eGRVTS
Ah, thanks. Yeah I had missed that tooEmperor Jake wrote:All of the tanker trucks seem in the wrong place, including the steam truck. This seems to be because there was no steam tanker truck in eGRVTS version 1.
The ABIL Simple refrigerated truck has 1950s style
the ATP (Adenosine Triphosphate) flatbed truck has 1980s style
Emperor Jake wrote:ATP (Adenosine Triphosphate) flatbed truck
Re: "Pimp My Sprites" - eGRVTS
Great, I have been waiting for this
I guess it is a known bug, but default trucks are not disabled after loading this NewGRF. I also checked cargo support for FIRS (ignoring cargo sprites for now). It seems that the Alcohol cargo is not supported by eGRVTS 2.
Regarding sprites for cargo support, I added some cargo sprites to OpenGFX+ Road Vehicles. I don't know if they will fit the new trucks, but just in case they are here (gimp format):
http://dev.openttdcoop.org/projects/ogf ... ow/src/gfx
If those are not usable, I don't mind helping with some sprites as long as they are just recolouring existing ones or crude copypaste. My sprite-fu is no good for anything more complicated than that
Now I'm going to start some realistic acceleration tests
EDIT: It also seems to be missing an armoured truck to carry default gold / diamonds.
I guess it is a known bug, but default trucks are not disabled after loading this NewGRF. I also checked cargo support for FIRS (ignoring cargo sprites for now). It seems that the Alcohol cargo is not supported by eGRVTS 2.
Regarding sprites for cargo support, I added some cargo sprites to OpenGFX+ Road Vehicles. I don't know if they will fit the new trucks, but just in case they are here (gimp format):
http://dev.openttdcoop.org/projects/ogf ... ow/src/gfx
If those are not usable, I don't mind helping with some sprites as long as they are just recolouring existing ones or crude copypaste. My sprite-fu is no good for anything more complicated than that
Now I'm going to start some realistic acceleration tests
EDIT: It also seems to be missing an armoured truck to carry default gold / diamonds.
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.
- LaDoncella
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Re: "Pimp My Sprites" - eGRVTS
Nice work!
I love the smoke. Perhaps a parameter (enable/disable smoke) for those who don't like it?
Could tankers have different graphics for different cargo?
Like this: (I'm offering to do these graphics)
I love the smoke. Perhaps a parameter (enable/disable smoke) for those who don't like it?
Could tankers have different graphics for different cargo?
Like this: (I'm offering to do these graphics)
Re: "Pimp My Sprites" - eGRVTS
Yeah... I haven't decided if to split up the trucks from the buses and trams or not yet...Terkhen wrote:but default trucks are not disabled after loading this NewGRF.
Ah, an express liquid... I think that the box trucks are not refittable to liquids which would explain that.Terkhen wrote:I also checked cargo support for FIRS (ignoring cargo sprites for now). It seems that the Alcohol cargo is not supported by eGRVTS 2.
Thanks for the sprite offer, but I think I am set up for all those cargos!
Bugger, how did I miss that bug!?Terkhen wrote:EDIT: It also seems to be missing an armoured truck to carry default gold / diamonds.
Probably yes, but I might not be able to code them as graphics for different cargo types at the mo. The coding scheme I use to cope with the 37082 sprites in this set can get a little unwieldy I could definately use sprites like that as random variants for the truck graphics though, if you are still interested in some drawing?LaDoncella wrote:Could tankers have different graphics for different cargo?
I have attached my tanker truck source graphics files. They are organised in folders by tank length (i.e. "6" is for 6/8 length, for use for the non-articulated trucks and the shorter trailers) and each folder has a .png in it called "1.png". Any variants for each the tank graphics you make just pop in the folder corresponding to the correct length and call it "2.png" then "3.png" etc.
- Attachments
-
- Tank.zip
- (31.36 KiB) Downloaded 137 times
Re: "Pimp My Sprites" - eGRVTS
I have tested only mail and copper ore with realistic acceleration, using the default slope steepness (7%). Horse hopper carriages loaded with copper ore will get their speed reduced to 1 km/h in slopes, which is the absolute minimum for a road vehicle under realistic acceleration. Maybe it would make sense to reduce the maximum capacity a bit. The rest of the vehicles seem to work fine.
The sprites are also looking even nicer than the old ones. I'm looking forward to a test game, once that it has armoured vehicles
The sprites are also looking even nicer than the old ones. I'm looking forward to a test game, once that it has armoured vehicles
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.
- LaDoncella
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Re: "Pimp My Sprites" - eGRVTS
Shame, but I will give it a try anyway.Zephyris wrote:Probably yes, but I might not be able to code them as graphics for different cargo types at the mo. The coding scheme I use to cope with the 37082 sprites in this set can get a little unwieldy I could definately use sprites like that as random variants for the truck graphics though, if you are still interested in some drawing?
- LaDoncella
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Re: "Pimp My Sprites" - eGRVTS
Just wondering but shouldn't the middle "image" have a green part? For one-piece trucks it won't matter but for trailers and articulated ones it will.
Re: "Pimp My Sprites" - eGRVTS
Umm, yeah actually... It is missing the green bit. Feel free to modify if you want!LaDoncella wrote:Just wondering but shouldn't the middle "image" have a green part? For one-piece trucks it won't matter but for trailers and articulated ones it will.
- planetmaker
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Re: "Pimp My Sprites" - eGRVTS
So far I only had time to take a brief look at this set, and it looks very nice
If you want some barrels (e.g. fuel, chemicals) for a flatbed truck, there's some nice ones in OpenGFX+Trains: http://dev.openttdcoop.org/projects/ogf ... perate.png and http://dev.openttdcoop.org/projects/ogf ... perate.png
If you want some barrels (e.g. fuel, chemicals) for a flatbed truck, there's some nice ones in OpenGFX+Trains: http://dev.openttdcoop.org/projects/ogf ... perate.png and http://dev.openttdcoop.org/projects/ogf ... perate.png
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- LaDoncella
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Re: "Pimp My Sprites" - eGRVTS
Ok, I did 2,3,4 for all sizes and changed that chunk in 1. I plan to do the other two tomorrow.
- Attachments
-
- Tank_4.zip
- (113.21 KiB) Downloaded 122 times
Re: "Pimp My Sprites" - eGRVTS
Awesome, I'll check that out...planetmaker wrote:If you want some barrels (e.g. fuel, chemicals) for a flatbed truck, there's some nice ones in OpenGFX+Trains: http://dev.openttdcoop.org/projects/ogf ... perate.png and http://dev.openttdcoop.org/projects/ogf ... perate.png
Thanks! These will be included in the next build as random graphics variants.LaDoncella wrote:Ok, I did 2,3,4 for all sizes and changed that chunk in 1. I plan to do the other two tomorrow.
Re: "Pimp My Sprites" - eGRVTS
Some of those are already adapted to road vehicle use in the files I linked earlier. Do not let their names deceive you, they are "model" names but actually each of them contains many types of cargo
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.
- LaDoncella
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Re: "Pimp My Sprites" - eGRVTS
As promised here are the rest.
- Attachments
-
- Tank_6.zip
- (167.22 KiB) Downloaded 118 times
Re: "Pimp My Sprites" - eGRVTS
Here's an updated version. Again I would be grateful for any beta testing people can do. This set is still trucks only. I think the next releases of eGRVTS will be split into buses, trucks and tram sets for more flexible mixing and matching sprites.
Fixes:
* Removed diesel smoke from trucks designed in 2000 and onwards to reflect cleaner technology
* Filled in the glitchy holes in some of the mail truck graphics
* Fixed the glitch where the tractor "tails" cover up the trailer of semi-trailer vehicles when cornering
* Fixed the hanging tail lights on 6/8 length trailers
* Altered the graphics selected for the tanker trucks to fix the mismatch of graphics and vehicle stats bug
* Corrected the graphics for the ABIL Simple refrigerated truck
* Reduced the capacity of the flatbed, bulk and tanker horse carriages to help with realistic accelaration
* Altered the standard refit classes of box vehicles to allow them to carry express liquid cargoes (i.e. alcohol)
* Fix availability of armoured trucks (cargo refitting classes were set incorrectly resulting in no climate availability)
* Removed availability of default vehicles
Features:
* Included additional sprites from LaDoncella as random graphical variants for tankers
* Automatic generation and display of buy menu graphics with trailers on articulated road vehicles
To Do:
* Updating some sprites, e.g. move bottom up one px on 8/8 refrigerated, mail and armoured truck tails
* New graphics for express and for early (6/8 total length) trucks
* Parameters to control special effects (e.g. smoke and diesel effects)
* More cargo graphics
* More randomised graphical variants for mail, armoured, box and refrigerated trucks
Fixes:
* Removed diesel smoke from trucks designed in 2000 and onwards to reflect cleaner technology
* Filled in the glitchy holes in some of the mail truck graphics
* Fixed the glitch where the tractor "tails" cover up the trailer of semi-trailer vehicles when cornering
* Fixed the hanging tail lights on 6/8 length trailers
* Altered the graphics selected for the tanker trucks to fix the mismatch of graphics and vehicle stats bug
* Corrected the graphics for the ABIL Simple refrigerated truck
* Reduced the capacity of the flatbed, bulk and tanker horse carriages to help with realistic accelaration
* Altered the standard refit classes of box vehicles to allow them to carry express liquid cargoes (i.e. alcohol)
* Fix availability of armoured trucks (cargo refitting classes were set incorrectly resulting in no climate availability)
* Removed availability of default vehicles
Features:
* Included additional sprites from LaDoncella as random graphical variants for tankers
* Automatic generation and display of buy menu graphics with trailers on articulated road vehicles
To Do:
* Updating some sprites, e.g. move bottom up one px on 8/8 refrigerated, mail and armoured truck tails
* New graphics for express and for early (6/8 total length) trucks
* Parameters to control special effects (e.g. smoke and diesel effects)
* More cargo graphics
* More randomised graphical variants for mail, armoured, box and refrigerated trucks
- Attachments
-
- eGRVTS2_WIP2.zip
- (1.06 MiB) Downloaded 280 times
Re: "Pimp My Sprites" - eGRVTS
Wow... no bug reports?
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