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: 2831
Joined: 16 May 2007 16:59

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris »

You don't need to use parameters for the driving side, there is is an action7 variable for that (86)., but apart from that looks good :D

I may just include the new roads in the newinfrastructure and add a parameter for 0 = default roads, 1 = UK-like roads, 2 = US-like roads. The current coding work you have done will slot nicely into that...

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

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by LordAzamath »

EDIT: OOPS.. Deleted the post content accidentally :P The code would be something like this then...

Code:

EDIT2:
EDIT3:
EDIT4: Ok. This code is dynamic now and action0A's can be added with real sprites. gone through linter, which didn't complain, so I guess it's ok now.. Will add sprites tomorrow.

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	 36 00 00 00

    1 * 185	 08 07 "LA24OpenGFX newInfrastructure Combined Roadset v0.1" 00 "OpenGFX newInfrastructure Combined Roadset v0.1. Extension to NewInfrastructure roads. Graphics by Zephyris, coded by LordAzamath." 00
    2 * 6	 07 83 01 02 03 09                                                       //Action07, skip Toyland to label 09 (end)

//Parameter0=0 ==> Default roads
//Parameter0=1 ==> US style roads
//Parameter0=2 ==> UK style roads
    3 * 9	 0D 00 80 FF 00 \d0                                                     //Action0D -> set default parameter0 to 0 -> Default roads


    4 * 9	 07 00 04 \7! \d0 00                                                     //Action07 -> if parameter0 isn't equal to 0 then skip default road to label 00
//current road here
//current road here
    5 * 42	 10 00 "Skip to here if param0 isn't equal to 0" 00                      // Action10, end of default road. 00

    6 * 9	 07 00 04 \7! \d1 00                                                     //Action07 -> if parameter0 isn't equal to 1 then skip US style road to label 00
//US style road here | both

//paved road

    7 * 6	 07 83 01 03 00 02                                                       //Skip to label 02 if not temperate 
//temperate
    8 * 32	 10 02 "Skip to here if not temperate" 00                                //Label02

    9 * 6	 07 83 01 03 01 02                                                       //Skip to label02 if not arctic 
//arctic
   10 * 29	 10 02 "Skip to here if not arctic" 00                                   //Label02

   11 * 6	 07 83 01 03 02 02                                                       //Skip to label12 if not tropic
//tropic
   12 * 29	 10 02 "Skip to here if not tropic" 00                                   //Label02

//US style road here | right
//Action07 right side
   13 * 6	 07 86 01 00 04 01


//paved road

   14 * 6	 07 83 01 03 00 02                                                       //Skip to label 02 if not temperate 
//temperate
   15 * 32	 10 02 "Skip to here if not temperate" 00                                //Label02

   16 * 6	 07 83 01 03 01 02                                                       //Skip to label02 if not arctic 
//arctic
   17 * 29	 10 02 "Skip to here if not arctic" 00                                   //Label02

   18 * 6	 07 83 01 03 02 02                                                       //Skip to label12 if not tropic
//tropic
   19 * 29	 10 02 "Skip to here if not tropic" 00                                   //Label02
//Action10 end right side
   20 * 41	 10 01 "Skip to here if not right side traffic" 00                       //Label01     

//US style road here | left
//Action07 left side
   21 * 6	 07 86 01 01 04 01

//paved road

   22 * 6	 07 83 01 03 00 02                                                       //Skip to label 02 if not temperate 
//temperate
   23 * 32	 10 02 "Skip to here if not temperate" 00                                //Label02

   24 * 6	 07 83 01 03 01 02                                                       //Skip to label02 if not arctic 
//arctic
   25 * 29	 10 02 "Skip to here if not arctic" 00                                   //Label02

   26 * 6	 07 83 01 03 02 02                                                       //Skip to label12 if not tropic
//tropic
   27 * 29	 10 02 "Skip to here if not tropic" 00                                   //Label02

//Action10 end left side
   28 * 40	 10 01 "Skip to here if not left side traffic" 00                        //Label01

   29 * 42	 10 00 "Skip to here if param0 isn't equal to 1" 00                      // Action10, end of US style road. 00


   30 * 9	 07 00 04 \7! \d2 00                                                     //Action07 -> if parameter0 isn't equal to 2 then skip UK style road to label 00
//UK style road here | both
//paved road

   31 * 6	 07 83 01 03 00 02                                                       //Skip to label 02 if not temperate 
//temperate
   32 * 32	 10 02 "Skip to here if not temperate" 00                                //Label02

   33 * 6	 07 83 01 03 01 02                                                       //Skip to label02 if not arctic 
//arctic
   34 * 29	 10 02 "Skip to here if not arctic" 00                                   //Label02

   35 * 6	 07 83 01 03 02 02                                                       //Skip to label12 if not tropic
//tropic
   36 * 29	 10 02 "Skip to here if not tropic" 00                                   //Label02


//UK style road here | right
//Action07 right side
   37 * 6	 07 86 01 00 04 01

//paved road

   38 * 6	 07 83 01 03 00 02                                                       //Skip to label 02 if not temperate 
//temperate
   39 * 32	 10 02 "Skip to here if not temperate" 00                                //Label02

   40 * 6	 07 83 01 03 01 02                                                       //Skip to label02 if not arctic 
//arctic
   41 * 29	 10 02 "Skip to here if not arctic" 00                                   //Label02

   42 * 6	 07 83 01 03 02 02                                                       //Skip to label12 if not tropic
//tropic
   43 * 29	 10 02 "Skip to here if not tropic" 00                                   //Label02

//Action10 end right side
   44 * 41	 10 01 "Skip to here if not right side traffic" 00                       //Label01


//UK style road here | left
//Action07 left side
   45 * 6	 07 86 01 01 04 01

//paved road

   46 * 6	 07 83 01 03 00 02                                                       //Skip to label 02 if not temperate 
//temperate
   47 * 32	 10 02 "Skip to here if not temperate" 00                                //Label02

   48 * 6	 07 83 01 03 01 02                                                       //Skip to label02 if not arctic 
//arctic
   49 * 29	 10 02 "Skip to here if not arctic" 00                                   //Label02

   50 * 6	 07 83 01 03 02 02                                                       //Skip to label12 if not tropic
//tropic
   51 * 29	 10 02 "Skip to here if not tropic" 00                                   //Label02

//Action10 end left side
   52 * 40	 10 01 "Skip to here if not left side traffic" 00                        //Label01
   53 * 42	 10 00 "Skip to here if param0 isn't equal to 2" 00                      // Action10, end of UK style road. 00
   54 * 26	 10 09 "Skip to here if Toyland" 00                                      // Action10, label for first action07. 09

Now structure is in place.
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
Zephyris
Tycoon
Tycoon
Posts: 2831
Joined: 16 May 2007 16:59

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris »

And on a slightly lighter note, look what I came across when coding DanMacK's trains...
Attachments
Smiley face in train.png
Smiley face in train.png (1.12 KiB) Viewed 7980 times

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

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Mchl »

Now everyone will expect you to create a loco smiley set for forums.... ;D

User avatar
DanMacK
Tycoon
Tycoon
Posts: 3904
Joined: 27 Feb 2004 20:03
Location: Ontario, Canada
Contact:

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by DanMacK »

hehe, never noticed that :D Since the Turbo train in the NARS is a combination of myself and Pikka's work, I just got permission from him to use it. Below is the Turner Turbo with matching coach and mail cars.

Hmmm, maybe I should look at doing the Toyland locos too :P

**EDIT** - Added File
Attachments
Turbo.png
Turbo.png (5.35 KiB) Viewed 7892 times
Last edited by DanMacK on 30 Jan 2008 21:13, edited 1 time in total.

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

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by LordAzamath »

Below? humm... You forgot to attach :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.

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

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by athanasios »

DanMacK wrote:Hmmm, maybe I should look at doing the Toyland locos too :P
Yep. Time for digging up your "Toyland Renewal Set" and graphics_master's "Toyland Station Set". :wink:
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
AntBUK
Transport Coordinator
Transport Coordinator
Posts: 319
Joined: 02 May 2007 12:29
Location: Sheffield, England
Contact:

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by AntBUK »

Thought you might might like to know that you have a few GRF ID conflicts with your GRFs LA, you use 414C313* a bit too much :)
Rasing Awareness: Aspergers Syndrome 1 (NAS UK)2 (BBC)3 (YaleDDC)


Something is driving you insane... It is me.

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

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by athanasios »

One more building! :D

EDIT: 4 or 5 pixels run away and I put them back in place. :lol:
EDIT: DO NOT USE THIS. Final sprite in next page.
Attachments
4659.png
4659.png (1.71 KiB) Viewed 7008 times
4659.pcx
(4.03 KiB) Downloaded 128 times
Last edited by athanasios on 03 Feb 2008 22:53, edited 2 times in total.
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.

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

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by LordAzamath »

AntBUK wrote:Thought you might might like to know that you have a few GRF ID conflicts with your GRFs LA, you use 414C313* a bit too much :)
I know.. There was a problem with depots.. Athanasios editied my road depot and changed the number... And then I changed the number :P
The main thing is that the big releases (complete sets) have unique.. And the last piece of code is LA24... I think I haven't reached there before.. But maybe I'll start all over using MA** (Madis Aasmäe)...

And as per request, I'll soon convert my tropical bank to 8bpp, make some pixel randomisation and present it... So we have something until better comes along.

madis
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
CMircea
Chairman
Chairman
Posts: 876
Joined: 29 Dec 2006 14:05

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by CMircea »

Zephyris wrote:And on a slightly lighter note, look what I came across when coding DanMacK's trains...
Only one? I've found two :P
smiley.png
smiley.png (1.06 KiB) Viewed 7289 times
And if you can't find them, here's a picture with one in red and the other in yellow:
smiley_colorized.png
smiley_colorized.png (1.02 KiB) Viewed 7293 times


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

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by athanasios »

One guy is greeting you:
Attachments
funny.png
funny.png (326 Bytes) Viewed 7006 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.

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

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by LordAzamath »

I have finished the road thingy :)

OpenGFX+ newInfrastructure Combined Roadset v0.1
Features:
- New US style road, fits to OpenGFX grass/snow/desert tiles
- New UK style road, fits to OpenGFX grass/snow/desert tiles
- GRF obeys to left/right side of road, which you have set
- Climate specific

Parameters
- param0=0 => Whichever road set you have, that will stay
- param0=1 => Road is US styled (excluding level crossing/bridges/tunnels)
- param0=2 => Road is UK styled (excluding level crossing/bridges/tunnels)

--Notes--
Zephyris, to include it to infrastructure, fill the

Code: Select all

//Current road goes here
//Current road goes here
place with the default opengfx road. And then replace the road part in infrastructure one with the one you got :)

The nfo for Zephyris:
aa.nfo
(20.22 KiB) Downloaded 146 times
The pcx for Zephyris (had to change some things):
aa.pcx
(500.64 KiB) Downloaded 205 times
The grf for you:
OpenGFX+_newInfrastructure_Combined_Road_Set_v0.1.grf
(228.35 KiB) Downloaded 1239 times
Sorry for this big delay, but I got some major flaws into the code, which took long time to repair.

madis

EDIT: I think I'll reverse the list in the second post, so newer grfs will come first :)
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.

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

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by LordAzamath »

And the two anim. screenies :)
screen.gif
screen.gif (363.22 KiB) Viewed 6418 times
screen2.gif
screen2.gif (357.49 KiB) Viewed 6416 times
madis
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.

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

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by LordAzamath »

Sorry for triple post :oops:
But I have something to say.. I used Zephyris' tree sprites, his transition form rainforest terrain to desetr, and my own aritstic skills :P and created this.. It's supposed to be fruit plantation.. I hope Zephyris, you don't mind, that I used your graphics :)
Anyway, because there is one tile only for plantation, it tiles horrible much.. This is what I got now..
fruit.png
fruit.png (75.4 KiB) Viewed 6238 times
EDIT: other possible solution:
fruitb.png
fruitb.png (64.63 KiB) Viewed 6242 times
EDIT: Now without the cross... It's more similar to original.
fruitc.png
fruitc.png (78.08 KiB) Viewed 6217 times
And I can make it so too, that the darker ones will be rubber and lighter fruit.. but I need some feedback :D
madis
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.

buttercup
Traffic Manager
Traffic Manager
Posts: 131
Joined: 22 Jan 2007 20:19

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by buttercup »

athanasios:
Not sure if your buildings needed coding, but I was bored :roll:
toyland.png
toyland.png (62.63 KiB) Viewed 6165 times
Edit: Link removed, see page 40.
Last edited by buttercup on 05 Feb 2008 00:07, edited 1 time in total.

richk67
Tycoon
Tycoon
Posts: 2363
Joined: 05 Jun 2003 16:21
Location: Up North
Contact:

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by richk67 »

Will the white tower block in the above toyland pic be used for other climates? It looks as though it would fit perfectly in all the other climates.
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

User avatar
Ben_Robbins_
Tycoon
Tycoon
Posts: 1234
Joined: 20 Nov 2005 01:56
Location: Abu Dhabi, UAE

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Ben_Robbins_ »

ooo, I toyland picture that's nice to look at. I think the orange/brown building needs a little more contrast, (left hand side darker), but apart from that it's really nice. I would actually play that.
Ben

User avatar
Zephyris
Tycoon
Tycoon
Posts: 2831
Joined: 16 May 2007 16:59

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris »

Nice progress guys!
Re: Lordazamath
Chop and change all my graphics as much as you want...

Re: athanasios
I agree that the orange needs some more contrast, but otherwise good!

Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: Bing [Bot] and 13 guests