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I would indeed say so, as the rivers are included in openttdw.grf, just as any ottd-specific graphic, and can thus be replaced as such.LordAzamath wrote:Isn't it that only the random things in river falls are the static killers?
Looking through openttdw.grf, the river graphics aren't actually included.
Speaking of rivers, I've been playing around with them so that they merge better with the sea (George requested it quite a while ago):
Action7s to give climate specificity are also static so long as they are used carefully, so those are included in the OpenGFX grfs too.
I think they look much better than my last attempt, I'm much happier with them...In game ... : [docks and locks]
Are those graphics specific to a distance above sea level of 0? Otherwise they'll look wrong on higher slopes...... so that they merge better with the sea ...
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But in some cases, the graphics in trg*r.grf and openttd*.grf aren't climate specific but perhaps could/should be. The canals for example use the temperate grass as a base and so look a little out of place in the other climates (as can be seen in the intro screen). The new ones not only have different graphics for all climates, but the ones for arctic and tropic also check for snow/desert respectively (that's what makes them static unfriendly).Zephyris wrote:The graphics I think should be included in the OpenGFX grfs are the ones required to replace all graphics included in in trg*r.grf and openttd*.grf - including "non-static" items as they are in effect static because they are features included in the graphics required for openttd. In the end all the current grfs will be distributed to open versions of trg*r.grf and openttd*.grf along with additional grfs containing the advanced features so the distinction of static and non-static will be a moot point.
In the cases where we now have more graphics than was strictly needed to replace the originals (as with the canals and arctic/tropic trains, for example), will only one set be included as standard but the other(s) be made available separately or will the game itself be modified to accommodate all as standard?
Of courseZephyris wrote:Are those graphics specific to a distance above sea level of 0? Otherwise they'll look wrong on higher slopes...
I think they should be included as standard as despite the fact they are not static they behave as static due to the lack of functional changes as a result of climate specificity/varaction2 so can be loaded/unloaded at will. It doesn't require any modification of the game, they can simply be added to the replacement openttd*.grf. Features like tenders for steam trains which are not static would have to be loaded separately as these would break multiplayer between users with original/opengfx graphics.In the cases where we now have more graphics than was strictly needed to replace the originals (as with the canals and arctic/tropic trains, for example), will only one set be included as standard but the other(s) be made available separately or will the game itself be modified to accommodate all as standard?
Maybe this isn't really a problem since the game does already know the difference between normal terrain and snow/desert terrain (since there are houses with both snow and non-snow covered variations for example).
I guess it's a non-issue if the game doesn't care what sort of graphics it needs to check terrain type on behalf of.
I assure you I'm not being intentionally dense. It's a small miracle though that I manage to get anything done
I have kept all the new water stuff together temporarily. This includes canals, the new locks and docks, aqueducts and height specific rivers. Feel free to chop it up and move stuff to other grfs.
Rivers leading down to land that has been lowered to sea level but is unconnected to the sea will look a bit silly.
I also updated to landscape grf This now includes the cacti and the three toyland trees that have been drawn so far. The transmitter is not included since Zephyris included it in the airport grf.
Candyfloss forest: Regarding the new GUI, the icon for batteries in toyland doesn't match the batteries themselves. I won't have much access to my PC for the next 12 or so days so anything that needs fixing/updating will be done when I get back.
Regarding Canals: If it is possible, we should have Toyland specific sprites that match with the dock sprites. Gray doesn't match.
BTW: I added the different tree and some minor tweaks on LordAzamath's candyfloss forest.
1. right tree is somewhat differently colored to add variation (colors used and shape remained the same)
2. removed 2 purple pixels from last stage.
3. recolored 2 pure white pixels in stage 3-one to transparent and other to a darker tone
4. smoothed some edges, as I already said
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"If no one is a fool I am also a fool." -The TTD maniac.
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No worries! It's much better that you understand and agree with me than just nod and go along with meI assure you I'm not being intentionally dense.
Fair enough, especially if you plan to keep working on the sprites...I have kept all the new water stuff together temporarily.
Awesome, I have meant to do that for a while now!I also updated to landscape grf
It is definitely possible (and quite easy to make the graphics) but not a priority, I would be happier to concentrate on the replacement first then move onto making toyland specific, snowline specific etc. versions of sprites.Regarding Canals: If it is possible, we should have Toyland specific sprites that match with the dock sprites. Gray doesn't match.
It's looking good, I'll include that in newIndustries when I code the steel mill.BTW: I added the different tree and some minor tweaks on LordAzamath's candyfloss forest.
The newer battery farm can be found here. I will be including this in the next newindustries too.Where did you get that battery farm? It is old.
*edit* I love looking at the wiki page now, there are so many "done"s, it looks amazing!
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