OpenGFX - Graphics Base Set
Moderator: Graphics Moderators
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: [8bpp] Graphics Replacement Project - OpenGFX
Not for me: OpenGFX 0.3.7 and OpenTTD r23586. Or can you shed some more light on how you got that (e.g. by providing a non-cropped screenshot made from ingame) - otherwise I'm tempted to assume you're using something non-default or a (wrongly) patched OpenTTD.
- Attachments
-
- opengfx-037.png (57.62 KiB) Viewed 8532 times
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: [8bpp] Graphics Replacement Project - OpenGFX
I am using trunk nightly and the OpenGFX that came with it. I was using the 32bpp-anim blitter when I had the problem, but following Zephyris' comment I switched to 8bpp-optimized and the problem was gone.
About the big screenshot, here you go, with 8bpp-optimized and no problems.
About the big screenshot, here you go, with 8bpp-optimized and no problems.
- Attachments
-
- Wut.png
- (207.82 KiB) Downloaded 1 time
Re: [8bpp] Graphics Replacement Project - OpenGFX
You have OpenGFX plus some 32bpp graphics, it is those 32bpp graphics which are not working correctly, and they can only be seen when you use a 32bpp blitter...
Re: [8bpp] Graphics Replacement Project - OpenGFX
I believe Zephyris is correct 

AroAI - A really feeble attempt at an AI
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
Re: [8bpp] Graphics Replacement Project - OpenGFX
Was having a bit of a dig through this topic and found these rather nice variants of the road depot for arctic and tropic climates:
http://www.tt-forums.net/viewtopic.php? ... 00#p654784
http://www.tt-forums.net/viewtopic.php? ... 40#p656065
Is there any reason why these never made it into OpenGFX?
http://www.tt-forums.net/viewtopic.php? ... 00#p654784
http://www.tt-forums.net/viewtopic.php? ... 40#p656065
Is there any reason why these never made it into OpenGFX?
My projects: New Town Names | Snow Aware Arctic Buildings | Custom Buildings | Funny Cars | Mini GRFs | Bits & Bobs
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
Other stuff: The GRFs That Time Forgot! | Buildings in Glasgow
What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
Other stuff: The GRFs That Time Forgot! | Buildings in Glasgow
What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: [8bpp] Graphics Replacement Project - OpenGFX
No reason that I know or remember. It's indeed a nice idea and they'll give a nice difference between climates.PaulC wrote:Was having a bit of a dig through this topic and found these rather nice variants of the road depot for arctic and tropic climates:
http://www.tt-forums.net/viewtopic.php? ... 00#p654784
http://www.tt-forums.net/viewtopic.php? ... 40#p656065
Is there any reason why these never made it into OpenGFX?
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: OpenGFX - Graphics Base Set
When I was playing OpenTTD and created new business with an "Ś" in the name, I noticed that the last piece of Ś is going out of the name bar, making white dots all over the map. Here's a screenshot of that: http://i.imgur.com/I4uZX.jpg
What should I do with it? Do I need to do something or it will be fixed soon?
What should I do with it? Do I need to do something or it will be fixed soon?
Re: OpenGFX - Graphics Base Set
It's a known issue: http://dev.openttdcoop.org/issues/1073.K0L3C wrote:When I was playing OpenTTD and created new business with an "Ś" in the name, I noticed that the last piece of Ś is going out of the name bar, making white dots all over the map. Here's a screenshot of that: http://i.imgur.com/I4uZX.jpg
What should I do with it? Do I need to do something or it will be fixed soon?
Basically the game's font has a fixed height and those characters (letters with diacritics) are taller than they should be. If it's something you can't live with, you could always change the medium font in your cfg; see http://wiki.openttd.org/FAQ_troubleshoo ... ll_to_read for instructions on how to do this.
My projects: New Town Names | Snow Aware Arctic Buildings | Custom Buildings | Funny Cars | Mini GRFs | Bits & Bobs
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
Other stuff: The GRFs That Time Forgot! | Buildings in Glasgow
What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
Other stuff: The GRFs That Time Forgot! | Buildings in Glasgow
What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
Re: OpenGFX - Graphics Base Set
Sandy coasts or auto-grass script?
- Attachments
-
- Näyttökuva 2012-04-01 kohteessa 21.40.47.png (26.48 KiB) Viewed 7681 times
- NekoMaster
- Tycoon
- Posts: 4001
- Joined: 16 Aug 2008 22:26
- Skype: neko-master
- Location: Oshawa, Ontario, CANADA
Re: OpenGFX - Graphics Base Set
Sandy coasts can be made so long as the ground under the water tiles is sand too.alluke wrote:Sandy coasts or auto-grass script?
In the scenario editor (which you can use to open game saves)
1. Outline area with river (or) canals
2. Destroy the water tiles inside the outlined area, wihtout destroying the canals or river (Its hard, I know, just remember where you placed them)
3. Use the desert tool in the landscape editor menu to turn the coast into all sand.
4. Bulldoze the canal/river tiles and let the ocean/sea/lake/river back in.
It is a little time consuming but once you know what your doing its not that bad. Besides, loading up a save in the scenario editor gives you a chance to "fix" anything you didn't like (such as industries or towns that are in your way)


Nekomasters Projects! (Downloads available on BaNaNaS!) \(>^w^<)/
# NARS ADD-ON SET 2CC | 2cc Rapid Transit For Me! (2ccRTFM) | 2cc Wagons In NML (2ccWIN)
# NML Category System (Organize your GRFS!) <- TT-Forums Exclusive Download!
Re: OpenGFX - Graphics Base Set
Pardon me for bumping this topic, as I was brainstorming some stuff, hope you won't mind my poor skills. 
#668
Last time I heard about that you can test sprites by creating some numbered subdirectories in the OpenTTD game directory, is that true?

#1255

#3703
Can it be fixed by putting the plastic splashes on to the industry sprites?

#668
Last time I heard about that you can test sprites by creating some numbered subdirectories in the OpenTTD game directory, is that true?
#1255
#3703
Can it be fixed by putting the plastic splashes on to the industry sprites?
Face the fearful with no fear, and its fearfulness disappears.
Re: OpenGFX - Graphics Base Set
no, that has been removed, as it conflicted with the new zoom method. you must now wrap it into a (simple) GRF. e.g. with nml or grfcodec.2006TTD wrote:Last time I heard about that you can test sprites by creating some numbered subdirectories in the OpenTTD game directory, is that true?
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: OpenGFX - Graphics Base Set
Coast are never sandy. That's nothing a base set can change; it's part of how terrain works within OpenTTD.alluke wrote:Sandy coasts or auto-grass script?
#668: Yes, they need(ed) better separate. I shall have a look. Thanks2006TTD wrote: #668
#1255
#3703
Can it be fixed by putting the plastic splashes on to the industry sprites?

#1255: I like the idea of the desk light for the light house. I'm not sure the perspective on the light is correct, though. What about a walki-talki for the transmitter?
#3703: Yes, it can be fixed by adding the part which exceeds the plain ground tile to the splashes. Either that, or a re-design is needed.
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: OpenGFX - Graphics Base Set
Some updates done:
#668
A wrongly coloured pixel was recoloured. #1255
Improved sprites - lamp (Sprite B > Sprite A) and handheld transceiver (walki-talki) (Sprite C). #3703
The animated sprites are put on ground sprites.
#668
A wrongly coloured pixel was recoloured. #1255
Improved sprites - lamp (Sprite B > Sprite A) and handheld transceiver (walki-talki) (Sprite C). #3703
The animated sprites are put on ground sprites.
Face the fearful with no fear, and its fearfulness disappears.
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: OpenGFX - Graphics Base Set
The problem is, that it still needs a ground sprite. But the ground sprite must not have elevation or exceed the ground boundaries (as the elevated plastic fountain base does). Thus we'll need also a ground sprite which is not elevated - where maybe this elevated part with added animation can be drawn on top2006TTD wrote: #3703
The animated sprites are put on ground sprites.
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: OpenGFX - Graphics Base Set
Do the ground sprites needed to be completely redrawn, not simply cropping them? 

Face the fearful with no fear, and its fearfulness disappears.
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: OpenGFX - Graphics Base Set
Not sure how it works with construction stages there by heart. That will need testing. The answer would depend on that. Just cropping might look a bit bad in transparent mode
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: OpenGFX - Graphics Base Set
So... what to draw then?
- A new construction stage?
- Direct cropping?
- Do both?
- Others?

- A new construction stage?
- Direct cropping?
- Do both?
- Others?
Face the fearful with no fear, and its fearfulness disappears.
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: OpenGFX - Graphics Base Set
Maybe a base which this elevated fountain could sit on? Like a cut through at the base of it. That's what I'd consider optimal. Similar, the ground sprites of houses also show the garden and the outline of the house in black or so.
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: OpenGFX - Graphics Base Set
I noticed that the sprites of the pipes on the corners of the plastic fountain are not symmetrical in position, will fix this first.
Face the fearful with no fear, and its fearfulness disappears.
Who is online
Users browsing this forum: Amazon [Bot] and 14 guests