OpenGFX - Graphics Base Set

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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FooBar
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar »

maartena wrote:It would just be nice to use both graphics (original where opengfx does not yet has a sprite) at the same time, until all sprites are done.
Unfortunately that's impossible without converting OpenGFX to NewGRF (it's in plain GRF format now). While probably none of the OpenGFX developers (including me) is interested in doing that, you're free to do so yourself. OpenGFX is GPL after all.

From a reliable source I can tell that monorail and maglev engines are about to be included rather soon. Same goes (hopefully) for the PBS signals.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Bilbo »

OK ... so I've finished the PBS signals
Top two lines are standard, bottom two lines toyland.

I hope the format/sizes is correct, some signals are wider than standard ones of same orientation. If not, I may try to fix it...

Edit: forgot the graphics have to be multiple of four in size, so I've cut it. I've also converted it to PCX for convenience.
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ogfx_signals_pbs.png (2.56 KiB) Viewed 7956 times
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Wolf01 »

what does change between the toyland and the standard ones?
IMO toyland ones should have the pole painted like a candy cane: http://www.christmas-almanac.com/images/candy-canes.jpg
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Bilbo »

Well, it is not very well visible on the blue background, but the standard one have "steel blue" colour on poles, while the toyland have "purple/violet candy" colour on the poles. I have not tested it in-game (yet), as I don't know how to code it as NewGRF, so maybe if I see it looks horrible in-game, I may repaint it :)
If you need something, do it yourself or it will be never done.

My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility

Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar »

(from comic set topic)
Bilbo wrote:What about the PBS signals I've posted in OpenGFX thread? Are they usable?
Yes, they seem to be quite alright. I'll code 'em as soon as I find time to do so. Then we can have a proper look at them ingame.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by drako1998 »

I've only just discovered OTTD (and TTDP, although I haven't played it) after playing TTDX for many years, and just registered on here as well. I just wanted to say you've done magnificent work on these new sprites, and to keep up the good work!

Looking forward to the monorail and maglev loco's (I use several different trainsets, but there are very few with monorail and maglev engines, which is a shame I think) so I can keep playing post 2000 ;-)

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by maartena »

drako1998 wrote:Looking forward to the monorail and maglev loco's (I use several different trainsets, but there are very few with monorail and maglev engines, which is a shame I think) so I can keep playing post 2000 ;-)
Just a bit more patience, they should be available "rather soon" according to reliable sources. :)
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by 2006TTD »

I know that many people objected Toyland. But I really hope that OpenGFX could make toyland features more toyland-ish. The depots, roads and tracks were the same as those in normal climates, the roads are quite dull, honestly. Also, ground features also looked strange. Rocks and rough land in toyland are the same as others. Everybody will be glad if OpenGFX is a beautiful and representative remake to original graphics. Please don't give up toyland.
Last edited by 2006TTD on 01 May 2009 04:58, edited 2 times in total.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by belugas »

I have to agree.
Toyland is the most fascinating climate.
And, when you look at the industries, you'll find they are the most animated.
And no, it has nothing to do with the fact it's totally unrealistic.
It's just a nice world.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar »

You know, the funny thing about OpenGFX is that everyone is free to contribute. :roll:

Given the current progress of toyland, one can conclude that the current contributors aren't that much into that particular climate. We just need some more people drawing some more toyland stuff! As long as no new graphics are developed for toyland, at least I am trying to recycle as much as possible just to get the 'black rectangles' out as much as possible.

We're trying to get OpenGFX done first and see what can be improved later. :D
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by eraserkry »

are you may include this semapfors in pack of graphics??
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar »

Yes, we already included semaphores about a year ago I think... :P
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Born Acorn »

Both Left and right hand sides?

I'll be happy to give the left hand signals a go if nobody else is going to. The German style semaphores that appear on the right hand driving setting just strike me as weird, with those crazy circles on the end.
belugas wrote:I have to agree.
Toyland is the most fascinating climate.
And, when you look at the industries, you'll find they are the most animated.
And no, it has nothing to do with the fact it's totally unrealistic.
It's just a nice world.
It is a crazy place, but it, and Sub-Tropical/Arctic seem to be the climates that the original team made for TTD as everything else is from TTO, which may account for their detail.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar »

Born Acorn wrote:Both Left and right hand sides?
Currently only the right-hand side ones are included, but the left hand sided ones will be in the next release. We'll be using both versions directly from the OpenTTD base graphics file. Both versions are original artwork by Michael Blunck and released under GPL license, thus can be included without problems.

I can't recall why I didn't include both types directly in the first place... :|

So if you're happy with the original OpenTTD ones (the left hand side ones), you don't have to draw anything :wink:
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Born Acorn »

Most excellent!
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by 2006TTD »

FooBar wrote:You know, the funny thing about OpenGFX is that everyone is free to contribute. ...
We're trying to get OpenGFX done first and see what can be improved later. :D
I'm glad to hear this.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Heffer »

I have a small request: Could you please number the releases consecutively?
The reason: I'm packaging OpenGFX as a RPM Package for Fedora. However "Alpha4.2" is not a version string RPM can easily compare.

But things get even trickier if you release Beta or Final versions with the current versioning scheme: For example "Alpha4.2" would win over "Beta9.1" because the string is longer.
Therefor the current RPM has the Version 0-0.1.Alpha4.2 (which effectively is version "0")

I would suggest you start something like: 1.0-a4.2 for alphas and 1.0-b4.2 for betas and 1.0 for final versions.

That would be really great and avoid confusion due to differing upstream version numbering.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar »

OpenGFX is internally versioned by an integer. You can look that value up in the .obg file. We're currently at version 6. Every new release that number will be incremented by 1. If you like, you can use that number as some sort of revision number.

Apart from that I can adopt OpenTTD's versioning scheme. I don't really want to start with version 1.0 right now, as the first non-alpha and non-beta release will most likely not be a final release.
Would a scheme like the following compare correctly in RPM (in given order)?
- 0.1.0-alpha4
- 0.1.0-alpha4.2
- 0.1.0-beta1
- 0.1.0-beta2
- 0.1.0-beta2.1
- 0.1.0-RC1
- 0.1.0
- 0.2.0-beta1
- etc.

If so, then consider the current release (Alpha 4.2) equal to "0.1.0-alpha4.2". Otherwise please help me figure out something along those lines that would work for you.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by orudge »

Would it be so bad just to call them the likes of:

(unstable)

0.1.0 (equivalent to alpha 4)
0.1.1 (alpha 4.2)
0.1.2 (beta 1)
0.1.3 (beta 2)

(stable)

0.2 (equivalent to 0.1 in your old system)

(unstable)

0.3.x

ie, the Linux kernel-style system?

ie, getting rid of the "alpha" and "beta" bits?
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Rubidium »

From a (simple) user's point of view it's unwise to use Linux' (old) numbering scheme. They would just download whatever is the version with the highest number without knowing that it's a development version of some sort.
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