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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Zephyris
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Re: [8bpp] Graphics Replacement Project - Revived

Post by Zephyris » 06 Jan 2008 16:07

The actionA looks correct BUT the 3001 --> hex conversion needs to be in little endian:

3001 --> BB9 --> 0BB9 --> B9 0B

Are the glitchy graphics occurring with an actionA or action0/2/3 code?

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Re: [8bpp] Graphics Replacement Project - Revived

Post by LordAzamath » 06 Jan 2008 16:09

7of9 wrote:

Code: Select all


<proper head and stuff>
           Action A
           |  one set to replace
           |  |  8 sprites to replace
           |  |  |  3001 in hex
           |  |  |  |  |
-1 * 0     0A 01 08 0B B9
-1 sprites/test.pcx 1 40 01 23 9 -4 -12
-1 sprites/test.pcx 41 40 01 17 22 -11 -9
-1 sprites/test.pcx 81 40 01 12 32 -16 -6
-1 sprites/test.pcx 121 40 01 17 22 -11 -9
-1 sprites/test.pcx 161 40 01 23 9 -4 -12
-1 sprites/test.pcx 201 40 01 17 22 -11 -9
-1 sprites/test.pcx 241 40 01 12 32 -16 -6
-1 sprites/test.pcx 281 40 01 16 22 -11 -8
You have to have 3001 in hex in little endian order... That makes BB9 -> 0B B9 -> B9 0B...Everything else seems to be ok

EDIT: Zephyris was faster..
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.

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Re: [8bpp] Graphics Replacement Project - Revived

Post by DJ Nekkid » 06 Jan 2008 16:12

Zephyris wrote:The actionA looks correct BUT the 3001 --> hex conversion needs to be in little endian:

3001 --> BB9 --> 0BB9 --> B9 0B

Are the glitchy graphics occurring with an actionA or action0/2/3 code?
action 1+2+3+0, in that order in the .nfo
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Re: [8bpp] Graphics Replacement Project - Revived

Post by Zephyris » 06 Jan 2008 16:19

Try it with actionA code, and can you post the action0/1/2/3 code?

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Re: [8bpp] Graphics Replacement Project - Revived

Post by FooBar » 06 Jan 2008 16:33

Here's the new station GRF, now including the monorail station of which I posted a screenshot earlier today.

What's changed?
- Added the new monorail stations; small and large station in both directions.
- Updated railway station.
- > Made the colour of the benches lighter; looks better now IMO.
- > Changed small station house.
- > + Made building smaller so that here's more platform left for passengers to walk on.
- > + Changed colour to match stone arches of large railway station.

The monorail station will not be used for maglev, as I will make yet another station design for that rail type. I already have a nice idea, but I don't know if it will work out properly, because the roof is curved in both directions. But you'll see about that later.

Anyhoe, here's the .GRF:

EDIT:
There's an error in the monorail single track station building for the \ direction; no Company Colours are used in the roof. Please don't report this as an error, as this will be fixed in the next revision.
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OpenGFX_-_newStations_v0.3.grf
(28.49 KiB) Downloaded 795 times
Last edited by FooBar on 06 Jan 2008 20:25, edited 2 times in total.

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Zephyris
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Re: [8bpp] Graphics Replacement Project - Revived

Post by Zephyris » 06 Jan 2008 17:04

And a screenshot of them looking beautiful!
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Stations!.png
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Re: [8bpp] Graphics Replacement Project - Revived

Post by Octopussy » 06 Jan 2008 17:19

Image

Beautiful Stations ! Nice work !

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Re: [8bpp] Graphics Replacement Project - Revived

Post by LordAzamath » 06 Jan 2008 17:21

hmm, ok very beautiful...Zephyris, dare to update first and second post? :D

I now modified and coded this..
train_depot.png
train_depot.png (62.22 KiB) Viewed 2672 times
Grf is here..
OpenGFX_-_newInfrastructure_-_Rail_Depot_v0.1.grf
I hope this is subject to Athanasios' tweakings too ;)
(5.91 KiB) Downloaded 763 times
Because source must be avilable..

Code: Select all

// Automatically generated by GRFCODEC. Do not modify!
// (Info version 7)
// Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
    0 * 4	 09 00 00 00
//Set id and description
    1 * 202	 08 07 "LA16OpenGFX - newInfrastructure -  Rail Depot v0.1" 00
	 "OpenGFX - Rail Depot v0.1 for for "
	 "OpenTTD 8bpp graphics replacement. "
	 "Includes conventional rail depot in all views. "
	 "By Johannes Aasmae (LordAzamath)" 00
//skip toyland for next 7 sprites
    2 * 6	 07 83 01 02 03 07
//Action0A replace rail depot sprites
    3 * 5	 0A 01 06 27 04
    4 sprites/raildepot.pcx 17 0 09 11 12 21 2
    5 sprites/raildepot.pcx 30 0 09 47 64 -9 -31
    6 sprites/raildepot.pcx 95 0 09 11 12 -31 2
    7 sprites/raildepot.pcx 125 0 09 47 64 -53 -31
    8 sprites/raildepot.pcx 190 0 09 47 64 -53 -31
    9 sprites/raildepot.pcx 255 0 09 47 64 -9 -31
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.

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Re: [8bpp] Graphics Replacement Project - Revived

Post by DJ Nekkid » 06 Jan 2008 17:22

the action 1+2+3+0 ... the action 0 parameters are incorrect tho (wrong speed etc), but that should not matter afaik.

And when i tested with ActionA did it come out glitchy as well...

I attached the PCX-files. I even tried to split it up into 3 smaller ones just to try that. The "main" file will follow in the next post. There are some development scriblings around there, but that should not matter...

Here's the code for action 1+2+3+0

Code: Select all

// Automatically generated by GRFCODEC. Do not modify!
// (Info version 7)
// Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel

// Initial sprite with line count. Leave it empty because NFORenum will fix it for you.
-1 * 0 00 00 00 00

// Action 8: define GRF version (07), GRFID (46 42 79 01), Name and Description.
-1 * 0 08 07 46 42 99 01 "OpenGFX - New Maglevs v0.1" 00 "Drawn and Coded by 7of9/DJ Nekkid" 00


//Engine
// Action 1: for trains define 1 set of 8 sprites for the engine
-1 * 0 01 00 01 08
// Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
-1 sprites/chim-engine.pcx 1 40 01 23 9 -4 -12
-1 sprites/chim-engine.pcx 41 40 01 17 22 -11 -9
-1 sprites/chim-engine.pcx 81 40 01 12 32 -16 -6
-1 sprites/chim-engine.pcx 121 40 01 17 22 -11 -9
-1 sprites/chim-engine.pcx 161 40 01 23 9 -4 -12
-1 sprites/chim-engine.pcx 201 40 01 17 22 -11 -9
-1 sprites/chim-engine.pcx 241 40 01 12 32 -16 -6
-1 sprites/chim-engine.pcx 281 40 01 16 22 -11 -8

// Action 2: For trains define cargo ID AB, 1 moving state, 1 loading state, use first set from Action1, use first set from Action1
-1 * 0 02 00 AB 01 01 00 00 00 00

// Action 3: For trains, 1 train, VehID 58, 0 cargo type definitions, default cargo ID A0.
-1 * 0 03 00 01 57 00 AB 00

// Action 4: Change Vehicle name
-1 * 0 04 00 7F 01 57 "Lev4 'Chimaera'" 00

// Action 0: Change vehicle properties, read Wiki for details ;)
-1 * 0 00 00 0F 01 57 00 \w2007-01-01 03 \b30 04 \b255 05 02 06 07 07 21 08 01 09 \w130 0B \w2253 12 FD 13 01 14 \b165 15 00 16 \b31 19 28 27 04




// pass-wagon

// Action 1: for trains define 1 set of 4 sprites for the passenger carriage
-1 * 0 01 00 01 04
// Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
-1 sprites/chim-pass.pcx 1 40 01 23 9 -4 -12
-1 sprites/chim-pass.pcx 41 40 01 17 22 -11 -9
-1 sprites/chim-pass.pcx 81 40 01 12 32 -16 -6
-1 sprites/chim-pass.pcx 121 40 01 17 22 -11 -9

// Action 2: For trains define cargo ID A0, 1 moving state, 1 loading state, use first set from Action1, use first set from Action1
// Definition of use of graphics

-1 * 0 02 00 AA 01 01 00 00 00 00

// Action 3: For trains, 1 train, VehID 59, 0 cargo type definitions, default cargo ID A0.
-1 * 8 03 00 01 59 00 AA 00

-1 * 0 00 00 0F 01 59 00 \w2007-01-01 03 \b30 04 \b255 05 02 06 07 07 21 08 01 0B \w0 12 FD 13 00 14 \b165 15 00 16 \b31 17 9f 19 28

// Action 4: Change Vehicle name
//-1 * 0 04 00 7F 01 59 "Passanger Wagon" 00


// mail/armor-wagon

// Action 1: for trains define 1 set of 4 sprites for the passenger carriage
-1 * 0 01 00 01 04
// Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
-1 sprites/chim-mail-armor.pcx 1 40 01 23 9 -4 -12
-1 sprites/chim-mail-armor.pcx 41 40 01 17 22 -11 -9
-1 sprites/chim-mail-armor.pcx 81 40 01 12 32 -16 -6
-1 sprites/chim-mail-armor.pcx 121 40 01 17 22 -11 -9

// Action 2: Definition of use of graphics
-1 * 0 02 00 AC 01 01 00 00 00 00

// Action 3: 
-1 * 8 03 00 01 5A 00 AC 00

-1 * 0 00 00 0F 01 5A 00 \w2007-01-01 03 \b30 04 \b255 05 02 06 07 07 21 08 01 0B \w0 12 FD 13 00 14 \b165 15 00 16 \b31 17 9f 19 28
Attachments
chim-engine.pcx
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chim-mail-armor.pcx
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chim-pass.pcx
(4.6 KiB) Downloaded 79 times
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Re: [8bpp] Graphics Replacement Project - Revived

Post by DJ Nekkid » 06 Jan 2008 17:23

in one large file
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8bbp-6.pcx
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Re: [8bpp] Graphics Replacement Project - Revived

Post by bubersson » 06 Jan 2008 17:28

Once I had the same graphic glitch problem and I've solved it with resizing sprite to size divideable by 2 and it worked. But thats just stupid solution and there has to be another one ;)

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Re: [8bpp] Graphics Replacement Project - Revived

Post by LordAzamath » 06 Jan 2008 17:33

I try to code it myself now, but I'll put you and DJNekkid to authors...

Zephyris, look at screenshot at my last post...look at rails..something is wrong with lightning there...
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.

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Re: [8bpp] Graphics Replacement Project - Revived

Post by Killer 11 » 06 Jan 2008 17:37

lordazamath wrote:hmm, ok very beautiful...Zephyris, dare to update first and second post? :D

I now modified and coded this..
train_depot.png
Nah not gonna get that one it is somehow unfinished and very unprofessional looking. It could be the lack of clear lines that other gfx have.
lordazamath wrote: Zephyris, look at screenshot at my last post...look at rails..something is wrong with lightning there...
Those sprites are not yet replaced, try to load it with the blank trg1r and most of them will be missing completely.
Last edited by Killer 11 on 06 Jan 2008 17:39, edited 1 time in total.

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Re: [8bpp] Graphics Replacement Project - Revived

Post by Timitry » 06 Jan 2008 17:38

Hi everyone!
I really love your graphics, look much cooler than the original ones...
About that train depot, if there are many in a row the points i circled are looking a bit ugly...
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Unbenannt.PNG
Unbenannt.PNG (37.77 KiB) Viewed 2624 times

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Re: [8bpp] Graphics Replacement Project - Revived

Post by richk67 » 06 Jan 2008 17:42

lordazamath wrote:I now modified and coded this..
train_depot.png
My monitor is colour corrected for photography, and this train depot is very dark. Too much noise as well. Generally, the sprites are darker, but marginally.

The sawmill is perhaps too much like the original, and could be regarded as a derivative work.

Great work otherwise - I love the new arched stations. :)
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography

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Re: [8bpp] Graphics Replacement Project - Revived

Post by LordAzamath » 06 Jan 2008 17:48

baahh...I knew somehow I can't draw..:(.. So someone else can take on the depots. Thank you..

7of9, I just looked that you can't do actionA on wagon sprites for monorail or maglev because they share sprites...Or atleast you can't make them look like specifically for chimeara...
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.

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Re: [8bpp] Graphics Replacement Project - Revived

Post by DJ Nekkid » 06 Jan 2008 17:53

lordazamath wrote:I try to code it myself now, but I'll put you and DJNekkid to authors...

Zephyris, look at screenshot at my last post...look at rails..something is wrong with lightning there...

DJ Nekkid is me as well, im waiting for a nick-change :) I had seen way too much star trek at the time of the registration, and my superold nick at some other forums and such were kinda outdated :)
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Re: [8bpp] Graphics Replacement Project - Revived

Post by DJ Nekkid » 06 Jan 2008 17:55

lordazamath wrote:baahh...I knew somehow I can't draw..:(.. So someone else can take on the depots. Thank you..

7of9, I just looked that you can't do actionA on wagon sprites for monorail or maglev because they share sprites...Or atleast you can't make them look like specifically for chimeara...
well, the wagons are made mainly for the "future" extension set with livery override for the passanger trains (maglev 4, monorail 2, SH125, tim and asiastar + perhaps some E/DMU's)
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Re: [8bpp] Graphics Replacement Project - Revived

Post by Killer 11 » 06 Jan 2008 17:57

richk67 wrote: My monitor is colour corrected for photography...
My monitor is Sony CRT highj quality product with stunning contrast and colour quality and it says it isn't that dark at all it's just that it as you said uses too much noise, texturing is repetative AND has the lack of any clear lines.

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Re: [8bpp] Graphics Replacement Project - Revived

Post by Nickman » 06 Jan 2008 17:59

This is looking really great!
Some nice grf's have been made ;).

I would like to make a suggestion for the wiki:

Maybe it would be a good idea to upload the real graphics files (in png or wathever you guys use?) somwhere so they don't get lost in the progress?
Also, I think it would be better if you could provide download links on the wiki? Or is the plan to make one big .grf file when all is done?

Anyway, keep up the good work!!

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