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

Post by oberhümer »

Not odd, correct. There shouldn't be swell on a river.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by planetmaker »

oberhümer wrote:Not odd, correct. There shouldn't be swell on a river.
Exactly. That's a new river water sprite, courtesy of Lepkka. It will eventually also replace the water on canals and slopes.

Your changed food plant sprites have not been forgotten (that's what the tracker is good for. Actually I just looked at that issue yesterday), but granted, I haven't so far quite understood which issue you tried to fix and I didn't yet produce a visual diff to see what you mean.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by NekoMaster »

alluke wrote:The water in rivers looks odd. :?
It does look different but it now looks more like shallow water, sincemost rivers arent as deep oceans or lakes
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by kamnet »

Small error in the graphics of faces. The hair should go all the way down over the shoulders in this image, but instead the background colors display.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by planetmaker »

Small teaser and thanks to Red*Star for the graphics of the locks:
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by NekoMaster »

Too bad you couldnt code the locks to have opening and closing locks\doors at each end and instead have the water raise and fall depending on the direction of the ship.

The code used for making the ships sail up or down hill in the original locks could be kept as the raises or falls the ship would still look like its going through a lock.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Transportman »

NekoMaster wrote:Too bad you couldnt code the locks to have opening and closing locks\doors at each end and instead have the water raise and fall depending on the direction of the ship.

The code used for making the ships sail up or down hill in the original locks could be kept as the raises or falls the ship would still look like its going through a lock.
But what when 2 ships in different directions want to enter the same lock? How should that case be handled?
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar »

Then the ship should wait for the lock to become available.
But that's really an OpenTTD suggestion, not something that can be done from OpenGFX without changing the game itself.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by NekoMaster »

Transportman wrote:
NekoMaster wrote:Too bad you couldnt code the locks to have opening and closing locks\doors at each end and instead have the water raise and fall depending on the direction of the ship.

The code used for making the ships sail up or down hill in the original locks could be kept as the raises or falls the ship would still look like its going through a lock.
But what when 2 ships in different directions want to enter the same lock? How should that case be handled?
Um, divide by zero?
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by PaulC »

I've found a number of bugs in the OGFX font sprites - missing pixels, extraneous pixels, TTD-style glyphs, incorrect glyphs displayed, etc. etc. Some of these bugs are illustred here, though it may not be obvious if you don't know what some of the glyphs are supposed to be:
OGFX_font_bugs.png
OGFX_font_bugs.png (3.54 KiB) Viewed 5759 times
Attached zip contains the font sprite sheets with all the necessary fixes. I've not edited nml before but I believe the following changes are required (though someone should probably check them over):

base-0000-font.pnml:

Code: Select all

142	base_graphics( 138, "sprites/png/gui/medfontcond.png") { [ 642,   72,   6,  13,   0,  -2] }
...
389	base_graphics( 381, "sprites/png/gui/gui04.png") { [ 306, 3528,   4,   3,   0,   2] }
...
393	base_graphics( 385, "sprites/png/gui/gui04.png") { [ 370, 3528,   3,   5,   0,   1] }
...
425	base_graphics( 417, "sprites/png/gui/gui04.png") { [  82, 3544,   4,   5,   0,   1] }
...
442	base_graphics( 434, "sprites/png/gui/gui04.png") { [ 354, 3544,   3,   5,   0,   1] }
...
450	base_graphics( 442, "sprites/png/gui/gui04.png") { [ 482, 3544,   4,   4,   0,   2] }
...
456	base_graphics( 448, "sprites/png/gui/gui04.png") { [ 578, 3544,   3,   7,   0,   1] }
...
658	base_graphics( 648, "sprites/png/gui/gui04.png") { [ 562, 3432,  13,  21,   0,  -2] }
extra-chars.pnml:

Code: Select all

390	font_glyph(SMALL, 0x00BD, "") {
391		[  40,  150,   8,   5,   0,   1,               "sprites/png/gui/font_addl.png"]
392	}
...
405	font_glyph(SMALL, 0x00B5, "") {
406		[  60,  150,   3,   6,   0,   1,               "sprites/png/gui/font_addl.png"]
407	}
...
420	font_glyph(SMALL, 0x00AA, "") {
421		[  80,  150,   3,   3,   0,   1,               "sprites/png/gui/font_addl.png"]
422	}
...
1176	font_glyph(LARGE, 0x00DE, "") {
1177		[ 380,   40,  11,  21,   0,  -2,               "sprites/png/gui/font_addl.png"]
1178	}
...
1182	font_glyph(LARGE, 0x00FE, "") {
1183		[ 400,   40,  9,  21,   0,  -2,               "sprites/png/gui/font_addl.png"]
1184	}
...
1200	font_glyph(LARGE, 0x00AE, "") {
1201		[ 450,   40,   16,  21,   0,  -2,               "sprites/png/gui/font_addl.png"]
1202	}
...
1206	font_glyph(LARGE, 0x00B1, "") {
1207		[ 478,   40,   11,  21,   0,  -2,               "sprites/png/gui/font_addl.png"]
...
1220	font_glyph(LARGE, 0x00F7, "") {
1221		[ 520,   40,   11,  21,   0,  -2,               "sprites/png/gui/font_addl.png"]
1222	}
I would also suggest removing the following lines from extra-chars.pnml as these glyphs are already defined in ogxf1_base.grf (and in the case of the capital AE, it's better drawn too):

Code: Select all

1139	// Latin Capital letter AE (Æ U+00C6)
1140	font_glyph(LARGE, 0x00C6, "") {
1141		[ 300,   40,  19,  21,   0,  -2,               "sprites/png/gui/font_addl.png"]
1142	}
1143	
1144	
1145	// Latin Small Letter AE (æ U+00E6)
1146	font_glyph(LARGE, 0x00E6, "") {
1147		[ 280,   40,  13,  21,   0,  -2,               "sprites/png/gui/font_addl.png"]
1148	}
One other bug I couldn't figure out is the letter Ù (capital U with grave) which appears as a ? in the large font, though it seems to be present in both the png and nml. ?(

Finally, please note that FS#4862 applies to OGFX as well.
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OGFX font fix.zip
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planetmaker
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by planetmaker »

Great, looks like nice improvements to these characters :-)
Do you have by chance the modified nml files as well?
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by PaulC »

Afraid not; like I said I haven't done anything with nml before so I don't really know what I'm doing. :P Do I just edit the pnml files in notepad?
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by planetmaker »

PaulC wrote:Afraid not; like I said I haven't done anything with nml before so I don't really know what I'm doing. :P Do I just edit the pnml files in notepad?
Yes. Those are simple text files, just like NFO files, so the plain text editor of your choice is suitable.

The only "difference" then is to use nmlc instead of grfcodec to compile them.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by PaulC »

Try this:
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planetmaker
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by planetmaker »

PaulC wrote:Try this:
Wonderful, thank you :-)

Do you want to be credited (besides your nick) with your real name, too? If so, could you please let me know?
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by planetmaker »

Thanks, private message received. The font updates are in r858 (fixed characters) and r860 (Ÿ for mono liberation font).

Code: Select all

Änderung:        858:72eee7e6e038
Nutzer:          planetmaker
Datum:           Sat Dec 03 18:52:52 2011 +0100
Zusammenfassung: -Fix: Various characters corrected or improved (PaulC)

Änderung:        860:e58ff02bf998
Marke:           tip
Nutzer:          planetmaker
Datum:           Sat Dec 03 18:53:45 2011 +0100
Zusammenfassung: Add: Letter 'Ÿ' (U+0178) for the liberation mono font (PaulC)
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by PaulC »

Marvelous, thanks! I'm relying on someone else to figure this one out, though:
PaulC wrote:One other bug I couldn't figure out is the letter Ù (capital U with grave) which appears as a ? in the large font, though it seems to be present in both the png and nml. ?(
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by PaulC »

Double post shocker! :o

I was on a roll after tweaking the font glyphs yesterday so I carried on and did some more. Included are a number of new glyphs for additional language support, assorted currency symbols, some glyphs that are missing in the base set for one or more font sizes, and some more tweaked glyphs from the existing set. No code, I'm hoping someone else might volounteer for that but we'll see.
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OGFX new glyphs.png
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OGFX new glyphs preview.png
OGFX new glyphs preview.png (5.29 KiB) Viewed 5565 times
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Arathorn »

Hi. I have a problem with the trains in the OpenGFX set. As you can see, all trains I can build right now (except the Kirby Paul Tank) have a company colour problem, in every direction. Also, the Ginzu A4 is slightly misaligned in both vertical directions. I'm using nightly 23578 and OpenGFX 0.3.7.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris »

That is a problem with the 32bpp graphics rather than OpenGFX (unless I am very out of date!). At the moment many graphics are designed for the company colour colourising algorithm found in the 32bpp extra zoom levels branch rather than the trunk builds... Time to nudge the devs methinks :)
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