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PostPosted: Thu Dec 13, 2007 6:42 pm 
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Tycoon
Tycoon

Joined: Fri Jun 08, 2007 8:00 am
Posts: 1656
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

Image
Introduction:
This is the development thread about [8bpp] Graphics Replacement Project. The downloads and everything else is hosted by openttdcoop.
Downloads
The idea is to have full replacement for graphics. Right now Temperate, Sub-Tropic and Sub-Arctic are done. Toyland is still in progress. The checklist is below and direct links to already available (though development releases) grfs is in the second post.

There is a wiki page https://wiki.openttd.org/index.php/Graphics_Replacement too. And it's being updated too. I hope more frequently than this post :D

Development:
Roadmap & issues - https://dev.openttdcoop.org/projects/opengfx
Missing sprites list - https://mz.openttdcoop.org/opengfx/autho ... objectives



ANNOUNCMENT TO CODERS: Please don't forget to add Action07 to set right climate. And for num-sprites (for same Action07 las byte) don't use 00 but count the sprites needed.
And as DaleStan said in one post:
Dalestan wrote:
You should probably also add a note about "If skipping more than 254 (FE) sprites, skip to label FF." Or, if you prefer, pick another label to be used. Unlike most languages, NFO labels can be used as many times as you like.


GOOD THING TO KNOW IF YOU ARE ARTIST:
Just for the record, the dimensions of pcx file have to be multiple of 4 or your grf will face trouble...Like happened with me and DJNekkid/7of9.

Zephyris wrote:
I think you need palconvert to convert the animated colours into the normal colour equivalent...

Palconvert - Palette converter for action colours, converts action colours to normal colours. In the command line:
"palconvert <pcxname>" - converts target PCX action colours to normal colours.
"palconvert <pcxname> -C" - converts target PCX action colours to normal colours, not altering company colours.


Downloads available at https://bundles.openttdcoop.org/opengfx

_________________
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.


Last edited by Hyronymus on Sun Feb 05, 2012 12:58 pm, edited 56 times in total.
Topic changed by request


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PostPosted: Thu Dec 13, 2007 6:43 pm 
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Tycoon
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Joined: Fri Jun 08, 2007 8:00 am
Posts: 1656
Table of Contents - I refer here to the poster not to the author of graphics

Outdated, for downloads, see OpenGFX Releases Thread
Quote:
Along with grfs there are other important things around this thread
PATCH: AddCCtoInnerWallsOfRoadDepots.patch [1.43 KB] - by richk67 - Adds cc support for Road Depot inner side.
MISC:
TTDw.zip (1.52 KB) - by Gonozal_VIII - WIN palette to GIMP
Various blankish trg*.grf files. By Underbuilder

Note that the grfs given here are all not yet "full" grfs..Like newTowns only replace some tropical houses..To keep track, please visit appropriate pages.

Ninety seventh page

Ninety sixth page

Ninety fifth page
- OpenGFX_newInfrastructure_v0.7.grf [927.18 KiB] - by FooBar

Ninety fourth page
- statuefountain.grf [1.06 KiB] - FooBar
- OpenGFX_-_newVehicles_-_Air_v0.3.grf [68.92 KiB] - by Zephyris

Ninety third page
- OpenGFX_-_newVehicles_-_Air_v0.2.grf [125.96 KiB] - by Zephyris

Ninety second page
- newplanes.grf [117.98 KiB] - by Zephyris

Ninety first page

Ninetieth page
- OpenGFX_-_newIndustries_v0.10.grf [348.85 KiB] - by buttercup

Eighty nineth page
- medfont.grf [10.51 KiB] - by buttercup

Eighty eight page
- OpenGFX_-_newIndustries_v0.9.grf [316.58 KiB] - by buttercup
- OpenGFX_-_newGUI_v0.4.grf [365.57 KiB] - by Zephyris

Eighty seventh page
- OpenGFX - newTramTracks v0.1.grf [53.82 KiB] - by Foobar
- OpenGFX - newInfrastructure v0.6.grf [927.16 KiB] - by Foobar

Eighty sixth page

Eighty fifth page

Eighty fourth page
- OpenGFX_NewWaterFeatures.grf [193.84 KiB] - by buttercup
- OpenGFX_NewLandscape_v0.3.1.grf [336.44 KiB] - by buttercup
- candyflossforest.grf [4.16 KiB] - by buttercup
- candyflossforest.grf [4.34 KiB] - by Athanasios

Eighty third page
- OpenGFX_-_newInfrastructure_v0.5.grf [867.75 KiB] - by buttercup

Eighty second page
- OpenGFX_-_newGUI_v0.3.grf [103.65 KiB] - by Zephyris

Eighty first page
- OpenGFX_-_newFaces_v0.1.grf [242.23 KiB] - by Zephyris
- OpenGFX_-_newIndustries_v0.8.grf [252.35 KiB] - by Zephyris

Eightieth page
- newtrainsbeta.grf [90.09 KiB] - by buttercup

Seventy nineth page
- OpenGFX_-_newInfrastructure _-_Airports_v0.1.grf [47.43 KiB] - by Zephyris
- OpenGFX_-_newIndustries_v0.7.grf [168.3 KiB] - by Zephyris

Seventy eight page
- OpenGFX_NewShips_v0.1.grf [23.5 KiB] - by buttercup
- OpenGFX_-_newInfrastructure _-_newBridges_v0.1.grf [156.93 KiB] - by Zephyris

Seventy seventh page
- OpenGFX_-_newIndustries_v0.6.grf [155.07 KiB] - by Zephyris

Seventy sixth page

Seventy fifth page
- papermill.grf [20.35 KiB] - by buttercup

Seventy fourth page

Seventy third page

Seventy second page
- toylandpreview.grf [15.07 KiB] - by buttercup

Seventy first page
- newbuildings.grf[696.35 KiB] - by buttercup
- tropic2.grf [43 KiB] - by LordAzamath

Seventieth page

Sixty ninth page

Sixty eight page

Sixty seventh page
- canalsbasic2.grf [45.57 KiB] - by Zephyris

Sixty sixth page

Sixty fifth page

Sixty fourth page

Sixty third page
- OpenGFX_-_newTransmitter_v0.1.grf [1.91 KiB] by Buttercup

Sixty second page

Sixty first page

Sixtieth page

Fifty ninth page

Fifty eight page

Fifty seventh page

Fifty sixth page
- OpenGFX_-_newIndustries_Arctic_-_Forest_v0.20.grf [8.07 KiB] - by Trond
- OpenGFX_-_newBatteryFarm_v0.2.grf [2.84 KiB] - by Soeb

Fifty fifth page

Fifty fourth page
- OpenGFX_-_newBatteryFarm_v0.1.grf [2.87 KiB] - by Soeb
- OpenGFX_-_newEyeCandy_v0.2.grf [2.98 KiB] - by Soeb
- OpenGFX_-_newGUI_v0.2.grf [34.87 KiB] - by LordAzamath

Fifty third page
- OpenGFX_-_newIndustries_v0.5.grf [112.78 KB] - by LordAzamath

Fifty second page
- OpenGFX_-_newInfrastructure_v0.4.grf [855.28 KB] - by LordAzamath
- OpenGFX_-_newIndustries_Temperate_-_Forest_v0.20.grf [8.27 KB] - by Trond
- OpenGFX_-_newIndustries_Temperate_-_Forest_v0.19.grf [7.72 KB] - by Trond
- OpenGFX_-_Livery_Override_v0.3.grf [29.08 KB] - by 7of9
- OpenGFX_-_newTrains-7of9_v0.6.grf [6.24 KB] - by 7of9

Fifty first page

Fiftyth page
- OpenGFX_-_newIndustries_v0.4.grf [104.81 KB] - by Zephyris
- OpenGFX_-_newlandscape_v0.3.grf [432.45 KB] - by Zephyris

Fourty ninth page
- preview.grf [4.93 KB] - by LordAzamath - preview of graphics for selecting climates
- OpenGFX_newGUI_v0.1.grf [3.96 KB] - by LordAzamath

Fourty eight page

Fourty seventh page
- OpenGFX_-_newSignals_v0.4.grf [11.26 KB] - by Raumkraut - Pre-signals included, but some alignment bugs
- OpenGFX_-_newCargoIcons_v0.15.grf[2.47 KB] - by Trond - Revised battery icon
- OpenGFX_-_newVehicles_TIM--TGV_v0.1.grf [1.59 KB] - by LordAzamath

Fourty sixth page
- OpenGFX_-_newCargoIcons_v0.14.grf[2.46 KB] - by Trond - All cargo icons
- OpenGFX_-_newSignals_v0.1.grf [1.17 KB] - by Soeb - Missing pre-signals
- OpenGFX_-_newSignals_v0.2.grf [2.29 KB] - by Buttercup
- OpenGFX_-_newSignals_v0.3.grf [2.32 KB] - by Soeb
- lighthouse.grf [1.28 KB] - by mph
- OpenGFX_-_Rivers_v0.1.grf [101.86 KB] - by buttercup

Fourty fifth page
- OpenGFX_-_newVehicles_-_Rail_v0.3.grf [29.84 KB] - by Thgergo
- randomslopes.grf [51.31 KB] - by Betturcup - Random river slope tiles


Fourty fourth page
- cargo.grf [1.68 KB] - by Trond - some cargo icons
- riverbanks.grf [11.37 KB] - by buttercup

Fourty third page
- toylandpreview.grf[9.03 KB] - by ButterCup - some Athanasios' toyland buildings

Fourty second page
- OpenGFX_-_newBuoy_v0.17.grf [349 Bytes] - by Trond
- OpenGFX_-_newIndustries_Temperate_-_Forest_v0.18.grf [7.73 KB] - by Trond

Fourty first page
- OpenGFX_-_newIndustries_Forest_v0.13.grf [7.69 KB] - by Trond
- OpenGFX_-_newIndustries_Forest_v0.17.grf [7.67 KB] - by Trond

Fourtieth page

Thirty ninth page
- OpenGFX_-_newIndustries_Tropic_v0.1.grf (3.34 KB) - by LordAzamath - Fruit and Rubber Plantations
- OpenGFX_-_newIndustries_-_Fruit_Plantation_v0.1.grf (2.34 KB) - by LordAzamath - Updated in Tropical Industries grf

Thirty eight page
- OpenGFX+_newInfrastructure_Combined_Road_Set_v0.1.grf (228.35 KB) - by LordAzamath - please see the post before complying it wont work :)
- toyland.grf (62.63 KB) - by Buttercup - Few toyland buildings by Athanasios

Thirty seventh page
- OpenGFX_-_newEyeCandy_v0.1.grf (2.54 KB) - by Soeb - Electric sparks for electric engines and power plants and road reconstruction.

Thirty sixth page
- OpenGFX_-_newFonts_-_Newspaper_Fonts_v0.1.grf (11.01 KB) - by Zephyris

Thirty fifth page
- OpenGFX_-_newTerrain_v0.4.grf [807.17 KB] - by Zephyris
- OpenGFX_-_newInfrastructure_-_Toyland_v0.1.grf [153.59 KB] - by LordAzamath
- OpenGFX_-_newInfrastructure_v0.3.grf[844.28 KB] - by Zephyris

Thirty fourth page
- OpenGFX_-_newFonts_-_Small Fonts_v0.1.grf [4.78 KB] - by Zephyris

Thirty third page
- OpenGFX_-_newSelectors_v0.3.grf [9.54 KB] - by Soeb

Thirty second page
- OpenGFX_-_newLandscape_v0.2.grf [321.15 KB] - by Zephyris

Thirty first page

Thirty page
- OpenGFX_-_newSelectors_v0.1.grf [7.24 KB] - by Soeb
- OpenGFX_-_newSelectors_v0.2.grf [6.56 KB] - by Soeb

Twenty ninth page

Twenty eight page
- OpenGFX_RdDep.grf [13.77 KB] - by Athanasios - Company colour doesn't show up everywhere w/o unpatched trunk. The link to the patch is found at link at the end of this post.
- OpenGFX_OpenGFX_-_newInfrastructure_-_Fences_v0.7.grf [2.26 KB] - by Soeb
- OpenGFX_-_newElectricSpark_v0.1.grf [271 Bytes] - by Soeb
- ogfx_fnce0.8.grf [2.3 KB] - by Soeb, Tweaked by FooBar
- OpenGFX_-_newLandscape_v0.1.grf [173.07 KB] - by Zephyris

Twenty seventh page
- OpenGFX_-_newRoadReconstruction_v0.1.grf [901 Bytes] - by Soeb
- OpenGFX_-_newVehicles_-_Road_v0.1.grf [113.37 KB] - by Zephyris

Twenty sixth page
- OpenGFX_-_newFarmFences_v0.2.grf [4.22 KB] - by Soeb
- OpenGFX_-_newFarmFences_v0.3.grf [7.49 KB] - by Soeb
- OpenGFX_-_newFarmFences_v0.4.grf [8.31 KB] - by Soeb

Twenty fifth page
- OpenGFX_-_NewTrains-7of9_v0.5.grf [3.42 KB] - by 7of9 - Contains Chimeara and SH 125
- OpenGFX_-_Livery_Override_for_PAX-trains_v0.2.grf[6.35 KB] - by 7of9 - Contains both trains and livery override for passengers (both) and mail/goods/valuables (for Chimeara only)
OpenGFX_-_newInfrastructure_-_Fences_v0.6.grf [2.28 KB] - by Soeb

Twenty fourth page
- OpenGFX_-_newInfrastructure_-_Fences_v0.5.grf [2.29 KB] - by Soeb
- OpenGFX_-_newVehicles_-_Rail_v0.2.grf [17.01 KB] - by Zephyris
- OpenGFX_-_newTrains_-_chimera_plus_SH125_v0.4.grf [1.58 KB] - by 7of9

Twenty third page
- OpenGFX_-_newInfrastructure_-_Fences_v0.3.grf [2.23 KB] - by Soeb
- OpenGFX_-_newInfrastructure_-_Fences_v0.4.grf [2.25 KB] - by Soeb
- OpenGFX - Stations v2.1.grf [67.2 KB] - by FooBar
- OpenGFX_-_newFarmFences_v0.1.grf [1.48 KB] - by Soeb
- OpenGFX_-_newVehicles_-_Rail_v0.1.grf [16.77 KB] - by Zephyris - All wagons.. Feel free to modify.

Twenty second page
- OpenGFX - Stations v2.0.grf (67.2 KB) - By Foo Bar - rail and road stations
- OpenGFX_-_newInfrastructure_-_Fences_v0.1.grf[2.17 KB] - by Soeb
- OpenGFX_-_newInfrastructure_-_Fences_v0.2.grf[2.04 KB] - by Soeb

Twenty first page
- OpenGFX_RdDep.grf (8.93 KB) - by athanasios - Road depots for each climate (temp, sub-arct, sub-trop)
- OpenGFX_RdDep.grf (4.56 KB) - by athanasios - Road depots for each climate (toy)

Twentieth page
- OpenGFX_-_newInfrastructure_-_railDepot_v0.2.grf (4.12 KB) - By lordazamath - WIP rail depot

- Nineteenth page
- OpenGFX_-_newTrains_-_maglev_v0.3.grf (1.58 KB) - By 7of9 - Cimeara
- OpenGFX_-_newTrains_-_livery_addon_v0.1.grf (3 KB]) - By 7of9 - pax/mail/valuable wagons for Cimeara
- OpenGFX_-_RailStations_v1.0.grf (36.53 KB) - By FooBar - Rail, monorail and maglev stations
- OpenGFX_-_newInfrastructure_v0.2.grf (668.54 KB) - By Zephyris, LordAzamath, athanasios, Red*Star[/i]

Eighteenth page
- OpenGFX_-_newTrains_-_maglev_v0.2.grf (3.03 KB) - By 7of9 - currently Chimeara and pax/mail/valuable wagons for it

Seventeenth page
- OpenGFX_-_newStations_v0.3.grf (28.49 KB) - by FooBar
- OpenGFX_-_newInfrastructure_-_Rail_Depot_v0.1.grf (5.91 KB) - by LordAzamath - total failure, I don't recommend it..

Sixteenth page

Fifteenth page
- OpenGFX_ToRdDep.grf (4.56 KB) - by Athanasios - confusing name means Toyland depot

Fourteenth page
- OpenGFX_-_newTowns_v0.2.grf [42.68 KB] - by Zephyris

Thirteenth page
- woodenposts.grf (1.69 KB) - by Buttercup - not official

Twelfth page
- OpenGFX_-_newTowns_v0.1.grf [19.82 KB] - by Zephyris

Eleventh page
- OpenGFX_-_newTerrain_v0.3.grf [686 KB] - by Zephyris
- OpenGFX_-_newStations_v0.1.grf [3.77 KB] - by FooBar
- OpenGFX_-_newIndustries_v0.2.grf [91.56 KB] - by Zephyris

Tenth page
- OpenGFX_-_newTerrain_Toyland_v0.2.grf [109.6 KB] - by Zephyris

Ninth page
- OpenGFX_newRoadDep.grf [4.9 KB] - by Athanasios

Eight page
- OpenGFX_newRoadDep.grf [4.69 KB] - by Athanasios
- OpenGFX_-_newTerrain_v0.2.grf [565.1 KB] - by Zephyris
- OpenGFX_-_newRoadDepots_v0.3.grf [4.68 KB] - by Buttercup
- OpenGFX_-_newIndustries_-_Factory_v0.1.grf [15.85 KB] - by LordAzamath
- OpenGFX_-_newInfrastructure_-_Ship_Depot_v0.1.grf [6.62 KB] - by LordAzamath

Seventh page
- trg1r.grf [492.57 KB] - by Killer11 - replaces almost all sprites with transparency (#0000ff)
- OpenGFX_-_newAirport_base_tiles_v0.1.grf [11.6 KB] - by LordAzamath
- OpenGFX_-_newRoadDepots_v0.1.grf [5.02 KB] - by LordAzamath
- OpenGFX_-_newRoadDepots_v0.1.grf [4.82 KB] - by Buttercup

Sixth page
- OpenGFX_-_newInfrastructure_v0.1.grf [619.22 KB] - by Zephyris
- OpenGFX_-_newIndustries_v0.1.grf [14.21 KB] - by Zephyris

Fifth page
- OpenGFX_-_newTerrain_v0.1.grf [559.46 KB] - by Zephyris

Fourth page

Third page

Second page

First page


I try to keep this post up to date too just as the previous ;)..

Update: 7 September 10:55 - pages 70 - 97. Well.. now THIS is a big update :P
Update: 14 May 20:56 - pages 53 - 70
Something missing here :o
Update: 22 February 17:35 - pages 48 - 49
Update: 17 February 11:55 - pages 39 - 48
Update: 3 February 11:04 - pages 38 - 39
Update: 2 February 12:33 - reversed the list
Update: 2 February 12:25 - pages 35 - 38
Update: 20 January 17:01 - pages 32 - 35
Update: 15 January 18:10 - pages 28 - 32
Update: 13 January 9:43 - pages 27 - 28
Update: 12 January 21:41 - pages 23 - 27. This updating took me 36 minutes.. Whoa.


_________________
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.


Last edited by LordAzamath on Fri Aug 14, 2009 10:20 am, edited 26 times in total.

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PostPosted: Thu Dec 13, 2007 7:53 pm 
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Chief Executive
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Joined: Thu Oct 28, 2004 4:42 am
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Location: Catch the Fox if you can... 10 years and counting!
I hope i have understand it well, if not well I'm sorry :D ..


But if the question is, should we start graphics replacement by making 8bpp and then transform them to 32bpp? Yes i agree..

Should we start by doing 32bpp and then transform them to 8bpp? No i don't agree, but maybe if i see a good example of this i might change my opinion..

Just my opinion :)


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PostPosted: Thu Dec 13, 2007 8:08 pm 
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Tycoon
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well....this is converted to 8bpp from 32bpp..you can see the 32bpp one here


Attachments:
File comment: 8bpp one
tropicalbank8bpp.png
tropicalbank8bpp.png [ 2.9 KiB | Viewed 130071 times ]

_________________
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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PostPosted: Thu Dec 13, 2007 8:27 pm 
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Location: Catch the Fox if you can... 10 years and counting!
Not bad lordazamath, it looks nice.. :)

I guess by that example it would look good the 32bpp to 8bpp :)

PS The link you gave is not right, this the 32bpp http://wiki.openttd.org/index.php/Image ... 1007-3.png

-------- New question -------------

Is it hard and time consuming to convert a 32bpp graphic to 8bpp?


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PostPosted: Thu Dec 13, 2007 8:40 pm 
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Tycoon
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Joined: Fri Jun 08, 2007 8:00 am
Posts: 1656
no..if I'd start doing this, it would be very quick...open trg1r.grf, open as layer the sprite I want to convert, delete the trg1r layer, autocrop the image..save. And I can add a new layer, backgroud to be 0000ff. then open as layer new image and.....there you go. approx 30s per sprite :D

EDIT:

ps. I gave you the right link..the one I posted is tropical/arctic bank..your's is temperate
EDIT2. I updated the first post

_________________
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.


Last edited by LordAzamath on Fri Dec 14, 2007 1:51 pm, edited 1 time in total.

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PostPosted: Thu Dec 13, 2007 10:18 pm 
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Location: Catch the Fox if you can... 10 years and counting!
Ok thanks for the explanation lordazamath :wink:

Hope to see this going forward :)


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PostPosted: Thu Dec 13, 2007 11:19 pm 
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Tycoon
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I was thinking about this recently, and was looking at which gfx were available from newgrfs. The problem with this approach is that many newgrf sets have borrowed from the original graphics, for example the terrain tile background for road sets, and this seems to defeat the point of redrawing all graphics to eliminate copyright issues. Furthermore newgrfs tend to extend the graphics, rather than replace the existing. For example ECS uses the default graphics for many industries - there are non new versions that could be used. The advantage is that the new graphics set would be very similar to the originals, as almost all newgrfs are drawn to fit well with the original graphics.

Conversion of 32bpp does work well, but does not look like the original graphics - newgrf additions would stick out. Tools like grfmaker, which protect special fx colours on import would make this very easy. The bottleneck in this route is the rate of production of sprites - making a 3D model for a 256px 32bpp sprite takes far longer than putting together a 8bpp pixel art sprite... but if people like Wacki keep churning the sprites out at his current rate then this isn't much of a bottleneck!

_________________
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PostPosted: Fri Dec 14, 2007 12:45 am 
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Zephyris wrote:
... but if people like Wacki keep churning the sprites out at his current rate then this isn't much of a bottleneck!

It is true! :lol:

I think we should aim at replacing original sprites as faster as possible. It doesn't matter if we use existing 8bpp or convert from 32bpp. Only think we should take care is that the replacement fits with original graphics style. That's a guarantee that it will fit with the other replacements too.

We can discuss/choose which fits and use it (compare sceenshots). And if something doesn't fit so well we can still use it, if we have nothing else available, till an artist makes something better or improves it.

About copyright issues: Some artists make their work available only for non profit use. To my opinion we should use their graphics, even though OpenTTD is open source, and mention that in a readme. It is better than continue to use copyrighted material from TTD. Also artists should agree to allow other artists to improve/modify their work. Of course due credit should be given in a readme.

regards
athanasios

_________________
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PostPosted: Fri Dec 14, 2007 12:55 am 
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I would like to see existing newgrf's being used to make new generic grf, I think this will be faster and this project will be less likely to bleed to death, also I find the quality of these sprites higher on this scale and in 8bpp.
Also I think some codechanges are needed to make the sprite use more logic. If you look at a decoded trg1r.grf you'll see that that roads also have grass in them etc. Similar to duplication of code this duplication of image is bad imho.


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PostPosted: Fri Dec 14, 2007 1:44 am 
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I think that 8bpp graphics should be done first - on two reasons.

First : It will help to make OTTD available without requiring TTD first (a major step forward), which is the aim eventually isn't it?

Second : With 8bpp graphics in place, all NewGRF's will fit in without too many problems untill they can be drawn with 32bpp. Which, lets face it, wont be all the sets available since some artists have moved on.

Overall I think a 32bpp OTTD would look better, but a 8bpp OTTD with its own graphics would be a bigger step forward first so long as it wouldnt take too long - 32bpp stuff is looking good and I wouldnt want to slow it down

Samie

Edit: I am willing to help with 8bpp graphics - but wouldnt know where to start

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PostPosted: Fri Dec 14, 2007 11:03 am 
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lordazamath wrote:
no..if I'd start doing this, it would be very quick...open trg1r.grf, open as layer the sprite I want to convert, delete the trg1r layer, autocrop the image..save. And I can add a new layer, backgroud to be 0000ff. then open as layer new image and.....there you go. approx 30 per sprite :D

that's great, but be careful that the building doesn't use action colors, because those will change (animated or company color) in the game.

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PostPosted: Fri Dec 14, 2007 1:50 pm 
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yes..I realised it yesterday too :)..and added it to fist post..One thing I didn't count is that one as to cut sprites too and put their offsets right. But I still guess, I can convert faster than to draw :D
...Samie. I don't think you understood me correctly
Quote:
First : It will help to make OTTD available without requiring TTD first (a major step forward), which is the aim eventually isn't it?

All newgrfs that are to be used may have NOTHING in common with current graohics..So like pb industries can't be used, because it uses elements from original graphics..Then all buildings, that use current pavement or grass (roadsets), can't be used.but why to do everything twice? If we make a new grass and road on it (it's done actually), then we can convert it to 8bpp not draw anything new..You see, we CAN'T use anything, that uses original graphics...so to say all newgrfs even openttd.grf are illegal, because ie. autorail icon is made using original tiles..etc.

EVERYTHING has to be changed.

Quote:
Second : With 8bpp graphics in place, all NewGRF's will fit in without too many problems untill they can be drawn with 32bpp. Which, lets face it, wont be all the sets available since some artists have moved on.

Don't they fit in now?...the 32bpp is only client side, so you can always play with 8bpp..There will not going to be any removal of 8bpp.

Quote:
32bpp stuff is looking good and I wouldnt want to slow it down

It's not slowing anything down...and even at speed of Wacki, we can hope, that we get full 32bpp pack by the release of 1.0...that's a long time, but lot's of things are done too.

EDIT: And for all the ones I have made change their mind..vote again :D. It then changes your vete :)
Lord

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PostPosted: Fri Dec 14, 2007 5:43 pm 
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Is this a good time to show the terrain tiles I have been working on? All tiles except snow-sub-arctic.


Attachments:
prevew2.png
prevew2.png [ 143.62 KiB | Viewed 130035 times ]

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PostPosted: Fri Dec 14, 2007 6:03 pm 
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H O M Y G O D !!!

Not a common thing for me to say, but I have to admit, my jaw just dropped down :D

SO :bow:

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PostPosted: Fri Dec 14, 2007 6:23 pm 
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Wow... That is quite something. We're not seeing how they tile, but geez.. They do look good!

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PostPosted: Fri Dec 14, 2007 7:02 pm 
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Zephyris wrote:
Is this a good time to show the terrain tiles I have been working on? All tiles except snow-sub-arctic.


It is a good time :D..When you're finished, I'd like to include them...:D May I? (You are the first one, I have asked permission :D )
Because I decided for a consensus.., if I get sprites, then I'm all on making 8bpp sprites side. :) And sprites, I can't get, will be 32bpp convertings, until I get the sprites..Are you all okay with that? It's kinda both options...
This is really good, Zephyris, Really good!..and you seem to have support of atleast one dev too ;)

EDIT: So they are actually converted? wow.

lord

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Last edited by LordAzamath on Fri Dec 14, 2007 7:20 pm, edited 1 time in total.

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PostPosted: Fri Dec 14, 2007 7:08 pm 
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The graphics are GFDL/Creative Commons (whichever is more convenient, I think creative commons fits with lordazamath's plan).

They are not quite finished - I have drawn them all as 32bpp then converted to the TTD palette, but I am getting some problems with excluding special effects colours :S lordazamath may be able to help! The snow covered tiles also still have to be done, and these may take longer as I want to emulate the smooth snow transition Addi created. Once I have done these I will move onto the rail, road, monorail and maglev sprites.

Concerning repeating patterns these shouldn't be too much of a problem. These are not pixel art, the textures are generated from noise then given shading, so human bias shouldn't be an issue. Any obvious repeats (I think the flat temperate grass will have one) can then be tweaked by hand.

My thinking was that whatever happens, a complete and consistent set of base tiles is vital for a project to continue, especially seeing how that has caused problems in the 32bpp project.

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PostPosted: Fri Dec 14, 2007 7:20 pm 
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Ok, I updated the first post..Now am I aware of everything that needs to be replaced?
Terrain (including water)
Rail (including electric,mono and maglev)
Rail Stations
Road
truck and bus stops
RVs
Trains
Planes
Ships
Industries (done from scratch..we want something that could never be able to reach any (c) law)
GUI (including newspaper)
Ports & Locks (because I'm pretty sure that locks have something similar with ports;) )
Town buildings!
Trees
Lighthouse&Transmitter
EDIT: Fonts (thx Zephyris)
what else?
and please make suggestions for the upper list, what should we use.

EDIT: Ofcourse I can help :) Just say what should I do..:)
EDIT2: And are you going to do farmlands and things too?

Lord

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I know I have a BBCode error in my signature but I really cba to fix it.


Last edited by LordAzamath on Fri Dec 14, 2007 8:17 pm, edited 1 time in total.

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PostPosted: Fri Dec 14, 2007 7:36 pm 
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I think you cover it all lordazamath :)

And to start i think the GUI is the start line, a new GUI would be a nice start since i don't anything has ever been done on 8bpp GUI ;)


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