NightGFX Base Graphics Set [Updated 3-30-2019]

Find and discuss all the latest NewGRF releases for TTDPatch and OpenTTD here.

Moderator: Graphics Moderators

Supercheese
Tycoon
Tycoon
Posts: 1660
Joined: 16 Dec 2007 22:24
Location: Idaho, USA

Re: NightGFX Base Graphics Set

Post by Supercheese » 13 Dec 2013 08:31

A most impressive set indeed!

Could something be done about the company color selection sprites, though? The nighttime filter is, well, very unhelpful when choosing company colors:
Attachments
Color selection.png
Color selection.png (38.57 KiB) Viewed 2687 times
Eyecandy Road Vehicles | Fake Subways | Supercheese's NewObjects

"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton

Trond
Tycoon
Tycoon
Posts: 973
Joined: 25 Jan 2008 07:32
Location: Gamle Ørnenuten

Re: NightGFX Base Graphics Set

Post by Trond » 13 Dec 2013 08:50

Yeah, I'm VERY impressed. It looks simply awesome! You have done a very good job, and its just the exact amount of dark and all! Lovely!

When people start to make compatible newgrfs, it will be even better!

Have you considered rather making it a replacement for toyland? That would be awesome, and finally give me a reason to play there aswell :p
..: Trond :.. because you deserve it! Image

The whole problem with the world is that fools and fanatics are always so certain of themselves,
and wiser people so full of doubts.
Bertrand Russell

MyGRFs: Norwegian Funny Town Names 4 | LOTR & WoW Town Names 2 | Islandic Town Names 1 | Random Norwegian Town Names
Favorites: GRFCrawler | ISR | WIKI | Now Playing: OpenTTD 1.3.2 w/YAPP 3.0-RC3.9ish

User avatar
Andrew350
Route Supervisor
Route Supervisor
Posts: 488
Joined: 19 Dec 2011 07:54
Location: Washington State, USA
Contact:

Re: NightGFX Base Graphics Set

Post by Andrew350 » 13 Dec 2013 18:59

Supercheese wrote:A most impressive set indeed!

Could something be done about the company color selection sprites, though? The nighttime filter is, well, very unhelpful when choosing company colors:
Yeah, that's a problem with all the vehicle gui sprites. I don't think there's any way to fix that in the base set though, I'm pretty sure OpenTTD uses the same sprites for the vehicles on the map too. There's a very limited amount of things I can change with a base graphics set, and I don't think that's one of them. I'll check again though just to be sure :)
Trond wrote:Yeah, I'm VERY impressed. It looks simply awesome! You have done a very good job, and its just the exact amount of dark and all! Lovely!

When people start to make compatible newgrfs, it will be even better!

Have you considered rather making it a replacement for toyland? That would be awesome, and finally give me a reason to play there aswell :p
Thanks, it's good to hear the amount of darkness isn't too much :)

You realize this set covers all climates right? Toyland is very much included and in fact I do find it much more bearable to play at night - it really tones things down ;)

frosch
OpenTTD Developer
OpenTTD Developer
Posts: 979
Joined: 20 Dec 2006 13:31
Location: Aschaffenburg

Re: NightGFX Base Graphics Set

Post by frosch » 13 Dec 2013 22:09

Andrew350 wrote:Okay, since it's now been a full week since the "release", and I'm still having no luck with Bananas, I've thrown in the towel and uploaded the files to my tt-forums site. See the first post for the link.

If someone can pinpoint what in the world I'm doing wrong I'd really appreciate it. I don't know if it's something wrong with the set, or the server is still messed up, or if I'm just completely incompetent when it comes to uploading. Anything is a possibility at this point. :lol: Most likely I have to believe I've done something wrong when making the set, since both OpenGFX and zBase made it fine.
OpenGFX and zBase were uploaded using musa. Afaik every musa user uses linux, so noone knows whether it actually works on windows.

The webinterface had still some issue, which was fixed now. At least I could upload your exact .tar to a test server, so the webinterface should hopefully also work for you now.
⢇⡸⢸⠢⡇⡇⢎⡁⢎⡱⢸⡱⢸⣭⠀⢸⢜⢸⢸⣀⢸⣀⢸⣭⢸⡱⠀⢰⠭⡆⣫⠰⣉⢸⢸⠀⢰⠭⡆⡯⡆⢹⠁⠀⢐⠰⡁

User avatar
Andrew350
Route Supervisor
Route Supervisor
Posts: 488
Joined: 19 Dec 2011 07:54
Location: Washington State, USA
Contact:

Re: NightGFX Base Graphics Set

Post by Andrew350 » 14 Dec 2013 00:47

frosch wrote:The webinterface had still some issue, which was fixed now. At least I could upload your exact .tar to a test server, so the webinterface should hopefully also work for you now.
Awesome, you guys rock. 8) I successfully uploaded NightGFX to Bananas :D
frosch wrote:OpenGFX and zBase were uploaded using musa. Afaik every musa user uses linux, so noone knows whether it actually works on windows.
Indeed it doesn't seem to work, for me at least. It's a shame, I was starting to like the idea of musa :)

Brumi
President
President
Posts: 904
Joined: 18 Jul 2009 17:54

Re: NightGFX Base Graphics Set

Post by Brumi » 14 Dec 2013 12:58

Only loosely related to this topic, but OpenGFX currently does not appear in the content downloader using OpenTTD 1.3.3.

A bit more on topic: this set is awesome :)

User avatar
planetmaker
OpenTTD Developer
OpenTTD Developer
Posts: 9291
Joined: 07 Nov 2007 22:44
Location: Sol d

Re: NightGFX Base Graphics Set

Post by planetmaker » 14 Dec 2013 13:14

Brumi wrote:Only loosely related to this topic, but OpenGFX currently does not appear in the content downloader using OpenTTD 1.3.3.
Drat, the old version doesn't remain available, if one adds a new one with a higher version requirement. I lowered current version to 1.2.0, so that should be available again.
A bit more on topic: this set is awesome :)
It's an interesting change indeed :) Kudo for that.

Trond
Tycoon
Tycoon
Posts: 973
Joined: 25 Jan 2008 07:32
Location: Gamle Ørnenuten

Re: NightGFX Base Graphics Set

Post by Trond » 14 Dec 2013 14:54

Andrew350 wrote: Thanks, it's good to hear the amount of darkness isn't too much :)

You realize this set covers all climates right? Toyland is very much included and in fact I do find it much more bearable to play at night - it really tones things down ;)
Yeah, I understand that, I was more thinking it would be nice to ditch toyland completely and make a 'temperate night' to take its place :P
..: Trond :.. because you deserve it! Image

The whole problem with the world is that fools and fanatics are always so certain of themselves,
and wiser people so full of doubts.
Bertrand Russell

MyGRFs: Norwegian Funny Town Names 4 | LOTR & WoW Town Names 2 | Islandic Town Names 1 | Random Norwegian Town Names
Favorites: GRFCrawler | ISR | WIKI | Now Playing: OpenTTD 1.3.2 w/YAPP 3.0-RC3.9ish

User avatar
planetmaker
OpenTTD Developer
OpenTTD Developer
Posts: 9291
Joined: 07 Nov 2007 22:44
Location: Sol d

Re: NightGFX Base Graphics Set

Post by planetmaker » 14 Dec 2013 15:13

Trond wrote:
Andrew350 wrote: Thanks, it's good to hear the amount of darkness isn't too much :)

You realize this set covers all climates right? Toyland is very much included and in fact I do find it much more bearable to play at night - it really tones things down ;)
Yeah, I understand that, I was more thinking it would be nice to ditch toyland completely and make a 'temperate night' to take its place :P
Also that is not in the power of a base set. It cannot change vehicle, industry and house names nor available cargos nor change layouts.

Trond
Tycoon
Tycoon
Posts: 973
Joined: 25 Jan 2008 07:32
Location: Gamle Ørnenuten

Re: NightGFX Base Graphics Set

Post by Trond » 14 Dec 2013 15:37

planetmaker wrote: Also that is not in the power of a base set. It cannot change vehicle, industry and house names nor available cargos nor change layouts.
If it was a replacement for Toyland it wouldnt be a base set anyway...

But that was just a 'dream', the set is very nice the way it is, Andrew350 :bow:
..: Trond :.. because you deserve it! Image

The whole problem with the world is that fools and fanatics are always so certain of themselves,
and wiser people so full of doubts.
Bertrand Russell

MyGRFs: Norwegian Funny Town Names 4 | LOTR & WoW Town Names 2 | Islandic Town Names 1 | Random Norwegian Town Names
Favorites: GRFCrawler | ISR | WIKI | Now Playing: OpenTTD 1.3.2 w/YAPP 3.0-RC3.9ish

User avatar
YNM
Tycoon
Tycoon
Posts: 3545
Joined: 22 Mar 2012 11:10
Location: West Java

Re: NightGFX Base Graphics Set

Post by YNM » 14 Dec 2013 16:31

I wonder if this "darkening" action could be ported directly onto OTTD itself ? Except several colors (for lights)... But I guess then we need a new palette ?
YNM = yoursNotMine - Don't get it ?
「ヨーッスノットマイン」も合うでしょう。

User avatar
FooBar
Tycoon
Tycoon
Posts: 6559
Joined: 21 May 2007 11:47
Location: The Netherlands
Contact:

Re: NightGFX Base Graphics Set

Post by FooBar » 14 Dec 2013 21:39

I wondered the same myself this afternoon, but concluded that it will be virtually impossible for the game to know what is "light" and what is just a bright colour. I bet the street lights use the same colours as the yellow of the trains. And a simple colour swap will also turn on all the lights of all buildings. So I think you always need dedicated sprites as with this set.

Transportman
Tycoon
Tycoon
Posts: 2692
Joined: 22 Feb 2011 18:34

Re: NightGFX Base Graphics Set

Post by Transportman » 14 Dec 2013 22:14

FooBar wrote:I wondered the same myself this afternoon, but concluded that it will be virtually impossible for the game to know what is "light" and what is just a bright colour. I bet the street lights use the same colours as the yellow of the trains. And a simple colour swap will also turn on all the lights of all buildings. So I think you always need dedicated sprites as with this set.
You would not necessarily need dedicated sprites if one can define "lights" in the sprite, but as the palette doesn't contain "light" or "not-light" it is not possible to do fully automatic "darkening". But a tool to rapidly convert sprites can be beneficial for the conversion of the bulk and then do minor corrections to include "light" in the sprites, but that is still a Photoshop/GIMP and then some coding task.
Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML

TadeuszD
Transport Coordinator
Transport Coordinator
Posts: 330
Joined: 07 Nov 2011 19:32
Location: PL

Re: NightGFX Base Graphics Set

Post by TadeuszD » 16 Dec 2013 08:54

There is my proposal of adding some new colours to OTTD palette: http://www.tt-forums.net/viewtopic.php? ... 20&start=8 ;)
I think that the day-night transition should be implemented in OTTD. The NightGFX concept is the "patch" only...
Image

User avatar
YNM
Tycoon
Tycoon
Posts: 3545
Joined: 22 Mar 2012 11:10
Location: West Java

Re: NightGFX Base Graphics Set

Post by YNM » 17 Dec 2013 13:16

FooBar wrote:I wondered the same myself this afternoon, but concluded that it will be virtually impossible for the game to know what is "light" and what is just a bright colour. I bet the street lights use the same colours as the yellow of the trains. And a simple colour swap will also turn on all the lights of all buildings. So I think you always need dedicated sprites as with this set.
Adding a few "no darkening" colors to OpenTTD's pallete might help ? I'm not sure how to do that properly, but... could OpenTTD hold new color in it's pallete ? Would something very fundamental needs to be changed that way ?

(this is seems to be how does simutrans handle it... there are several color misuse around, so I expected it.)
YNM = yoursNotMine - Don't get it ?
「ヨーッスノットマイン」も合うでしょう。

juzza1
Engineer
Engineer
Posts: 94
Joined: 22 Oct 2004 19:27

Re: NightGFX Base Graphics Set

Post by juzza1 » 17 Dec 2013 14:17

This could be the perfect opportunity to make use of those enigmatic pink colors in the palette. :D

User avatar
YNM
Tycoon
Tycoon
Posts: 3545
Joined: 22 Mar 2012 11:10
Location: West Java

Re: NightGFX Base Graphics Set

Post by YNM » 22 Dec 2013 15:55

Those pink colors were due to window's use (I forgot, is it GUI ?). Now as DOS palette is safe to use with windows machines (even NML prefer it more), it's sorta of "gone"...
YNM = yoursNotMine - Don't get it ?
「ヨーッスノットマイン」も合うでしょう。


User avatar
Zuu
OpenTTD Developer
OpenTTD Developer
Posts: 4553
Joined: 09 Jun 2003 18:21
Location: /home/sweden

Re: NightGFX Base Graphics Set

Post by Zuu » 25 Dec 2013 09:11

Andrew350 wrote:
frosch wrote:OpenGFX and zBase were uploaded using musa. Afaik every musa user uses linux, so noone knows whether it actually works on windows.
Indeed it doesn't seem to work, for me at least. It's a shame, I was starting to like the idea of musa :)
A bit late, but I do use musa on Windows. However not to upload base sets nor NewGRF. Only scenario, game scripts and AI (Beginner Tutorial).
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)

praguzz
Engineer
Engineer
Posts: 39
Joined: 30 Sep 2012 12:26
Location: A Mountain town with no sun and no snow either

Re: NightGFX Base Graphics Set

Post by praguzz » 25 Dec 2013 13:42

kamnet wrote:Cindini 3 with NightGFX
cindini-3-nightgfx.png
Somebody, give electricity to those poor houses :D

Post Reply

Return to “Graphics Releases”

Who is online

Users browsing this forum: No registered users and 4 guests