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Romazoon's Graphics thread

Posted: 03 Jul 2014 08:54
by romazoon
Swissfan has suggested that i create a thread for my graphics, i just can only aggree as i was thinking about it too actually !! ;)

So dear fellow Tycooner, here will be the repository for all the graphic that i have and will draw 8)


Let s start with "making work" the moderators.... Can you guys please move the conversation about my graphics to here ? or if you have better idea/proposition, please share it !
Romazoon's Rock Tile - Coastal Rocks - 1 tile (x2 zoom)- animated wawes.png
Romazoon's Rock Tile - Coastal Rocks - 1 tile (x2 zoom)- animated wawes.png (2.53 KiB) Viewed 7115 times

ALL Graphics presented as mine in this thread are released under GPL v2 license

Re: Romazoon's Graphics thread

Posted: 03 Jul 2014 09:12
by romazoon
railway arch screenie.png
railway arch screenie.png (163.71 KiB) Viewed 7106 times
my first graphic. It's published thanks to zero.eight (and graphic were a little bit modded by him too). find it here : http://www.tt-forums.net/viewtopic.php? ... ch#p944172


Corcovado 2.png
Corcovado 2.png (16.84 KiB) Viewed 7106 times
and a ugly statue and favelas, sitting here until i rework them to make them look good....

Re: Romazoon's Graphics thread

Posted: 03 Jul 2014 10:42
by romazoon
quote from Supercheese "Ah, another thing to notice is that there are actually two different, independent water-cycle color sets. As you can see in the attached TTDViewer screenshot, there are "glittery" and "dark" water cycles that act independently of each other. Thus, your sprite ends up having two sets of waves in it.

(In the vertical sample of colors you've got on the right, the bottom five colors and top five colors cycle independently of each other.)

In the event you may be having trouble using TTDViewer, it may be because you have not palettized your images. OTTD needs 8bpp, indexed images with wither the Dos or Windows palette applied. In GIMP at least, you can index your images by selecting Image -> Mode -> Indexed, and then choosing an appropriate palette (see this page for GIMP OTTD palettes). It is best to de-select the "Remove unused colors" option in GIMP."
Thanks, i corrected the coast tile rocks (in first post of this thread) with hopefully the right water animation now :)

and about the TTDviewer, i have no clue wich file i should run from the winrar file, once unzipped i don t see any exe. (and most of the file ask me wich program it should run them on...and i have no clue...i downloaded java and installed it but still no change.)

Edit : added reworked Cliff with animated water and transparent blue bakground. (i letted more green than necessary, and the foot of the trees, because i don t know exactly where my sprite should be cutted...)

Re: Romazoon's Graphics thread

Posted: 02 Dec 2014 17:10
by romazoon
i would like to have some advice on how can i texture the wall of that "fictive" station building i m drawing.

I tried a bit, so maybe some comments can also be a good start, so i know what looks better...

Re: Romazoon's Graphics thread

Posted: 02 Dec 2014 17:21
by andythenorth
Stone? ;)

Re: Romazoon's Graphics thread

Posted: 02 Dec 2014 18:21
by romazoon
Thanks Andythenorth, i should have thought of checking more what is actually existing :roll:

yes i'm looking for a stone effect, trying to keep the tone clear though. something in between "forbach" and "freiburg" from Michael Blunck.

will try a bit further until i get something more satisfying.

all my attempt so far are more looking like a building with chickenpox....

Re: Romazoon's Graphics thread

Posted: 02 Dec 2014 20:05
by andythenorth
CHIPS buildings are matched to original TTD base set station (which is yellow / pink).

I'll poke at your sprite a bit and post it here.

- EDIT -

Attached a quick hack, the colours used are from too many ranges, but getting the yellow effect is tricky. The main thing is shading the \ side darker for correct lighting, and adding a lot of shade under the roof eaves.

Re: Romazoon's Graphics thread

Posted: 02 Dec 2014 21:52
by romazoon
:shock: oh thanks for your valuable input :)

I see now much clearer where to apply the color shading, i did spotted on your textil mill the different colors used depending the direction of the wall, to reflect the shadow and started modifying my sprites, but didn t managed to do what you have just done now. and thanks for pointing out the roof eaves.

I will smoothen a bit the edge of the roof and repost to get some more critics or advice to make it eventually better.


Also, I'm planning to add a small one way road lane with a couple parking spot with cars in front of the building, but before i do, is there some vehicles already drawn i may reuse ? i m thinking about cars, no trucks or bus.
And finaly, what would be the trick to have the ground tile looking like the sidewalk used (i wish to make that adaptale to the different sidewalks...if that s possible)

Edit : added my touch after andy's touch

Edit2 : added more stuff

Re: Romazoon's Graphics thread

Posted: 03 Dec 2014 19:09
by romazoon
and what about "my" house, any comments ? i m not finished...but i ll happily hear comments

Re: Romazoon's Graphics thread

Posted: 03 Dec 2014 19:21
by V453000 :)
Nice, but:

1. it is a bit flat, make the different direction walls have different brigtness to make it look more plastic ... for example have / walls brighter and \ walls darker etc

2. a great effect can have a few very bright pixels, here I would place a couple in the windows, especially the roof ones as a kind of reflection

Re: Romazoon's Graphics thread

Posted: 03 Dec 2014 19:47
by romazoon
thanks for the tips :)

i actually already used one shade darker for \ walls, than for /walls, should i use two shade darker as main color for different direction of walls ?

and yes will do for the roof windows, i was not entirely happy and i was affraid this is mistaken for some solar pannel...

Edit: yep, the bright pixel is definitly giving a better look, and two shade darker for the shadowed side is definitly better looking too, thanks :)

Re: Romazoon's Graphics thread

Posted: 04 Dec 2014 07:21
by V453000 :)
What I learned from original ttd graphics:

1. pick a colour
2. use ALL of the shades it offers
3. rearrange the shades as you see fit
4. eventually add another colour
5. ...

I would go even further and not measure the shades much, just get the brightest, put it to highlights, grab the darkest, put it to the darkest corner, and go from there.

You can try something like 2nd darkest and 2nd brightest to always have some space to add something extra dark, or extra bright.

Use the palette fully! ;)

The bright pixel in the window could be much brighter, too :P Contrast is your friend


... it is also nicer to have it darken under the roof a bit more

Re: Romazoon's Graphics thread

Posted: 04 Dec 2014 07:57
by andythenorth
+1 to everything V said (and that doesn't happen often). :twisted:

Red tile roofs are tricky, you can use contrast to make them work.

Re: Romazoon's Graphics thread

Posted: 04 Dec 2014 15:29
by romazoon
thank you guys, i really appreciate how you two keep giving me some advice :bow:

I tried applying your advice, here are the result so far.

Re: Romazoon's Graphics thread

Posted: 04 Dec 2014 18:11
by V453000 :)
Looks good, I like the improvement!

Re: Romazoon's Graphics thread

Posted: 04 Dec 2014 18:28
by andythenorth
Yeah that's looking a lot better. ;)

Re: Romazoon's Graphics thread

Posted: 04 Dec 2014 18:48
by romazoon
thanks you guys you can considers yourself the two godfathers of my house in 8bpp ;)

i don t have a coder, but in the eventuality i find one, is there something to do on my side graphically to make the trees (that i wish to see in the garden) be automatically being the same as the one used "ingame" (original TTD, OGFX, or even the ones from newgrf) ? I noticed the swedish house having a parameter to use the "default tree"...so i m wondering how it works.

Also i have another question, i have made long ago with the help of zero.height, the viaduc arch graphics, he coded it into a newgrf.
I now would like to try drawing some eyecandy on the grass tile in front of it, but i don t have the "exact" graphics, and i m not really able to unpack the grf with grfcodec (i tried grfcodec and failed so far to do anything with it...im probably allergic to commands)...I also won t be able to repack it... So here come the question finally : is there someone able to unpack the graphics for me and send it to me, and once i m done drawing, to repack it into the same newgrf ?
i will also ask via pm to zero.height if he can do it, just in case, but he seems rather inactive since a good while now, so i prefer already to look for someone else ;)

Re: Romazoon's Graphics thread

Posted: 04 Dec 2014 19:29
by andythenorth
FIRS 'general store' industry uses base-set trees, with climate appropriate snow / not snow etc.

Re: Romazoon's Graphics thread

Posted: 04 Dec 2014 19:39
by romazoon
yes indeed, i noticed that grocery store change trees according to what trees are loaded.

so basically how does it work ? it s just a matter of coding i supose ? or do i have to draw some spot for the trees ?

Re: Romazoon's Graphics thread

Posted: 04 Dec 2014 19:58
by Eddi
it can be done completely with coding. from the "spritelayout" you can reference "childsprites" which either you define yourself, or reuse existing sprites from the baseset (or from a NewGRF which overrides the baseset sprite with actionA). you cannot reuse sprites from NewGRFs like train wagons or stuff.

for example the alpine(w).grf reuses the sprites of original houses and adds its own snowy roof to them.