Re: NightGFX Base Graphics Set
Posted: 25 Dec 2013 16:00
If you look really close, you do see one solitary window lit up.praguzz wrote:Somebody, give electricity to those poor houseskamnet wrote:Cindini 3 with NightGFX
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If you look really close, you do see one solitary window lit up.praguzz wrote:Somebody, give electricity to those poor houseskamnet wrote:Cindini 3 with NightGFX
Well, maybe it only works for certain things then. I haven't tried to upload anything else, so maybe I'll still try it with a NewGRF next time I need to upload one.Zuu wrote: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).
Good point. This is something I went back and forth on a lot - whether it was too dark or not. I agree it may be a bit dark at times, but as you say, it should still be playable. It's just a lot of work to lighten everything by 10%, so unless I get really ambitious, or a lot of complaints about it being unbearable, I might have to pass on thissupermop wrote:- It's pretty dark! Not a problem, but 5-10% lighter might be a bit easier to play with and look interesting
Another good point. I was thinking about putting flashing red lights on the power plant cooling towers and the refinery smokestacks, I just never did. I agree it might help make it more interesting. All in all I went a little conservative on the flashy stuff to make things go a little quicker, and certainly some more details can be added.supermop wrote:- More tall things should have red flashing lights - currently it seems only the transmitter and airports do. Adding these to smokestacks, cooling towers, and maybe other tall isolated structures or buildings could be a good way to better find remote industries in the dark as well as add variety to cityscapes.
I knew someone would point that out On that particular train the lights were already drawn red, so I just kept it that way because it looked different. The metro trains reuse the same graphics for both directions, so having headlights and taillights doesn't work, unfortunately, it has to be one or the other. So, maybe just sticking with headlights makes more sense?supermop wrote:- The Dash DMU has red taillights on both the front driving end as well as the rear. Didn't play with any other trains yet.
Like I said above, I went with a more conservative approach to the lighting effects so I could progress a little bit quicker. Extra details are always fun, but, as you say, are more labor intensive. It's the same reason why I drew all the windows pretty much the same - I think the set would benefit from having some variation in them, but that takes a lot more time. I'm certainly not against making things more interesting, it just comes down to taking the time to do itsupermop wrote:- I know this would be very labor intensive, but a few types of light other than windows could help. Oil refineries are most beautiful at night, with lots of lights all over the structure, maybe leaving patches of tanks, pipes, and towers light could replicate this effect? Floodlights on the facades of certain city buildings as well.
I never even thought about that! Airports are already probably the most "lively" thing in the game so I didn't think anything was lacking, but now that you point it out I do think it would look good.supermop wrote:- Maybe add the dim blue lights that line airport taxiways? I know these are intended not to be seen from above in real life, but could add interest.
If you want to work on improving sprites I'm certainly not going to stop you There are tons of things that can be improved upon, so help is always welcome!supermop wrote:Are you looking for people to work on painting or touching up batches of sprites for this?
I don't have any individual files posted anywhere, but in the first post there is a link where you will find the whole source (it's a .7z archive, hopefully that isn't a problem). This contains all of the sprites, so you can take your pick of what looks the most interesting.supermop wrote:Cool! What's the easiest way for me to take one or two buildings at a time to make proposed tweaks to? Do you have png or psd files somewhere?
That's all it takes really.supermop wrote:I don't know about varying windows two much, other than random mix of yellowish and blueish lights to simulate different types of lightbulbs
It would?kamnet wrote:since OpenGFX's base sprite set should provide any of the missing GUI sprites and that shouldn't interfere with playing the game.
Perhaps I'm wrong, but I thought that if a particular base set had missing GUI sprites that the game would look for OpenGFX itself to provide them.Alberth wrote:It would?kamnet wrote:since OpenGFX's base sprite set should provide any of the missing GUI sprites and that shouldn't interfere with playing the game.
How exactly does that work then? OpenGFX is the baseset, how does it get OpenGFX as baseset too?
Yes, I think you are wrong. NightGFX is a base set, so missing sprites CANNOT be provided by OpenGFX because the later is not loaded. NightGFX doesn't have any GUI sprites, so you always will get the "error" message. Missing GUI sprites are provided by openttd.grf (perhaps I'm wrong)kamnet wrote: Perhaps I'm wrong, but I thought that if a particular base set had missing GUI sprites that the game would look for OpenGFX itself to provide them.
Not quite. A base set needs to provide all GUI sprites. openttd.grf is only part of the original TTD baseset (though it can be argued it might be a better solution to consult it first, and then overwriting it by whatever the baseset provides).HGus wrote:Yes, I think you are wrong. NightGFX is a base set, so missing sprites CANNOT be provided by OpenGFX because the later is not loaded. NightGFX doesn't have any GUI sprites, so you always will get the "error" message. Missing GUI sprites are provided by openttd.grf (perhaps I'm wrong)kamnet wrote: Perhaps I'm wrong, but I thought that if a particular base set had missing GUI sprites that the game would look for OpenGFX itself to provide them.
Only one baseset is loaded afaik. NightGFX is a baset. Afaik, it can't and won't access another baseset.kamnet wrote:Perhaps I'm wrong, but I thought that if a particular base set had missing GUI sprites that the game would look for OpenGFX itself to provide them.
Assuming it copied all Gui sprites while it was created, only the sprites added in the last years can be missing.kamnet wrote:Loading up a game in 1.6.1 with NightGFX, though, despite the warning about missing sprites, I did not notice any sprites missing from the GUI or any of the elements I selected.
Do you mean these?Alberth wrote:Assuming it copied all Gui sprites while it was created, only the sprites added in the last years can be missing.
Two sprites I remember being added are the window-size icon at the top-right of many windows, and the sprite to delete all text in the edit box.
Maybe there are more.