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

Post by athanasios » 17 Aug 2008 00:41

And "e" is extra wide.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar » 17 Aug 2008 10:53

While working on some other project I needed the OpenGFX convert rail GUI items. Because I was unable to locate them, I decided to create them myself :D

I took the original convert-arrow (I believe that's not part of plain TTD) and recoloured in the OpenGFX mouse pointer shades of yellow. Applied it to the construct rail buttons and added an arrow to it.

Because I'm unable to reach the wiki at this point in time, I wasn't able to check if these items were done before. If so, check which set is prettier, and use those :mrgreen:
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convertrailGUI.png
convertrailGUI.png (4.83 KiB) Viewed 6933 times
Last edited by FooBar on 17 Aug 2008 11:14, edited 1 time in total.

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris » 17 Aug 2008 11:03

The convert rail icons are done and coded in newGUI, the original replace rail sprite is based on the reverse direction button so can't be reused/modified.

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar » 17 Aug 2008 11:13

Darn. I knew I was doing something that I shouldn't be doing... :P Let me digg up newGUI then for the GUI stuff in the 2cc metro track set.

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris » 21 Aug 2008 11:19

The oil wells...

I'll have a look at emboldening the font so its more like the original.
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ani test 2.gif
ani test 2.gif (10.18 KiB) Viewed 6187 times
Oil Wells 8bpp.png
Oil Wells 8bpp.png (11.09 KiB) Viewed 6192 times

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar » 21 Aug 2008 11:31

Looks nice! I wouldn't try making 'em look more like the original, as these look fine!

I couldn't help noticing pixes jumping on the structure, which is a bit weird. If you tried to do shades on that, I'd suggest to just leave 'em out.

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by buttercup » 21 Aug 2008 13:45

New Industries v0.10
oil.png
oil.png (26.32 KiB) Viewed 6296 times
OpenGFX_-_newIndustries_v0.10.grf
(348.85 KiB) Downloaded 1185 times
Updated with:
Arctic/tropic bank
Oil rig
Oil wells

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris » 21 Aug 2008 14:05

Nic work buttercup :D

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Timitry » 21 Aug 2008 14:10

Cool, all of the non-Toyland Industries but the Tropic/Arctic Farm are done now (i updated the wiki)! Come on Zephyris, give us just one more ;)

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Digitalfox » 21 Aug 2008 14:46

Timitry wrote:Cool, all of the non-Toyland Industries but the Tropic/Arctic Farm are done now (i updated the wiki)! Come on Zephyris, give us just one more ;)
Hi, Timitry :)

Thank you updating the wiki, but next time try to also to update all the links to newIndustries v0.**.. :)

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Digitalfox » 21 Aug 2008 14:51

Zephyris wrote:Nic work buttercup :D
Hi Zephyris, Got a question for you..

In the wiki when for example you do the graphics say of some Industries and buttercup the coding, he should also be credit, right?

Or the credits in wiki replacement page are only for the ones who draw? :)

I didn't know if I should add buttercup to the new industries he just coded..

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar » 21 Aug 2008 16:39

I believe only graphics are credited. Maybe it's best to create a seperate list for code credits, listing the name of the grf file (with a link to the download location) and the name of the coder.

That way we could also keep track of where to find older versions of a file; in case someone needs it.

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar » 21 Aug 2008 20:32

Sorry for the double post, but this is something you might like.

I compiled an all-in-one OpenGFX grf which currently contains all partial grfs which are more or less completed.

While compiling, NFORenum came up with errors in the original gui 0.4 and waterfeatures files. I didn't feel like sorting that out because the grf itself works fine, but I think it's something that should be sorted out eventually.

Anyhoe, here it is (I had to zip it up because the forum only allows attachments up to 4 MB). I'll add a pointer in the wiki as well.. I'll try to keep this all-in-one updated every now and then.
This all-in-one thingy will not work in the newer nigthlies. This is a know bug which will not be fixed, so please don't report it.
Use this instead: OpenGFX Replacement set in final format r2, it might be a bit glitchy and does not contain all sprites, but it does the trick for now.
OpenGFXr1.zip
(2.59 MiB) Downloaded 672 times
This very release contains:
949.413 OpenGFX - newInfrastructure v0.6.grf
3.054 OpenGFX_-_newEyeCandy_v0.2.grf
374.347 OpenGFX_-_newGUI_v0.4.grf
357.218 OpenGFX_-_newIndustries_v0.10.grf
48.566 OpenGFX_-_newInfrastructure _-_Airports_v0.1.grf
160.697 OpenGFX_-_newInfrastructure _-_newBridges_v0.1.grf
826.538 OpenGFX_-_newTerrain_v0.4.grf
43.704 OpenGFX_-_newTowns_v0.2.grf
116.087 OpenGFX_-_newVehicles_-_Road_v0.1.grf
344.519 OpenGFX_NewLandscape_v0.3.1.grf
24.063 OpenGFX_NewShips_v0.1.grf
198.496 OpenGFX_NewWaterFeatures.grf


I also have a request to everyone who contributed to this project:
Please check the wiki to see if you're properly credited for your work. If not, please add your name to the appropriate entries. I also will add a table to credit the coders of the partial sets for their hard work messing around with offsets and such, but I probably will not fill that completely, so check that too! And I'll add a table where you can map your nickname to your real name (if you like), wich will then be included with the final release/readme/openttdaboutbox/whatever (if you don't add your real name, you'll still be credited, but only with your nickname).
Last edited by FooBar on 08 Oct 2008 16:59, edited 1 time in total.

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Timitry » 21 Aug 2008 21:48

Wow, that's absolutely amazing! Now there's no need to load that whole bunch of grfs... :) Thanks a lot!

Is maybe any of the trg*.grf-files complete? So that there could be a full replacement for it? Or does anyone have statistics, how many sprites for which of these grfs are still missing? Maybe this would motivate people to complete these :)

Keep up the amazing work!

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar » 21 Aug 2008 21:57

Timitry wrote:Now there's no need to load that whole bunch of grfs... :)
That's exactly why I created it :D

No trg*r.grf complete yet. There isn't a single climate of which the buildings are complete and we currently don't have airplanes, monorail and maglev.

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris » 21 Aug 2008 22:11

Yup, the big things still to do are monorail, maglev, planes, buildings, african faces and toyland, and before these are all done trg1r will not be finished. The tropical and arctic ones could (I think) be released now, but without a complete trg1r are fairly pointless.

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Ammler » 22 Aug 2008 07:11

FooBar wrote:[...]
This very release contains:
[...]
198.496 OpenGFX_NewWaterFeatures.grf
[...]
Hmm, doesn't that belong to OpenGFX+, as it is not in trg*?
(Why you took it out from landscape...)

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Sir Bob » 22 Aug 2008 08:13

I dunno if it's already been reported yet or it's meant to be like this, but the player colour bubble (when selecting a company from the drop-down list or in the comp. league table for eg.) stay on blue and don't go with the actual colour of the company.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar » 22 Aug 2008 11:49

Sir Bob wrote:I dunno if it's already been reported yet or it's meant to be like this, but the player colour bubble (when selecting a company from the drop-down list or in the comp. league table for eg.) stay on blue and don't go with the actual colour of the company.
Same problem with the newgrf status (newgrf window) square and vehicle profit circle (vehicle list).

Ammler wrote:Hmm, doesn't that belong to OpenGFX+, as it is not in trg*?
Come to think of it, yes indeed, but because I wasn't creating a trg but just a compilation of everything finished so far, I'm not going to remove it. At least not until it's time to update the grf with a few new releases :wink:



EDIT:
Zephyris, could you create a somewhat exact copy of these two houses in your style for inclusion with the project? According to Simon Foster is "That little bungalow with the brown roof my father's house. The one behind it is Chris' old house." It would be nice if those two could find their way into the new graphics set :D
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Naamloos-1.png
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris » 22 Aug 2008 18:21

Same problem with the newgrf status (newgrf window) square and vehicle profit circle (vehicle list).
Bum, I probably palconverted the .pcx without preserving company colours at some point...
Hmm, doesn't that belong to OpenGFX+, as it is not in trg*?
Kinda right, kinda wrong, the OpenGFX project will include "open" versions of:
trg1r.grf
trgcr.grf
trghr.grf
trgir.grf
trgtr.grf
openttdw.grf

Some static-esque features will be included in openttdw.grf, ie. new features which require additional graphics, including:
advanced signals
electric rails
tramways
additional GUI components
additional foundations
canals
rivers
etc.
Careful use of action7s will allow additional climate support.

OpenGFX+ will include things which are non-static, and will essentially be normal grfs which can be loaded at the players discretion. This will include features like:
Livery overrides for carriages
Tenders for steam trains
Extra vehicles
Extra buildings
Stockpiling for default industries
etc.

Some graphics lie in a grey area - for example full shore lines. I think these can be safely included in openttdw.grf despite not already being there. All my statements do, however, hinge on my understanding of grf loading:
openttdw.grf is a "normal" grf, ie. it is loaded and "runs" like a normal grf
action7s for climate specificity are essentially static and can be used freely, so long as a sprite is available for all climates at all times.
action5s for optional advanced features (shore lines) are essentially static and can be unloaded/loaded freely
Zephyris, could you create a somewhat exact copy of these two houses in your style for inclusion with the project?
If you sketch out the building shapes in the standard colours then yes :D

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