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 - OpenGFX

Post by Zephyris » 14 Feb 2008 00:41

Timitry wrote:For example tracks - Only thing missing are signals (probably rather easy) and bridges, waypoints are not from tto and so the ones existing might be included? Then you could say "Tracks - Done", and it would look even cooler ingame :)
Well ideally yes, but there is more than just signals bridges and waypoints... depots need drawing, toyland stations need drawing, tunnels need improvement and I would also really want to release all roads, canals, locks, docks with that. So may as well release airport graphics too... With the infrastructure there are just so many little sprites and odds and ends!

A better target is terrain (already done), and landscape (only rivers, transmitters and lighthouses left)...

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by DanMacK » 14 Feb 2008 01:46

Nice looking trains uzurpator. One thing I noticed, the cars are a full 32px long, Should they not be 31px to allow for the coupling gap?

Aside from that, excellent work.

*Edit* - Toyland Cargo Icons
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Trond » 14 Feb 2008 06:34

Here are the CargoIcons including toyland, so it should be 100% now :) Thanks to DanMacK for the GFX and me for the code :P

Edit: If anyone's updating wiki, please include these :) Every little piece counts, right?
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris » 14 Feb 2008 08:32

Now in the wiki...

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Raumkraut » 14 Feb 2008 14:04

I wanted to contribute something to the project, but I'm not especially artistically talented. So I went for the smallest thing I could think of, and knocked up some new signal graphics for you. :)
Points to consider:
- I don't know GRF coding, so I haven't tested them in-game. I generally hand-picked from the palette though, so the colours should be right.
- There is less 'light' visible on the diagonals than the original, due to the hood I've added over the lights. Hopefully though there's still enough that you won't get eye-strain watching for the signals!
- The rear-view sprites have a slight coloured glow above the active light. I'm not sure if this is going to be visible enough to be really useful. That said, the originals didn't have any indication AFAICT.
Thoughts?

As we apparently don't need new semaphore graphics, does that also mean we don't need any new presignals either?


Also:
Does anyone else think the new normal-rail station graphic looks a bit 'busy', with all the benches on the platform?
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DeletedUser5
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by DeletedUser5 » 14 Feb 2008 14:15

I'll code them. You'll have grf soon.

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by LordAzamath » 14 Feb 2008 14:19

Raumkraut wrote: As we apparently don't need new semaphore graphics, does that also mean we don't need any new presignals either?
We just need to base the new pre-signals on your sprites, as the old ones were based on the old signals and therefore we can't use them
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by DeletedUser5 » 14 Feb 2008 14:50

As I said. Signals are here now. Could anyone tweak code so they don't appear in toyland? I can't get it working.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by buttercup » 14 Feb 2008 16:59

Soeb wrote:As I said. Signals are here now. Could anyone tweak code so they don't appear in toyland? I can't get it working.
It seemed to work okay for me, but I've moved the Action 7 to only skip the Action A (is that how it's "supposed" to be done?).

I also recoloured them slightly for use in Toyland (originals are untouched), and changed the initials in the GRFID to your initials :wink:
OpenGFX_-_newSignals_v0.2.grf
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by DeletedUser5 » 14 Feb 2008 17:20

Thanks for tweaking. I didn't know those were initials. I though it was hexnumber. Now here's another tweaked version. Adds "Graphics by..." . If anyone can change those a little and make pre-signal graphics from it I can code them.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Purno » 14 Feb 2008 18:41

Would my TGV graphics be of any use for this set?

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by mph » 14 Feb 2008 20:13

Someone mentioned a lightouse?

I did one for you to use.
I have to say it is a little...."quaint"- and I could understand why people may prefer a bigger more modern one.

If you all like it though you are free to use it if you like.
I coded it for you all to try-i didn't use your naming style as I thought you would want to add it in to a larger grf if people think its alright.

Hope you all like it.

(oh- by the way- you can find it in the newgrf settings list as MPH lighthouse v0.0.1)
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previously known as daylight

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by richk67 » 14 Feb 2008 22:37

Nice lighthouse!! :) Would it be possible to code the lighthouse to be one of say, 4 designs, based on the GRF random data? Since it is a static item, the choice of graphic need only be at game start.

Also, the same can happen with transmitters. My NewGRF_ports can use a completely independent transmitter in the newgrf, so the only problem would come with airport replacement sets that expect the transmitter to be in the particular place in the sprite cache.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by buttercup » 15 Feb 2008 00:41

Right, I hope this works...
allrivers.png
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OpenGFX_-_Rivers_v0.1.grf
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If someone who knows what they're doing wants to take a look at the code to see if there are any glaring errors, feel free to do so.

Zephyris, the randomising can only handle sets in powers of 2, so it will only show 16 of the 18 sets of sloped water tiles you provided.

Edit: To clarify, this includes river tiles for all climates as well as the random sloped water tiles.

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by rbenevid » 15 Feb 2008 00:51

I absolutely loved the lighthouse. I didn't think it was quaint, either.... :bow: :bow:

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Trond » 15 Feb 2008 04:08

So much nice graphics popping in now :)

Those trains look awesome Purno!

That lighthouse look like a lighthouse to me, and I've seen a couple in real life ;) Good job, looks really good in game too!!
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The whole problem with the world is that fools and fanatics are always so certain of themselves,
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by George » 15 Feb 2008 04:39

buttercup wrote:To clarify, this includes river tiles for all climates as well as the random sloped water tiles.
May I do a request? Could sea shore be redone to the river shore style? It looks ugly near rivers.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by athanasios » 15 Feb 2008 05:10

mph: Can we have a red color livery of the lighthouse?
DanMacK: Nice you changed the cola can. :wink: Can you do something different for the batery? It looks very similar to original and I was thinking of changing it.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by uzurpator » 15 Feb 2008 07:22

DanMacK wrote:One thing I noticed, the cars are a full 32px long, Should they not be 31px to allow for the coupling gap?
Would you bet on this? ;) They are 31 px with tight coupling in / and \ views.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by DanMacK » 15 Feb 2008 11:30

Ahhh, I see now, my bad. Was having one of those days.

I was also playing with the new trains, and noticed a gap in all views when coupled. This doesn't happen in depots The cars should be coupled a little tighter, currently they're set up with 8/8 offsets, not 7/8 offsets :) I think there are 2 8/8 locos initially. All the rest are 28px.

Just an observation.

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