OpenGFX2

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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Fanda666
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Re: OpenGFX2

Post by Fanda666 »

JohnFranklin523 wrote: 14 May 2024 05:35 According to Twitter, Zephyris is now busy with his new position (job). This job is research-related, thus much free time is not expected.
Real life stuff always comes first.
Congrats, though.
Ok, in this case we go to standby mode :lol:
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kamnet
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Re: OpenGFX2

Post by kamnet »

Fanda666 wrote: 08 May 2024 12:36 Any news? This is a great project, I wouldn’t want it to be abandoned
It's all on GitHub, it won't be abandoned.
Lurkmore
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Re: OpenGFX2

Post by Lurkmore »

Fanda666 wrote: 14 May 2024 07:29
JohnFranklin523 wrote: 14 May 2024 05:35 According to Twitter, Zephyris is now busy with his new position (job). This job is research-related, thus much free time is not expected.
Real life stuff always comes first.
Congrats, though.
Ok, in this case we go to standby mode :lol:
That's fair, and I'm glad to hear the source is already available.
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Digitalfox
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Re: OpenGFX2

Post by Digitalfox »

Zephyris wrote: 16 Feb 2024 14:20 Oh, 0.5 is out BTW. With a bunch of fixes:

Base set:
All GUI icons at 1x and 2x zoom, with some at 4x.
Improved cursors, all at 1x and 2x zoom.
Additional cursor styles.
Build sprite font from TTFs, for full sprite font at 2x and 4x zoom.
TTD-style custom monospaced sprite font, from TTF.
Extended sprite font range to also cover Cyrillic and Greek alphabets.
Prototype/first 4x rail vehicle sprites.
Various additional bug fixes, including:
Fix bridge colour, recolour and leg glitches.
Fix/tweak town tree graphics.
Fix Various rock and slope shading glitches.

NewGRFs:
New standalone objects NewGRF, with fields, forests, rocks and building objects.
Fix tree NewGRF to also replace cacti and palm trees.
Hi, I'm aware in github not a lot of activity recently, but any change of releasing 0.6 with all the changes since then?
TY
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odisseus
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Re: OpenGFX2

Post by odisseus »

Here's a graphic glitch I've recently spotted. Notice that the bridge ramp is painted in front of the building, even though it is located behind it.
glitch-fs8.png
glitch-fs8.png (13.31 KiB) Viewed 6316 times
MrMox
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Re: OpenGFX2

Post by MrMox »

With the new 15.0-beta1 I get this with OpenGFX2 Classic:

Screenshot 2024-12-25 at 15.25.22.png
Screenshot 2024-12-25 at 15.25.22.png (175.44 KiB) Viewed 5617 times

After having played some time I haven't observed anything out of the ordinary so it's probably just a minor issue.
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2TallTyler
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Re: OpenGFX2

Post by 2TallTyler »

OpenTTD provides fallback sprites for any not provided by the base set, because the TTD base set naturally won’t be updated to include the new sprites. ;)

I believe these missing sprites are for road waypoints.
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Zephyris
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Re: OpenGFX2

Post by Zephyris »

Don't worry everyone, the project isn't dead, I'm just quite busy!

I'm aiming for a new version soon, ready for v15, with some bug fixes and no missing sprites.
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Zephyris
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Re: OpenGFX2

Post by Zephyris »

MrMox wrote: 25 Dec 2024 15:51 With the new 15.0-beta1 I get this with OpenGFX2 Classic:

After having played some time I haven't observed anything out of the ordinary so it's probably just a minor issue.
v0.6 now up, will fix this error for you.
MrMox
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Re: OpenGFX2

Post by MrMox »

Thanks, the error message is gone and I can see the new waypoint graphics :)

On another note, I spotted an issue with rail tunnels in alpine climate: viewtopic.php?p=1272943#p1272943

It seems as if the horizontal part of the tunnel facing away is too bright? It's very noticeable when below the snow line, while it almost disappears when above the snow line, which also looks odd.
Fanda666
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Re: OpenGFX2

Post by Fanda666 »

Oh, great! The most anticipated project!
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Zephyris
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Re: OpenGFX2

Post by Zephyris »

MrMox wrote: 10 Jan 2025 15:24 On another note, I spotted an issue with rail tunnels in alpine climate: viewtopic.php?p=1272943#p1272943

It seems as if the horizontal part of the tunnel facing away is too bright? It's very noticeable when below the snow line, while it almost disappears when above the snow line, which also looks odd.
Yeah, I see what you mean... I'll add it to the todo list.
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Zephyris
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Re: OpenGFX2

Post by Zephyris »

tunnels.png
tunnels.png (25.09 KiB) Viewed 4243 times
Not totally perfect, but a big improvement I think.
MrMox
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Re: OpenGFX2

Post by MrMox »

Definitely, the tunnels looks great as shown.
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Zephyris
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Re: OpenGFX2

Post by Zephyris »

OpenGFX2 is now 'official', you can find it at its new home here: https://github.com/OpenTTD/OpenGFX2
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