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

Post by LordAzamath » 17 Jan 2008 14:25

Soeb, so FooBar's code worked? Good :) then I don't have to code it :P
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 Wookie » 17 Jan 2008 17:27

@Soeb: Well... personally I dislike your new selectors. I don't like the gray shading (maybe this is the reason why they look thicker than original ones).

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Re: [8bpp] Graphics Replacement Project - Revived

Post by Eddie » 17 Jan 2008 18:01

It's not really my place to criticise but I feel I have to put across my distaste for the selector graphics. It seems to me that the gradient is the opposite of what it should be. I'd prefer to see the center of the lines being a lighter colour whilst the edges (also maybe a bit thinner) fading down to a darker colour.
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Re: [8bpp] Graphics Replacement Project - Revived

Post by LordAzamath » 17 Jan 2008 19:40

Hmm.. I gave the selectors anotjer go.. I used the sprite which is your one point in that grf.. The point is that all corners of a tile would be covered with dots like this.. I haven't aligned them properly so that's why it's a little bit off and somewhere you cans see double sprites.

Soeb, what do you think?
The grf currently makes both possible, your set and my modification. It's controlled by grf parameters.
newSelect.png
(723.92 KiB) Downloaded 235 times
EDIT: I'm thinking that maybe it's more useful to apply the same piece of code as in the advanced terraform patch (accepted into trunk and present in beta3), which does the same for raise/lower tools..
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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Zephyris
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Re: [8bpp] Graphics Replacement Project - Revived

Post by Zephyris » 17 Jan 2008 20:08

maybe a 3d effect on the squares...
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selector.png
selector.png (596 Bytes) Viewed 6528 times

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Re: [8bpp] Graphics Replacement Project - Revived

Post by Wookie » 17 Jan 2008 22:15

666 posts in the topic :twisted: muahahaa :twisted:

Zephyris selector-as the rest of your sprites= "o_o woooow..." ;), but isn't something wrong with the right corner?

I would also like to see it on in-game screenshot to see how it fits the (O)TTD style.

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Re: [8bpp] Graphics Replacement Project - Revived

Post by Nickman » 17 Jan 2008 22:51

Zephyris wrote:maybe a 3d effect on the squares...
Indeed that might look good... :)
Would like to see it in game ;). (maybe change the white a bit? could be a bit to bright?)

The dots are also cool, but don't really feel like a whole...

I'd love to try out some things myself, but I would have to learn to mage grf's first :D. Maybe I'll do that one day ;)

keep up the good work ;).

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Re: [8bpp] Graphics Replacement Project - Revived

Post by Zephyris » 18 Jan 2008 00:45

newFonts - Small Fonts v0.1
Complete new small font, now includes lower case...

Could anyone who understands how to insert letters with accents etc. in openttd please test the offsets/alignments of the more unusual characters. I know some of the symbols are the same in the new font, but there is only so much you can do in a 1 bit 5 x 3 image when you are trying to draw an ampersand/dollar sign/star/etc. :) Any suggestions on how to make them more unique are welcome, although I reckon these are essentially un-copyrightable...
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smallfontpreview.png
smallfontpreview.png (18.35 KiB) Viewed 6285 times
OpenGFX_-_newFonts_-_Small Fonts_v0.1.grf
(4.78 KiB) Downloaded 890 times

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

Post by Zephyris » 18 Jan 2008 01:09

Sorry to double post, but I would rather not pollute my font release :)

Re:Nickman and Wookie
It was a very quick mockup - its not the correct size or anything, just a concept.

And a fun fact, the fonts alone make up 672/6990 = 9.6% of the original graphics!

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Re: [8bpp] Graphics Replacement Project - Revived

Post by DeletedUser5 » 18 Jan 2008 12:19

The one by Zephyris will look like that. I'll give you a grf when I'll do other ones. And only if you like it.
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Unnamed, 4th Jan 2000.png
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Nickman
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Re: [8bpp] Graphics Replacement Project - Revived

Post by Nickman » 18 Jan 2008 12:57

Looks good Soeb, only the corners need some finishing touches ;).

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Re: [8bpp] Graphics Replacement Project - Revived

Post by richk67 » 18 Jan 2008 13:12

You will always get a brightness difference at the edges because the outer edge will only be thickness 1, and the inners will be double thickness.
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Zephyris
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Re: [8bpp] Graphics Replacement Project - Revived

Post by Zephyris » 18 Jan 2008 13:13

The left and right corners will never work entirely correctly due to the sprite overlap...

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

Post by Nickman » 18 Jan 2008 13:30

I'm not talking about brightness, but it looks like there are some "holes" at the edges :D Don't know if that can be fixed?

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

Post by Zephyris » 18 Jan 2008 21:15

Toyland infrastructure for lordazamath to code :)
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Toyland Infrastructure 8bpp.png
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LordAzamath
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Re: [8bpp] Graphics Replacement Project - Revived

Post by LordAzamath » 18 Jan 2008 23:06

Zephyris wrote:Toyland infrastructure for lordazamath to code :)
Will be done tomorrow morning.. I'm too tired today :D
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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Zephyris
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Re: [8bpp] Graphics Replacement Project - Revived

Post by Zephyris » 19 Jan 2008 02:40

The offsets for the tunnels are the same as in newinfrastructure v0.2....

*edit* and what is sample.cat for? what does it contain? is it vital for the game?

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Re: [8bpp] Graphics Replacement Project - Revived

Post by DaleStan » 19 Jan 2008 05:50

It contains the sound samples, and yes-and-no; OpenTTD won't load without it, but not having it won't disrupt gameplay, assuming you remove the places where Open tries to play a TTD sound.
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LordAzamath
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Re: [8bpp] Graphics Replacement Project - Revived

Post by LordAzamath » 19 Jan 2008 08:46

And in the general OpenTTD forum, there is a Sound Replacement Project going on by orudge..

EDIT: And should I use default windows palette or toyland?
EDIT2: And Zephyris, if you could post 1005-1010 then we would have junctions too, I think.. Similar for monorail and maglev
EDIT3: And Zephyris, you didn't give me all crossing sprites.. Those what have to blink are missing...
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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