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.

Moderator: Graphics Moderators

User avatar
Zephyris
Tycoon
Tycoon
Posts: 2826
Joined: 16 May 2007 16:59

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris » 11 Aug 2008 11:37

So... I have been looking through the newBuildings grf to choose houses and buildings for replacing original graphics. Unfortunately, whilst the buildings look good, many of them aren't really suitable for the replacement of original graphics. The problem is the buildings, particularly the specialised ones like the theater, cinema, warehouse, etc., could use their own specialised graphics. So I am putting another building call out!

Please, please, please help; following the guidelines here draw the basic shape and the construction stages of your choice of the original buildings (preferably start with temperate to get one climate done and out of the way). The graphics should capture the architecture of the original building but can vary significantly from the original so long as the building use is still obvious. I will then texture the buildings and create their base tiles.

Attached are the modern office block and a quickly textured version to show what I mean... (I will do the texturing better than this for the real thing :) )
Modern Office Block Demo.png
Modern Office Block Demo.png (3.71 KiB) Viewed 4292 times
modern office block demo 8bpp.png
modern office block demo 8bpp.png (3.14 KiB) Viewed 4294 times
...but they're awfully straight and neat...
I had a lot of difficulty trying to make them not regular and failed :( Feel free to try, random action2s can be used for river graphics so if many pieces of bank were made they could be included for variation.

User avatar
StopRightThere
Chief Executive
Chief Executive
Posts: 761
Joined: 18 Dec 2005 20:10
Location: United Kingdom

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by StopRightThere » 11 Aug 2008 14:02

Looking good Zephyris!

Better than the original once it gets textured imo.
Bye Bye OpenBVE :(
Official TT-Hot young ginger Doctor Who assistant FanClub
Formerly known as AdditionalData

User avatar
Zephyris
Tycoon
Tycoon
Posts: 2826
Joined: 16 May 2007 16:59

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris » 11 Aug 2008 16:47

I have been working on the GUI more, but I can't get the code for replacement of the elrail, tram and lock sprites to work. Can anyone shed some light on how to use action5s with sprite offsets for partial replacement of a set?

User avatar
DJ Nekkid
Tycoon
Tycoon
Posts: 2141
Joined: 30 Nov 2006 20:33

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by DJ Nekkid » 11 Aug 2008 16:51

here is what i did with the autorail-sprites for the metro tracks, hope it can give you some pointers:

Code: Select all


// Action 5 - Mono --> Metro GUI
-1 * 0	05 95 04 \b63
-1 sprites/metro/pcx/tracks.pcx 280	316	01	20	20	0	0  // Autorail GUI
-1 sprites/metro/pcx/tracks.pcx 688 	224 	01 	44 	72 	-16 	-8 // Autorail mousepointer
-1 sprites/metro/pcx/tracks.pcx 308	316	01	20	20	0	0  // Convert GUI
-1 sprites/metro/pcx/tracks.pcx 340	316	01	32	32	0	0  // Convert mousepointer
Member of the
ImageImage

Mchl
Director
Director
Posts: 611
Joined: 05 Jan 2007 15:50
Location: Poland
Contact:

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Mchl » 11 Aug 2008 17:23

Zephyris wrote: Attached are the modern office block and a quickly textured version to show what I mean... (I will do the texturing better than this for the real thing :) )
Modern Office Block Demo.png
modern office block demo 8bpp.png
Don't forget this one is based on actual buiding. Might inspire you a little ;)

User avatar
FooBar
Tycoon
Tycoon
Posts: 6559
Joined: 21 May 2007 11:47
Location: The Netherlands
Contact:

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar » 11 Aug 2008 19:28

Zephyris wrote:Can anyone shed some light on how to use action5s with sprite offsets for partial replacement of a set?
Partial replacement is only supported for type 14 and 15. Set bit 7 of the type to enable the partial replacement feature (i.e. add 80 to the type, i.e. use type 94 or 95). OpenTTD GUI sprites is type 15, so partial replacement is type 95.

Having that said, you need to figure out how many sprites you like to replace, and what offset to use. Figuring out the offset is probably the hardest part. Open up openttdw.pcx (which you of course have decoded from openttdw.grf). Look up the first sprite you wish to replace, lets take the fast-forward button as an example. In my openttdw.pcx, the fast-forward button has sprite number 1653. The first sprite in the type 15 range is the partial tile selector looking like triangle that points to the left, right after the flag sprites. It has sprite number 1563. Subtracting those to sprite numbers will give you the offset. In this case 90.

No that we have gathered all required information, lets fill the action:

Code: Select all

-1 * 0 05 //action 5
95 //type 15 with partial replacement
01 //one regular sprite, I'm only replacing the fast forward button
\b90 //the offset we just calculated

 1653 sprites/openttdw.pcx 434 5464 09 18 18 1 1 //and now the realsprite
I hope that explained it.

User avatar
Zephyris
Tycoon
Tycoon
Posts: 2826
Joined: 16 May 2007 16:59

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris » 11 Aug 2008 22:36

Partial replacement is only supported for type 14 and 15.
Ummm, why? That's the problem; electrified rails, trams and canals are the ones which aren't working...

User avatar
athanasios
Tycoon
Tycoon
Posts: 3138
Joined: 23 Jun 2005 00:09
Contact:

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by athanasios » 12 Aug 2008 01:37

Zephyris wrote:The graphics should capture the architecture of the original building but can vary significantly from the original so long as the building use is still obvious.
Many buildings are out of scale and some are ridiculous. I had to change a lot the toyland buildings to get something acceptable.

1. Scale should be uniform.
2. Ridiculous buildings should be dropped.
3. We should create buildings that fit with the cargo and/or quantity of cargo they generate/accept.
4. Make smaller the buildings that cover a whole tile as they block the view.
5. Use a variety of skins and avoid gradients and usage of a single color for walls.

3 & 4 are very important to my opinion.

regards
athanasios
http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.


I prefer to be contacted through PMs. Thanks.

User avatar
Zephyris
Tycoon
Tycoon
Posts: 2826
Joined: 16 May 2007 16:59

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris » 12 Aug 2008 08:23

1. Scale should be uniform.
Yup, I give the scale to use in the drawing guidelines.
2. Ridiculous buildings should be dropped.
Could you give some examples?
3. We should create buildings that fit with the cargo and/or quantity of cargo they generate/accept.
Yup.
4. Make smaller the buildings that cover a whole tile as they block the view.
Surely with the new transparency toolbar this is not an issue...
5. Use a variety of skins and avoid gradients and usage of a single color for walls.
That's the plan for my texturing...

*edit* and another building.
Attachments
modern shops and offices.png
modern shops and offices.png (2.96 KiB) Viewed 3585 times

LordAzamath
Tycoon
Tycoon
Posts: 1656
Joined: 08 Jun 2007 08:00

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by LordAzamath » 12 Aug 2008 09:53

Wrong lightning?
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.

User avatar
FooBar
Tycoon
Tycoon
Posts: 6559
Joined: 21 May 2007 11:47
Location: The Netherlands
Contact:

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar » 12 Aug 2008 15:54

Zephyris wrote:
Partial replacement is only supported for type 14 and 15.
Ummm, why? That's the problem; electrified rails, trams and canals are the ones which aren't working...
I don't know. That's a question for the devs to answer. I myself pretty much would have liked offset support for the other things too, as that would significantly reduce the file size of my New Tram Track Set. For me, implementing the offset features for all types isn't too useful, since I still would have to deal with Patch.

And for OpenGFX it isn't very useful either, because in the end we need a single complete openttdw.grf anyways.

User avatar
Zephyris
Tycoon
Tycoon
Posts: 2826
Joined: 16 May 2007 16:59

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris » 12 Aug 2008 18:07

And the temperate farm, ready for coding... the farmhouse sprite will need chopping, I've also altered the offsets for those two sprites...
Attachments
Preview.png
Preview.png (35.85 KiB) Viewed 3243 times
Temperate Farm 8bpp.png
Temperate Farm 8bpp.png (7.24 KiB) Viewed 3238 times

User avatar
prissi
Chief Executive
Chief Executive
Posts: 645
Joined: 15 Nov 2004 19:46
Location: Berlin, Germany
Contact:

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by prissi » 12 Aug 2008 19:11

The hay look more like harvested shortly after the sellafield desaster. Perhaps it should glow a little less? Otherwise very nice reporduction!
I like to look at great maps and see how things flow. A little like a finished model railway, but it is evolving and actually never finished. http://www.simutrans.com

Batti5
Transport Coordinator
Transport Coordinator
Posts: 279
Joined: 06 Aug 2007 17:37

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Batti5 » 12 Aug 2008 20:00

Super 10 time better then the old one, i hope that it get in trunk very soon.
Wish to earn some money for free just by viewing some advertisment? Click this banner for more info.
Image
It is Legal.

User avatar
FooBar
Tycoon
Tycoon
Posts: 6559
Joined: 21 May 2007 11:47
Location: The Netherlands
Contact:

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar » 12 Aug 2008 20:15

Batti5 wrote:...in trunk very soon.
All graphics have to be redone before anything will be included with the game. Progress is good, but we're still not there yet. :wink:


@Zephyris:
Farm looks very nice! I have to agree about the shiny hay though. A darker yellow would be better I think.

User avatar
athanasios
Tycoon
Tycoon
Posts: 3138
Joined: 23 Jun 2005 00:09
Contact:

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by athanasios » 12 Aug 2008 22:50

prissi wrote:The hay look more like harvested shortly after the sellafield desaster. Perhaps it should glow a little less? Otherwise very nice reporduction!
Perhaps some more orange?

Ridiculous:
Plenty of Toyland, this:
Attachments
1565.png
1565.png (1.47 KiB) Viewed 3020 times
http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.


I prefer to be contacted through PMs. Thanks.

User avatar
Zephyris
Tycoon
Tycoon
Posts: 2826
Joined: 16 May 2007 16:59

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris » 12 Aug 2008 23:50

Perhaps it should glow a little less?
Lol, yes. Now I look at it it does glow a lot! I shall post updated sprites shortly.

*edit* missed athanasios' post
Plenty of Toyland, this:
Well yes... tis pretty ridiculous!

*edit2* and updated farm sprites...
Attachments
Temperate Farm 8bpp.png
Temperate Farm 8bpp.png (7.19 KiB) Viewed 2990 times

User avatar
Zephyris
Tycoon
Tycoon
Posts: 2826
Joined: 16 May 2007 16:59

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris » 13 Aug 2008 01:16

And the food processing plant... I tried to make this more like a factory (and less like a collection of bits of factory sprites) than the original...
Attachments
Preview.png
Preview.png (58.5 KiB) Viewed 2963 times
Food Processing Plant 8bpp.png
Food Processing Plant 8bpp.png (10.87 KiB) Viewed 2956 times

Raumkraut
Engineer
Engineer
Posts: 37
Joined: 14 Feb 2008 13:14

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Raumkraut » 13 Aug 2008 03:16

athanasios wrote:Ridiculous:
Plenty of Toyland, this:
I thought the entire point of the toyland set was a fantasical environment. Made up of the kinds of things you'd find under one of those romanticised, "more innocent times", christmas trees. Sweets, teddy bears, building blocks, wooden trainsets, etc. I thought the whole unwrapping-presents construction stages made that pretty obvious. :|

I fully expect that any building design in the game would have been based on actual buildings - real or fictional (from comics, etc.). IME British game developers, perhaps especially of the TTD era, like injecting (often obscure) real-world designs and references into their games. Take the previously mentioned Nakagin Capsule Tower, for example.
That said, perhaps some of the more obscure designs could be replaced with notable contemporary designs? London's gherkin, NY "ground-zero" building proposals, or pretty much anything built or being built in Saudi Arabia recently... :D

Remember though that the game can stretch many years into the future. You can't expect all buildings whose design you today consider "ridiculous" to not be built!
We'd never build enough arcologies with that kind of attitude! ;)

User avatar
lead@inbox
Transport Coordinator
Transport Coordinator
Posts: 377
Joined: 28 Dec 2007 04:35
Location: Serge, Russia, Vladivostok
Contact:

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by lead@inbox » 13 Aug 2008 04:18

Zephyris wrote:And the temperate farm, ready for coding..
Zephyris, and where is special vehicles by Andy :wink: ?

Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: No registered users and 8 guests