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

Post by Trond » 07 Mar 2008 04:09

I'll just azume that the building I smacked together from your (zephyris') file just isnt good enough then?
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Zephyris
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris » 07 Mar 2008 12:17

Sorry, I missed that one :( Don't worry, it will be included! I am going to be drawing some more 3 storey houses for the edge of towns, if you feel like drawing some more :D

*edit* And Connum, you building isn't included yet because it is (in my opinion) not quite finished, but it will be included in the end! If you feel like drawing some more modernish shops (like yours, think concrete and 60s) I would like to include more of these too...

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Trond » 07 Mar 2008 12:52

With the amount of posts that comes in this thread I'm not surprised you missed it :P Activity in this thread is wild at times. I guess thats a good sign tough :) I'll maybe try my hand at something more advanced at some point, with your graphicsfile its much easier for us amateurs ;)
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The whole problem with the world is that fools and fanatics are always so certain of themselves,
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by buttercup » 07 Mar 2008 13:54

Trond wrote:Well, personally I really like this transmitter made by Lordazamath. Cant you make an 8bpp out of that and include that one lord?
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OpenGFX_-_newTransmitter_v0.1.grf
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transmitter.png
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Zephyris
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris » 07 Mar 2008 21:01

Mmm, I can't wait...
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mockup small.png
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by DanMacK » 07 Mar 2008 21:05

I like it, but they look way too uniform when grouped together. The original buidings had some colour variants, not all was red brick :) Aside from that, the buildigns themselves look absolutely awesome

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris » 07 Mar 2008 21:13

Just waiting for the windows, then Ill make the colour variants :D

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by DanMacK » 08 Mar 2008 00:45

Awesome :) I'd like to see a whitish one w/a green slate roof :D

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by athanasios » 08 Mar 2008 05:03

I thought the following skin* (still WIP for the building I need it) might be of use to someone:
*A color variant of the one I used for the road depots.
[
OK
1. Not tilable.
2. Not for tall buildings.
But better available here, than kept stored in my HD. :mrgreen:
]

EDIT
DanMacK: This skin is not so whitish, but still not so far. Arg. Lack of suitable colors in the palette are preventing me from combining it with a green-blue roof. Seems we though similar, but for different climates. This I plan to use for toyland. :lol:
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skin_04_SE_bread_skew_8bpp.pcx
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skin_04_S_bread_8bpp.pcx
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skin_04_SW_bread_skew_8bpp.pcx
(5.41 KiB) Downloaded 95 times
Last edited by athanasios on 08 Mar 2008 05:23, edited 2 times in total.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by athanasios » 08 Mar 2008 05:08

And a preview:
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skin_04_bread_preview.png
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Ben_K » 08 Mar 2008 16:02

Zephyris wrote:Just waiting for the windows...
I'm coming! I'm coming!! :lol:

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Eddie » 08 Mar 2008 18:44

I think the small houses should have some kind of path going to the roads or drive at the front of the house. They look a bit isolated just surrounded by a bit of grass.
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Zephyris
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris » 08 Mar 2008 18:46

Tis just a mockup, the gardens still need to be done...

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Nudel » 09 Mar 2008 15:51

Zephyris wrote: It is literally no extra effort to texture 1000 buildings instead of 10, so please do as many as possible!
I wrote a small script in POV-Ray which randomly generates simple buildings. The attatched images shows the same scene with different seeds. Not very many variables put in yet, so they don't look that different. And the orthographic camera is playing some tricks at the bottom houses..

I wasn't sure about the perspective in OpenTTD, so I used standard 25.565 degrees isometric view.

Is there any way this could be useful? I won't bother playing more with it, if it is totally useless :wink:
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openttd_povray_test1.png
(61.8 KiB) Downloaded 411 times
openttd_povray_test2.png
(64.98 KiB) Downloaded 348 times

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Mchl » 09 Mar 2008 16:30

Nudel wrote:Is there any way this could be useful? I won't bother playing more with it, if it is totally useless :wink:
Some of these could be used for central european/russian cities...

On the side note... geeez... mass sprite production! Next thing will be to build it into OTTD itself :D

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by LordAzamath » 09 Mar 2008 16:35

Well.. You could use these sprites to combine them to some bigger.. And then touch them over too.. Only problem I see will be lack of variation... Zephyris by now surely has the number of building, but they all look the same.. In original graphics all buildings were different somehow.. Not these..
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Red*Star » 09 Mar 2008 17:15

@Zephyris and all the other building creators: Great work! :)


Back to my work, which can't be automated since there is only *one* oil rig ;):

Here you see the current version, nearly final, I think (construction stages do also exist). It's a mixture of elements of mainly these two real ones:
http://blog.wired.com/cars/images/2007/ ... il_rig.jpg
http://home.online.no/~asagnes/gullfaksB.jpg


The only open question is the alignment: I think the left variant looks nicer because the platform is centered to the tiles. The right variant has the bonus point that the helipad doesn't seem to break off aside because it really is *on top* of the roof of the main building. I let you decide, so vote ->now<- :lol

However, concerning the *basic geometric shape* my original version (the one that I made a year or more ago) looked better to me, but maybe I'm too perfectionistic ;)

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oil_rig_67.png
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Zephyris
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris » 09 Mar 2008 18:30

Re: Nudel
Wow! Impressive! Whilst I don't think that is really necessary for this project that is very impressive work, with some more tweaking that could be a very powerful tool...

Re: Red*Star
I prefer the one centred on the tile, perhaps add some more supports under the helipad so it looks less flimsy? Remember to use the new water!

Re: lordazamath
I couldn't quite understand your post, are you concerned all the buildings will look the same? I am currently drawing some more modern office blocks, and see the attached image for a preview of some colour schemes... There will be this variation in building material for all types of building.
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Shop Demo.png
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mph
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by mph » 09 Mar 2008 19:05

Looking reeally good.
Will the buildings colours be chosen randomly in game? (certainly for any extended set)
previously known as daylight

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Nudel » 09 Mar 2008 19:39

Mchl wrote: Some of these could be used for central european/russian cities...

On the side note... geeez... mass sprite production! Next thing will be to build it into OTTD itself :D
The possility is there, but it dont think it will ever remove the benefit of human touch.
I would be great to make a OpenTTD to POV-Ray converter though, to make 3D views of our railways :P
lordazamath wrote:Well.. You could use these sprites to combine them to some bigger.. And then touch them over too.. Only problem I see will be lack of variation... Zephyris by now surely has the number of building, but they all look the same.. In original graphics all buildings were different somehow.. Not these..
The only random variables I've put in so far is size, number of stories and number of windows, so of course the variation is very small. It would be no problem to program different roofs, doors etc etc.
I increased the variation a little bit here:
openttd_povray_test4.png
(36.3 KiB) Downloaded 160 times
Zephyris wrote:Re: Nudel
Wow! Impressive! Whilst I don't think that is really necessary for this project that is very impressive work, with some more tweaking that could be a very powerful tool...
Thanks ;) More a proof-of-consept, than a real contribution I guess. Your buildings look really, really good!

The main advantage I see with scripting is the possibility to render the buildings from different viewpoints, and of course make a lot of buildings in a short time. The disadvantage I see is the transition from 3D to 8bpp 2D is lacking control over each pixel, so it will always need manual touch ups anyway. So why spend a lot of time with this when you skilled pixel artist make better looking stuff in less time ;)

One example of the power of scripting. It's a work in progress based on a (I think) Russian flat.
round_building_povray.png
Same script, different variables.
round_building_povray.png (93.85 KiB) Viewed 3172 times
But perhaps this would fit better with the 32bpp stuff?

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