OpenGFX - Graphics Base Set
Moderator: Graphics Moderators
- athanasios
- Tycoon
- Posts: 3138
- Joined: 23 Jun 2005 00:09
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Re: [8bpp] Graphics Replacement Project - Revived
New RoadDepots version 0.2 grf.
Company color fixed, many adjustments. Now you can add depots in a row to form a 'long depot' eye candy (See screenshot) .
TODO:
1. Walls lack width (compare entrance with original sprites entrance).
2. Add company color on back side like original depots. It will not look so nice, but will help identify company depot belongs to. (Yes or No?)
-enough for today...
Company color fixed, many adjustments. Now you can add depots in a row to form a 'long depot' eye candy (See screenshot) .
TODO:
1. Walls lack width (compare entrance with original sprites entrance).
2. Add company color on back side like original depots. It will not look so nice, but will help identify company depot belongs to. (Yes or No?)
-enough for today...
- Attachments
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- depots_screenshot.png (14.5 KiB) Viewed 6958 times
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- OpenGFX_newRoadDep.grf
- (4.69 KiB) Downloaded 925 times
http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
Re: [8bpp] Graphics Replacement Project - Revived
Maybe the company color could be applied somewhere else aswell. I'm thinking of a kind of stripe on the building or such... what do you think?
by the way, awesome work @everyone once again. This is truly beautiful
by the way, awesome work @everyone once again. This is truly beautiful
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- Traffic Manager
- Posts: 165
- Joined: 03 Dec 2007 15:06
Re: [8bpp] Graphics Replacement Project - Revived
something like that maybe... (company colour all around, seperated the hall because i think two doors look better.. especially if there would be the ability to draw an opened and closed state based on vehicle movement... and i tried to give the walls some kind of 3d look, less paper thin)
- Attachments
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- depots.png (4.14 KiB) Viewed 6930 times
Re: [8bpp] Graphics Replacement Project - Revived
How about a door?Roujin wrote:Maybe the company color could be applied somewhere else aswell.
...
I don't know if that would work because vehicles entering the depot would need to be behind the partition and vehicles exiting would need to be in front of it (or vice versa for the other rotation).Gonozal_VIII wrote:... seperated the hall ...
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- Tycoon
- Posts: 1656
- Joined: 08 Jun 2007 08:00
Re: [8bpp] Graphics Replacement Project - Revived
Nice Athanasios and other guys I didn't know that they were cc those blues up thee So they were normal lue colours instead. If you want to make more with it, maybe this could help you: It's a Gimp native file.
EDIT3...Those stripes at sides kick a$$ EDIT: BTW anyone in mood of drawing gui?
EDIT_2: What do you think of this? Worth of coding? this may have some action colours besides cc...But I have pcx which has been through palconvert so no worries
EDIT3...Those stripes at sides kick a$$ EDIT: BTW anyone in mood of drawing gui?
EDIT_2: What do you think of this? Worth of coding? this may have some action colours besides cc...But I have pcx which has been through palconvert so no worries
- Attachments
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- raildepot.png (6.05 KiB) Viewed 6808 times
Re: [8bpp] Graphics Replacement Project - Revived
yep its in trunk now (r11726)lepkka wrote:OTTD will accept soon this additional coast lines. I think this worth the effort. ...
*<(:-}
Re: [8bpp] Graphics Replacement Project - Revived
i have nightly r11730 and it doesn't seem to work for me....
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- Tycoon
- Posts: 1656
- Joined: 08 Jun 2007 08:00
Re: [8bpp] Graphics Replacement Project - Revived
Yhe yesterday's nightly *should* include BigBB's patch completely shoreKiller 11 wrote:i have nightly r11730 and it doesn't seem to work for me....
Re: [8bpp] Graphics Replacement Project - Revived
That looks fantastic. I prefer this to the CC'ed door.Gonozal_VIII wrote:something like that maybe... (company colour all around
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Re: [8bpp] Graphics Replacement Project - Revived
Ok i have the new water grf file that has the complete shore gfx and i have the needed nightly version however the shore simply refuses to apear... Is there any special parametter or something that i have to set?lordazamath wrote:Yhe yesterday's nightly *should* include BigBB's patch completely shoreKiller 11 wrote:i have nightly r11730 and it doesn't seem to work for me....
Re: [8bpp] Graphics Replacement Project - Revived
I do love when a project snowballs like this! Apologies for no development of the infrastructure/terrain - got quite a lot on my plate at the mo... I did have time to draw a factory replacement though - still needs cutting up and coding.
Re: lepkka
Excellent coasts! I shall code them asap. I think I have my action colours sorted now so I shouldn't destroy them ...
Re: lepkka
Excellent coasts! I shall code them asap. I think I have my action colours sorted now so I shouldn't destroy them ...
- Attachments
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- Factory 8bpp 2.png (16.05 KiB) Viewed 6630 times
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- Tycoon
- Posts: 1656
- Joined: 08 Jun 2007 08:00
Re: [8bpp] Graphics Replacement Project - Revived
May I do it? i have spare time arm and I'm terribly boredZephyris wrote:still needs cutting up and coding.
PS: I'll make soon a suprise too
Re: [8bpp] Graphics Replacement Project - Revived
Attached is newTerrain v0.2
Improvements:
Better rough ground.
New water + coast for temperate (thanks to lepkka).
(Slightly) better tiling on desert tiles.
Not improved:
Snow transition on 1210, 2101, 1012 and 0121 tiles - I messed it up again!
Various lumps and bumps.
Todo:
The rest of the coasts.
Toyland :s.
Re: lordazamath
Go for it!
Re: lepkka
In the future it would be easier to work from a grf containing the new graphics - saves time working out the x, y, x_offs and y_offs...
Improvements:
Better rough ground.
New water + coast for temperate (thanks to lepkka).
(Slightly) better tiling on desert tiles.
Not improved:
Snow transition on 1210, 2101, 1012 and 0121 tiles - I messed it up again!
Various lumps and bumps.
Todo:
The rest of the coasts.
Toyland :s.
Re: lordazamath
Go for it!
Re: lepkka
In the future it would be easier to work from a grf containing the new graphics - saves time working out the x, y, x_offs and y_offs...
- Attachments
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- OpenGFX_-_newTerrain_v0.2.grf
- (565.1 KiB) Downloaded 1182 times
Re: [8bpp] Graphics Replacement Project - Revived
almost everything looks soo good, but .... what about that "black" snow, he should be more like snow, white, not that dark and sand and grass too, too dark for me
My patches: Day length (new concept), Conditional loading, Auto separation, Unload all adds Leave empty, Better statue placement (in trunk)
My abandoned patches: Speed limits for RVs, Day length (old concept)
My abandoned patches: Speed limits for RVs, Day length (old concept)
Re: [8bpp] Graphics Replacement Project - Revived
Me again
I've removed the door, put the company colours all the way around and added an action 7 so that you don't get them in Toyland.
I've removed the door, put the company colours all the way around and added an action 7 so that you don't get them in Toyland.
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- Tycoon
- Posts: 1656
- Joined: 08 Jun 2007 08:00
Re: [8bpp] Graphics Replacement Project - Revived
With the decree of His Excellency, Zephyris, all old Factories everywhere are to be demolished. New ones to be built. Decree is to be committed immedeatly.
- Attachments
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- factory_commercial.png (92.53 KiB) Viewed 6425 times
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- OpenGFX_-_newIndustries_-_Factory_v0.1.grf
- (15.85 KiB) Downloaded 1139 times
Re: [8bpp] Graphics Replacement Project - Revived
The rapid progress is literally stunning me O_O
Right now i'm trying out the latest terrain pack (i applied it to a running game) and i also have issues with the water.
I added this grf and removed the newwater grf, and this is what i get: The edge tiles have the old water graphics.
Or is this normal because they are not done yet? What's the current status of water?
(ps: using r11731)
Right now i'm trying out the latest terrain pack (i applied it to a running game) and i also have issues with the water.
I added this grf and removed the newwater grf, and this is what i get: The edge tiles have the old water graphics.
Or is this normal because they are not done yet? What's the current status of water?
(ps: using r11731)
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- Traffic Manager
- Posts: 165
- Joined: 03 Dec 2007 15:06
Re: [8bpp] Graphics Replacement Project - Revived
[03:43:07] Belugas: Gonozal_VIII, i'm aware of the troubles r11726 caused. there is going to be a "fix" for that soon
edit: that's was belugas said about the wrong half land/half water tiles
edit: that's was belugas said about the wrong half land/half water tiles
Last edited by Gonozal_VIII on 01 Jan 2008 21:08, edited 1 time in total.
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- Tycoon
- Posts: 1656
- Joined: 08 Jun 2007 08:00
Re: [8bpp] Graphics Replacement Project - Revived
@Roujin, I don't know..Ask Leppka and/or Zephyris
Anyway, the little suprise I promised: Red*Star's ship depot. Zephyris, if you have time, you may include this too to your infrastructure set. And please make comments about rail depot..Then I can improve it and code it.
Anyway, the little suprise I promised: Red*Star's ship depot. Zephyris, if you have time, you may include this too to your infrastructure set. And please make comments about rail depot..Then I can improve it and code it.
- Attachments
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- OpenGFX_-_newInfrastructure_-_Ship_Depot_v0.1.grf
- (6.62 KiB) Downloaded 1198 times
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- ship_depot.png (18.29 KiB) Viewed 6324 times
Re: [8bpp] Graphics Replacement Project - Revived
@Gonozal: Thanks for information, so it seems to be a code issue rather than a grf issue. Well i'm positive that the devs will sort it out in no time
@lord: looking good as always I like it better than the original. Thanks @Red*Star for your permission i assume
ps: little comment about rail depot - at first sight it seems a little dark for me. One would have to test it in the game though to see how it really fits in.
ps2: is it tileable? meaning long depots for eyecandy? seems to be "the" thing nowadays, so...
@lord: looking good as always I like it better than the original. Thanks @Red*Star for your permission i assume
ps: little comment about rail depot - at first sight it seems a little dark for me. One would have to test it in the game though to see how it really fits in.
ps2: is it tileable? meaning long depots for eyecandy? seems to be "the" thing nowadays, so...
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