[32bpp/EZ] RAWR Absolute World Replacement

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

Moderator: Graphics Moderators

User avatar
Ethereal
Engineer
Engineer
Posts: 16
Joined: 16 Sep 2012 22:37

Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by Ethereal »

I think you might have to add some airport tiles to get 0.0.1 :P
User avatar
V453000 :)
President
President
Posts: 946
Joined: 01 Feb 2011 11:22
Location: Beer

Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by V453000 :) »

Eh no I will not have to do anything. (: For now RAWR will be just landscape + the most inevitable things that everybody sees - roads and tracks. Airports are rather situational, I personally never use airports, so I do not really care too much about them. I will add them eventually at some point, but that will probably not be anytime soon. Who knows though ;)

3 kinds of basic asphalt road - with lines for grass, blank for snow, and with zebras for cities
Attachments
roads_city_A1.png
(901.89 KiB) Downloaded 5 times
blankroads.png
(870.29 KiB) Downloaded 5 times
romalroad.png
(883.75 KiB) Downloaded 5 times
ImageImageImage
Alberth
OpenTTD Developer
OpenTTD Developer
Posts: 4763
Joined: 09 Sep 2007 05:03
Location: home

Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by Alberth »

Finally we can cross the street safely in the city :)
Looking good V
Being a retired OpenTTD developer does not mean I know what I am doing.
User avatar
V453000 :)
President
President
Posts: 946
Joined: 01 Feb 2011 11:22
Location: Beer

Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by V453000 :) »

Thanks (: So how about some dirt roads?
Attachments
dirtroads.png
(912.43 KiB) Downloaded 5 times
ImageImageImage
Bad_Brett
Transport Coordinator
Transport Coordinator
Posts: 355
Joined: 01 Feb 2007 17:59
Location: Stockholm, Sweden

Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by Bad_Brett »

Looks absolutely amazing! Great job! :bow:
User avatar
V453000 :)
President
President
Posts: 946
Joined: 01 Feb 2011 11:22
Location: Beer

Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by V453000 :) »

Thank you so very much for the feedback, I appreciate it a LOT. :)

In return, how about some dirt roads in tropic city centers? :)

Still just renders, actual sprites later today (:
Attachments
tropic_dirt_roads.png
(961.67 KiB) Downloaded 4 times
ImageImageImage
Alberth
OpenTTD Developer
OpenTTD Developer
Posts: 4763
Joined: 09 Sep 2007 05:03
Location: home

Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by Alberth »

Sir VE0,

We, the counsil of SmallCity are very pleased with your efforts to increase the safety of our pedestrians.

After establishing that normal roads would not fit in our budget, your solution with pedetrian crossing over dirt roads seemed avery good solution. We have seen a decrease in the number of accidents, but that may also have to do with drivers stopping before the yellow blocks and leaving their vehicles, wondering what the blocks are supposed to do. In one case, a man has visited us, asking if the yellow was dangerous.

While we are pleased with the efftect, we recently also discovered a few disadvantages that I would like to share with you.

- The yellow blocks get gradually erased by our traffic.
- The big storm last week re-arranged the crossing such that all pedestrians now have to walk over the center of the road, a highly dangerous place. So far no accidents have happened, but we fear the worst.

In a short brainstorm session about these problems, the following suggestions were made
- Can we hire yetis to come paint all crossings, say once a week, in our town? It would probably also require painting moved blocks back to dirt colour, as not to confuse the drivers and pedestrians.
- Maybe we could replace the yellow painted blocks by some other material that is more resistent to traffic and storms, for example a few stones, or a wood or rubble path. I think it should be possible to re-use parts from the farm house of SmallCity Farm, which collapsed in the last storm.

Could you please let us know if such ideas would be feasible within our budget?
Thank you.

Sincerely,
Alberth, mayor of the counsil of SmallCity
Being a retired OpenTTD developer does not mean I know what I am doing.
User avatar
Phreeze
Director
Director
Posts: 514
Joined: 12 Feb 2010 14:30
Location: Luxembourg

Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by Phreeze »

excellent job !

I just had an idea about more "used" roads. All the roads in the NewGRFs seem to be fresh roads, with very freshly painted pedestrian crossings on it etc. Are you able or willing to provide some "older used roads" ? Would add a lot to realism especially in 32bpp imho
User avatar
V453000 :)
President
President
Posts: 946
Joined: 01 Feb 2011 11:22
Location: Beer

Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by V453000 :) »

Dear Alberth,

our infrastructure maintenance and greater traffic management corporation will put your request into job queue.

Purely coincidentally we are thinking about making paths or stones to be the solution indeed.

For our corporation any job is simple.

You can be assured your request will be processed in a timely manner.

Best regards,

V WTF, UnLimited



Phreeze: not sure about more aged, but the current roads already look a bit older than "totally fresh" :)
ImageImageImage
User avatar
V453000 :)
President
President
Posts: 946
Joined: 01 Feb 2011 11:22
Location: Beer

Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by V453000 :) »

My postproduction now understands Road language! =D

Rail crossings not done yet however. :)
Attachments
rodez.png
(3.21 MiB) Downloaded 4 times
ImageImageImage
User avatar
sgtbigman
Engineer
Engineer
Posts: 1
Joined: 12 Jan 2015 17:49

Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by sgtbigman »

Wow, this stuff looks awesome! Excellent work, V!

I think the stones used for pedestrian crossings could look pretty neat.
User avatar
STD
Tycoon
Tycoon
Posts: 1810
Joined: 02 Jul 2012 14:53
Location: Russia, Samara

Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by STD »

Beautigul job. :D Everything is done just perfectly. Further go on to do. Well done. OpenTTD is not recognizable on the graph. Thank you very much :bow:
[OpenTTD] STD screenshots
----------------------------------------------------------------------------------------------------------------------------------
[OpenTTD] STD saved games - My finished scenarios and saves from the game
My Youtube channel - OpenTTD | Wiki xUSSR set (RU) | Wiki xUSSR set (EN) | Download the latest version of the xUSSR set
TT Screenshot of the Month - the page editor | Screenshot Of The Month Contest Winner: August 2017
User avatar
V453000 :)
President
President
Posts: 946
Joined: 01 Feb 2011 11:22
Location: Beer

Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by V453000 :) »

The time has come!

RAWR Absolute World Replacement 0.0.1 is now on BaNaNaS. :)

Also, here is a guide how to load it as a static newGRF https://dev.openttdcoop.org/projects/rawr/wiki/Wiki
Attachments
RAWR_001.png
RAWR_001.png (228.04 KiB) Viewed 889 times
ImageImageImage
User avatar
3iff
Tycoon
Tycoon
Posts: 1093
Joined: 21 Oct 2005 09:26
Location: Birmingham, England

Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by 3iff »

Actually, try http://dev.openttdcoop.org/projects/rawr/wiki

I'm getting some odd coast/sea tiles. Is that my fault? Otherwise it looks good on a first look.
Unnamed, 1st Jan 1935#4.png
Unnamed, 1st Jan 1935#4.png (275.19 KiB) Viewed 3537 times
User avatar
planetmaker
OpenTTD Developer
OpenTTD Developer
Posts: 9432
Joined: 07 Nov 2007 22:44
Location: Sol d

Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by planetmaker »

3iff wrote:Actually, try http://dev.openttdcoop.org/projects/rawr/wiki

I'm getting some odd coast/sea tiles. Is that my fault? Otherwise it looks good on a first look.
Unnamed, 1st Jan 1935#4.png
Those are neither rawr nor do I think it's OpenGFX+Landscape (though they decidedly look similar to some coastal tiles found in ancient OpenGFX as does their water, maybe also OpenGFX+Landscape - but the grass doesn't seem to match with those). I'd say: checkout which of your selection of active NewGRFs defines them, try OpenGFX+Landscape first and continue removing one by one until they look differently :)

Software: r27112
Description: Graphics set: original_windows (0)
NewGRFs:
44440A01 FCEEC76CF44EC23E7FE9C88048CF11CC av8_aviators_aircraft_set-2.21\pb_av8w.grf
44442302 AFF1124BD0B36FC6B875AF4226BF96AF mauvetoblackw.grf
4F424403 4D4DA9DBFCD2446425E0D18DB65A9C4E grassyknoll.grf
4A430002 237EC8B4432F26C2721B69D0814045E6 indstatr100.grf
44573452 48CF5FC0DEB895136F337A7E563FC66D dwe_stat_r7.grf
6D620601 3B95D97BD7B178045FD4669E48C56CF9 newstats.grf
74677462 C12237229F14A2D942439775231FC1EB total_bridges.grf
52455400 1600687C50C5AB1E72EDD487CAD50E2A ae_cityw.GRF
54570200 ABF92A68DC086E5918C94C37C5B251FA usstatsw.grf
52455200 0E5A9C5ACD2BCAF7FA0658C3F905A660 rural_stations-1\ae_ruraw.grf
52455300 37C0B839B13C4B18051580C81EEDF427 suburban_stations-1\ae_subuw.grf
42414753 5C384730817B74DDF2092DB3F8E8E91E glassstationw.grf
58534602 181DF5910D8F6B29E3D2940DEDE43042 FOUNDW.GRF
72777473 431E58F4ACA83A2B4E25EEC5FD2E1EEF ukts_2.1.grf
4D480103 29A2931C75F2DB1251C53950A54CBF29 mphfencew.grf
5245F0F0 02538A8208D8816284B0079764783534 newtree-2010.08.29\newtree.grf
43485053 6E7600417E45294FC6958A9578B2E04B chips_station_set-1.3.0\chips.grf
4A5A0401 54BC35DCCB000AA83ED9A25B8B697B06 jstationsw195.grf
43415261 808FD3F3D2863F86DD18B18AA6C4E990 NARoadsw.grf
41533031 F3A0A556505B7A94733D85B892C2070C swehouses111.grf
504E0001 E7781323D2B0086E2E76342DAA036054 ukwaypointsw.grf
424B5462 22288D56D1D5B3ACF4AE77069D5FCDDD BKTunw12.grf
4F472B34 5030F25CA77DE5080DB906235CD70005 ogfx-landscape.grf
4A430001 4CF50E2A770F6672A77A8842A3129ECA dstatsw.grf
43415000 8F77143D9432C52206D1730F9EEDFAE1 opengfx_airports-0.4.1\ogfx-airports.grf
414E0101 5D665C64693A438E3046C22666F46E08 fish_ship_set-0.9.2\fish.grf
4F472B31 4E0B2D42462F295F36AFBA90D239A323 ogfx-trains030.grf
4672780A B4E2FB43C2CCD3E26F4524E45DFEE4AF monkeybarbridge.grf
BEBE0004 1CCD12310D9CC5BEE371B18648D77618 EmptyGRF.grf
BEBE0100 D03A949A78BEAC47B391C5D58D72658E FarmObjects.grf
49464E4F BAC22546C151037276AA7775F17AB3A9 SNO-Supercheese'sNewObjects.grf
444E0C00 B5D2AB5FC93A09E1FAB5F0DB82307ECF VASTfences.grf
444E0800 334F8C4697455569073434DB107F864A VASTobjects030.grf
44573553 EF7529EBEAF35758EE07E628B25F608D dwe_newobj.grf
52571203 796D837623C84868D8638C784022FE0B eGRVTS2-189.grf
31FF0101 6A1DC804CFA0B8548D0DBFAD2DDDC281 3iffnames5.grf
4F472B33 485D504341EE48DA8B1E73142CC5069A 3iffogfx-industriesNG.grf
4D470305 2E96B9AB2BEA686BFF94961AD433A701 basecosts.grf
56420404 3581919585D872198B0C22729412A59B RAWR.grf
User avatar
V453000 :)
President
President
Posts: 946
Joined: 01 Feb 2011 11:22
Location: Beer

Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by V453000 :) »

Those are some ancient OpenGFX shores, no idea where did you get them XD
ImageImageImage
User avatar
3iff
Tycoon
Tycoon
Posts: 1093
Joined: 21 Oct 2005 09:26
Location: Birmingham, England

Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by 3iff »

Yes, I'm an idiot. I had Opengfx landscape loaded also. This looks a bit better.
Unnamed, 1st Jan 1935#5.png
Unnamed, 1st Jan 1935#5.png (542.21 KiB) Viewed 3525 times
User avatar
V453000 :)
President
President
Posts: 946
Joined: 01 Feb 2011 11:22
Location: Beer

Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by V453000 :) »

:)
ImageImageImage
Alberth
OpenTTD Developer
OpenTTD Developer
Posts: 4763
Joined: 09 Sep 2007 05:03
Location: home

Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by Alberth »

Blimey, that looks good!
Being a retired OpenTTD developer does not mean I know what I am doing.
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: No registered users and 14 guests