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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richk67
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Re: [8bpp] Graphics Replacement Project - Revived

Post by richk67 » 11 Jan 2008 17:28

Four lines changed. I changed the CC of the inner wall of tram depots while I was at it. If the graphic doesnt have any CC, then this change makes no difference. But if a new graphic uses them, then they are correctly converted.
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AddCCtoInnerWallsOfRoadDepots.patch
Adds CC indicator to the inner wall for road and tram depots.
(1.43 KiB) Downloaded 197 times
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
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Re: [8bpp] Graphics Replacement Project - Revived

Post by DeletedUser5 » 11 Jan 2008 17:46

FooBar wrote:Would you mind if I tried myself to align your fences the way I think it should be possible?
You can do everything with that. Everybody can cause it is OPEN. :D

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Re: [8bpp] Graphics Replacement Project - Revived

Post by DJ Nekkid » 11 Jan 2008 17:49

btw, i've started the gray one if anyone were wondering :)
*overposting*
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Re: [8bpp] Graphics Replacement Project - Revived

Post by DeletedUser5 » 11 Jan 2008 17:51

Sorry for offtopic. Do you mean stone fence?

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Re: [8bpp] Graphics Replacement Project - Revived

Post by DJ Nekkid » 11 Jan 2008 18:05

TGV :) (T.I.M)
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Re: [8bpp] Graphics Replacement Project - Revived

Post by DeletedUser5 » 11 Jan 2008 19:17

Worked a little more on farm fences. Actually replaces 12 sprites. All other (24 sprites) are replaced with blank sprites.
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OpenGFX_-_newFarmFences_v0.2.grf
(4.22 KiB) Downloaded 738 times
Wrubourne Transport, 12th Sep 2000.png
Wrubourne Transport, 12th Sep 2000.png (96.53 KiB) Viewed 4006 times

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

Post by Zephyris » 11 Jan 2008 23:26

Nice work on the hedges Soeb, keep them coming!

I got bored today, so I drew the sub-tropical trees (except cacti), comments? I know the 'conical trunk' palm trunk is much too dark... *edit* and the first growth stage of one of the trees is dodgy.

Note that in the screenshot every pixel is non-copyright graphics. Possibly the first truly open OpenTTD screenshot ever?
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newlandscape.png
newlandscape.png (72.13 KiB) Viewed 3808 times
OpenGFX.png
(386.39 KiB) Downloaded 133 times

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Re: [8bpp] Graphics Replacement Project - Revived

Post by athanasios » 11 Jan 2008 23:45

Thanks a lot richk67 for code and FooBar for interest.
:bow: :bow: :bow:
Just a few lines of code to solve it. I wonder why it wasn't there from the beginning. How much MEM would it consume? Hope you add it to Flyspray and it makes it soon into the trunk.
So we can use CC on the inner (background) walls too. Much better. :))

---

WOW Zephyris!!!

1. Also the next tree's trunk is dark. Actually it should be more bright on the sun side. Now looks like a pipe.
2. Just something I noticed as a total: Some trees and land tiles have a bit more 'cold' green (pale -bluish). To my opinion, because tropical we have hot weather and sunlight, we should use more warm colors for vegetation to give that impression. Personally I would replace some pixels of cold green with normal green on those trees. But as I already said, such fine tuning can wait for a second version on OpenGFX.

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Last edited by athanasios on 11 Jan 2008 23:59, edited 1 time in total.
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Re: [8bpp] Graphics Replacement Project - Revived

Post by Zephyris » 11 Jan 2008 23:56

Thread opened on 13th December 2007, 6:42 pm GMT
Current date 11th January 2008, 11:56 pm GMT

Sprite Progress

Code: Select all

trg1r: 1843/4793 38.5% (general)
trgcr:  284/342  83.0% (sub-arctic)
trghr:  502/557  90.1% (sub-tropical)
trgtr:  127/1195 10.6% (toyland)
trgir:    0/103  00.0% (intro screen and end-game)

Total: 2756/6990 39.4%
This counts all open graphics which have been produced in this thread and released as part of a grf.

That is 3.86 sprites/hour, or 92.6 sprites/day. At this rate by the end of March 2008 this project will be finished!
Last edited by Zephyris on 12 Jan 2008 00:03, edited 1 time in total.

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Re: [8bpp] Graphics Replacement Project - Revived

Post by athanasios » 12 Jan 2008 00:02

Zephyris wrote:At this rate by the 13th March 2008 this project will be finished!
Even if it takes 6 months more, I will be very happy. We have been waiting for years, many years...
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Re: [8bpp] Graphics Replacement Project - Revived

Post by DJ Nekkid » 12 Jan 2008 02:32

i WILL do my part of it, and i hope some of my work get "trunk-approval", i am a somewhat n00bish artist, and similar .nfo programmer, but still... I am dedicated to this, and the hours ive used on #openttdcoop (or what is named (sorry, semi-drunk if the name is missspelled)) the last 2 months have i spent on drawing nice pax trains the last few days (sinse the 3rd jan or something). *chew garlic baguette*

I guess most of us will grow either;
1. grow tierd of drawing sprites
2. continue drawing sprites

;)

I would guess that most/all sprites that are of interest will done within easter (btw; when is easter this year?)

0.6.6. beta or 0.6.6 stabile is bound to contain an entire new graphic pack (is graphics spelled c0rrectly?) with as none-copyrighted graphpics as the code is. *eating the last piece of garlic bread, hope im not too social tomorrow;))

ps. i attached a piece of the TVG that i were working before i started "beer'ing" earlier. ;)

It is FAR from finished, prolly around monday. It depends on how much time i can spend during the weekend (s*x4tw)

Ps2. Remind me to not post here when comeing home at 3am and/or after a beer or 3 to many ;)
Ps3. I prolly won't rememer it the next it's 3am and im somewhat boozed up anyway... (no, not playstation3 whoever thought so, they are no good anyway, cant play OTTD on it (yet).
Ps4.(forgot it)
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tvg.PNG
tvg.PNG (762 Bytes) Viewed 3878 times
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Re: [8bpp] Graphics Replacement Project - Revived

Post by LordAzamath » 12 Jan 2008 09:29

Nice work guys :).. It's Saturday, so I have some time and I decided to work on GUI. I have drawn 6 sprites so far, but I wanted you too see tham too :)..
I tried and failed again at rail depot roof so if someone would be so kind he could draw the roof himself.. Anyway, I'll continue work on GUI..
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GUI_wip.png
GUI_wip.png (2.73 KiB) Viewed 3606 times
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 Zephyris » 12 Jan 2008 10:02

Could we put together some guidelines for GUI drawing? I suggest:

Construction - 20x20px with a 1px black outline. Smooth shading on arrows and textured/noisy real objects (eg terrain tiles). If the object extends past 20x20 px then dither out to transparency.

Main Toolbar - either like the original OR like the 32bpp one - I am undecided, but use of 32bpp GFX would eliminate any "oh but you've just copied the original" copyright arguments.

Other Icons - smooth shading on arrows and textured/noisy real objects
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Icons.png
Icons.png (5.6 KiB) Viewed 3584 times

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Re: [8bpp] Graphics Replacement Project - Revived

Post by DeletedUser5 » 12 Jan 2008 10:04

Worked a little more on fences. 6 sprites to go. Only stone fences has to be done now.
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OpenGFX_-_newFarmFences_v0.3.grf
(7.49 KiB) Downloaded 720 times

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Re: [8bpp] Graphics Replacement Project - Revived

Post by LordAzamath » 12 Jan 2008 10:25

Zephyris, I don't know.. I have made them so they are as similar to original ones as possible.. I'll give you a comparison..

EDIT: And I've kept the sizes exactly what they are in original..
Attachments
GUI_wip.png
GUI_wip.png (9.76 KiB) Viewed 3549 times
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 FooBar » 12 Jan 2008 11:05

A guy can't even go sleeping without having the topic overflown with new posts :D

Let me summarize my comments...

[CC depot patch]
Thank you very much, Richk67. I'll have a look if you've added it to flyspray already, else I'll add it myself (crediting your work, ofcourse!). I have an account there anyways.

[trees]
I second the comments on the trunk. Too dark indeed. Apart from that, the trees look VERY NICE!

[screenshot]
Feels a bit odd to look at a screenshot without copyrighted graphics. It just looks too good :P We achieved a lot in very little time...

[TGV]
I like it, but you should take another look at the front/end. In _ view it's impossible to see two headlights. It looks like the heads are bended towards the viewer

[GUI icons]
lordazamath, I hate to say, but I think yours are too much of a derived work. Either the shape is changed and the colours kept the same, or the colours changed with the same shape.
The original ones aren't the sharpest knives in the drawer either; since we're free to do something completely different, I think we should take that opportunity, while still keeping to the spirit of the game. I like the one's in Zephyris example a lot

[Fences]
I'm looking forward to your stone fences, Soeb!

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Re: [8bpp] Graphics Replacement Project - Revived

Post by Ben_K » 12 Jan 2008 11:10

7of9 wrote:...TVG...
Image
Nice start. One thing is that the fronts are angled too much, it looks like:
___________
\__________/

Also, the top, furthest part of the cab is too wide. It looks like the cab is wider at the top than the bottom when its more like the opposite in real life.

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Re: [8bpp] Graphics Replacement Project - Revived

Post by DeletedUser5 » 12 Jan 2008 11:27

All fences. I hope you like it.
Attachments
Charnley Transport, 13th Jan 2000.png
Charnley Transport, 13th Jan 2000.png (150.98 KiB) Viewed 3474 times
OpenGFX_-_newFarmFences_v0.4.grf
(8.31 KiB) Downloaded 996 times

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Re: [8bpp] Graphics Replacement Project - Revived

Post by LordAzamath » 12 Jan 2008 11:30

FooBar wrote: [GUI icons]
lordazamath, I hate to say, but I think yours are too much of a derived work. Either the shape is changed and the colours kept the same, or the colours changed with the same shape.
The original ones aren't the sharpest knives in the drawer either; since we're free to do something completely different, I think we should take that opportunity, while still keeping to the spirit of the game. I like the one's in Zephyris example a lot
Hmm.. if you say mine are very similar to original, then I succeeded :D.. I tried to make them as similar as possible while still having difference.. And I did NOT copy anything.. All new was done by scratch but following the original ones.. For the difference please look this.. I didn't make animation about the cursor ones because thay are different surely.
changelog.gif
changelog.gif (8.1 KiB) Viewed 3479 times
EDIT: I have done some more.. Behold:
Attachments
GUI_wip.png
GUI_wip.png (11.44 KiB) Viewed 3344 times
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 Mchl » 12 Jan 2008 13:55

Aren't the coins and the cup a bit to green?

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