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

Post by LordAzamath »

The nfo to go with the letters.png I posted before (well you'd need to convert it to pcx anyway :D)

Code: Select all

// TRANSPOYC
    2 * 5	 0a 01 09 e4 12

    3 sprites/letters.pcx 0 0 01 29 25 0 0
    4 sprites/letters.pcx 26 0 01 29 23 0 0
    5 sprites/letters.pcx 50 0 01 29 27 0 0
    6 sprites/letters.pcx 78 0 01 29 21 0 0
    7 sprites/letters.pcx 100 0 01 29 24 0 0
    8 sprites/letters.pcx 125 0 01 29 22 0 0
    9 sprites/letters.pcx 148 0 01 29 23 0 0
   10 sprites/letters.pcx 172 0 01 29 27 0 0
   11 sprites/letters.pcx 200 0 01 29 23 0 0
// ED
   12 * 4	 05 95 02 0c
   13 sprites/letters.pcx 224 0 01 29 22 0 0
   14 sprites/letters.pcx 247 0 01 29 22 0 0
Note though it does not fix #379
To fix that, I think myself that we should pest devs to just make them draw the letters at 8 pixel distance not defined positions. (I assume they are defined positions as otherwise there wouldn't be this problem). If we just manually changed the xrel of these sprites, it would go off for TTDPatch's screen (we could, however use other relative positions for TTDP, but I think the more the same, the better :D )
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar »

Roujin wrote:FooBar: I think you misunderstood what I wrote there. ASRY and C are the letters that are in "Transport Tycoon", but not in "OpenTTD". ;
I think I did... :oops:

They one only cannot use the R for the box, as that's in there twice. Otherwise you're completely right and I completely misread :P


EDIT: new title font is in r175.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Roujin »

FooBar wrote:They one only cannot use the R for the box, as that's in there twice.
Nice find, missed that one :)
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<Lakie> Well, they do the same thing but the code is different.

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar »

lawton27 wrote:I've started work on the toyland rail wagons for OpenGFX.
As I wanted to start coding these, I noticed that the _-view is tapered at the top. Why is this? After all the isometric projection doesn't have a vanishing point...

While you're at it I furtermore recommend to make the wagons no longer than the TTD default. The current OpenGFX wagons are longer (30px) and that results in glitches at tunnel entrances/exits. We haven't decided what to do to fix that, but in the worst case we have to shorten all wagons. Because you just started on a few wagons, it might be easier to do that straight away. I.e. making the wagons no longer than 28px in _ view (or 14px in / and \ views).
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by lawton27 »

FooBar wrote:
lawton27 wrote:I've started work on the toyland rail wagons for OpenGFX.
As I wanted to start coding these, I noticed that the _-view is tapered at the top. Why is this? After all the isometric projection doesn't have a vanishing point...

While you're at it I furtermore recommend to make the wagons no longer than the TTD default. The current OpenGFX wagons are longer (30px) and that results in glitches at tunnel entrances/exits. We haven't decided what to do to fix that, but in the worst case we have to shorten all wagons. Because you just started on a few wagons, it might be easier to do that straight away. I.e. making the wagons no longer than 28px in _ view (or 14px in / and \ views).
I haven't been finding much time to work on them recently since they are thus relatively incomplete I should be able to do that quite easily.

I never thought about how they would look all in a line on side view I'll remove the tapering, thanks for pointing that out.

Edit:
Fixed the shugar car, any more sugestions for improvement before I do the others?
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sugar2.png
sugar2.png (33.36 KiB) Viewed 2154 times
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Paltala »

lawton27 wrote: Edit:
Fixed the shugar car, any more sugestions for improvement before I do the others?
Is it just me or do those proportions not look right? it just looks like the side view magically stretches out
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by lawton27 »

FooBar wrote:making the wagons no longer than 28px in _ view (or 14px in / and \ views).
I did what I was asked to do, I'd have to make the side view smaller for it all to look proportional, I believe the default graphics are out of proportion on side views.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Roujin »

It seems FooBar made a little mistake there - original sprites are 20 (not 14) pixels wide in / and \ views...
edit: wait a sec, some others are 22 pixels wide :? now that's confusing...

edit2: sugar wagons are 20 pixels wide in / \, just checked. The height of those sprites is 14px, maybe there the mistake originated from ;)
edit3: all original toyland wagons have 20 px width in the / \ views, except the cola tanker which has only 19 px width.. Some of the locomotives have 22px though.
Last edited by Roujin on 13 Aug 2009 20:32, edited 2 times in total.
* @Belugas wonders what is worst... a mom or a wife...
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lawton27
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by lawton27 »

I can change that, good job I didn't resize them all :mrgreen:

Edit: if some cars are 22px on / and \ that should mean that any 22 width wont cause glitches, they where 22 to start with, so if I use the old / and \ with the new _ will that be ok?
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by planetmaker »

I haven't done a comparison myself as of now, but I guess we can work with 22 px for now and still shave off later two pixels, if it should pose a major glitch :-)

And I have to say: they really look very nice!
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by AndersI »

lawton27 wrote:I did what I was asked to do, I'd have to make the side view smaller for it all to look proportional, I believe the default graphics are out of proportion on side views.
As I understand it, if the side view ( _ ) is 28 px the side (not the whole sprite) in the diagonal views ( / \ ) should be 14 px, while yours is just 8 px.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by lawton27 »

ok, Sugar done, it shouldn't take too long to get the rest done now, I'll post more tommorow, if they need more changes let me know asap.
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sugarFinal.png
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar »

Sorry for the confusion. By 14px I meant the length of the side of a wagon in / or \ view. Not the width of the sprite nor side+front added up. Hope it's clear now...

RE glitches: the glitches occur with / and \ views (as tunnels are in that direction) only. So leaving those too long doesn't really help. 14px max length for wagons in \ and / view should prevent those glitches (note: that's again length of the wagon, not width of the sprite). :)
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by LordAzamath »

So, um, what do you think of toyland headcastle no. 1
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toy.png
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PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by planetmaker »

Cute little tower :-) Yes, I like it!
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by planetmaker »

lawton27 wrote:ok, Sugar done, it shouldn't take too long to get the rest done now, I'll post more tommorow, if they need more changes let me know asap.
That's how it looks ingame (maybe I need to tweak some offsets still):
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sugar train in toyland
sugar train in toyland
Anderburg Transport, 05-12-1982.png (15.55 KiB) Viewed 1966 times
LordAzamath
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by LordAzamath »

Feedback please :)
Toyland Headcastle 2
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toy2.png
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PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by planetmaker »

Also looks very nice. I hear already the frogs quaking ;-)

One thing which just sprang into my mind: the road exit of the castle is now in the middle of two tiles. Given that no player can build a road access there, it might be nicer to have it such that a road access can be built?
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by lawton27 »

planetmaker wrote:
lawton27 wrote:ok, Sugar done, it shouldn't take too long to get the rest done now, I'll post more tommorow, if they need more changes let me know asap.
That's how it looks ingame (maybe I need to tweak some offsets still):
Why are they blue when the rest is yellow, have I done company colors wrong?
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by planetmaker »

Oh... they were meant to be in company colour? :-D
My bad then: I removed company and action colours from the png and converted it to the remaining colours in the palette. :-)

EDIT: will actually every wagon come in an image file with the exact same layout as the sugar sprite? That'd be awesome and make alignment easy as pie :-) and WAY less tedious than some other sprites I added so far. Or just one big image file with all wagon sprites... but just as nicely alligned :-)
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