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

Post by Roujin »

Yexo wrote:
Roujin wrote:If not, what else could be going wrong here..?
Something went wrong while running nforenum.
Thanks.
I found a link to a compiled nforenum r2100 - trying that one now... failed.
Found out it requires some stuff I don't have installed.
Found a binary of r2114 by planetmaker, which does not have these dependencies. Running... failed with same error.
Found a binary of r2284 on the openttd web site... failed with same error.

Uhm.. maybe the problem is something else than using a too-old version of nforenum? :?


edit: @planetmaker: alright, alright. I'm sorry :oops:

edit2: Installed grfcodec r2294 and nforenum r2284, still same error... :(
* @Belugas wonders what is worst... a mom or a wife...
<Lakie> Well, they do the same thing but the code is different.

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

Post by planetmaker »

Hm. Strange. Do you also have gcc installed and in the path? Can you in that case please post the entire log? I don't see quite where or why it fails as it works for me.

make 2>&1 > makeogfx.log
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Roujin »

planetmaker wrote:Hm. Strange. Do you also have gcc installed and in the path?

Code: Select all

$ gcc -dumpversion
3.4.5
Can you in that case please post the entire log? I don't see quite where or why it fails as it works for me.

make 2>&1 > makeogfx.log
Here's the output. It's not much more though. I found an option at the bottom of Makefile.config for more verbose output, but that did not add much more, either..

Code: Select all

[Version check]
Change detected.
echo "[Generating] ogfx1_base.grf"
[Generating] ogfx1_base.grf
grfcodec -e -p 2 ogfx1_base.grf
NFO file missing header lines and version info
* @Belugas wonders what is worst... a mom or a wife...
<Lakie> Well, they do the same thing but the code is different.

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

Post by planetmaker »

did you run "make clean" somewhen? If not give it a try. And run make again.

It looks like it finds an existing sprites/ogfx1_base.nfo and then does not re-generate it as it would be required...

I'm honestly surprised that that is ALL output from the Makefile. The verbose feature is not really that much more descriptive than without, so don't worry about that.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Roujin »

That helped. Now it started and actually (seemingly successfully) ran through a bunch of files. However it then ended with the following error:

Code: Select all

make[1]: *** [sprites/ogfxc_arctic.nfo] Error 5
make: *** No rule to make target `Makefile.dep', needed by `all'.  Stop.
The output (streamed to a logfile with the command you gave before):

Code: Select all

echo "[Depend]"
[Depend]
rm -rf Makefile.dep
for i in sprites/ogfx1_base.pnfo sprites/ogfxc_arctic.pnfo sprites/ogfxh_tropical.pnfo 
...  sprites/ogfxi_logos.pnfo sprites/ogfxt_toyland.pnfo sprites/ogfxe_extra.pnfo;
... do grep "sprites/pcx" $i | sed -e "s|^.*[ 	]\(sprites/pcx/[^ 	]*\).*|$i: \1|"
... | sed "s/pnfo/grf/" | sed "s|sprites/||" | sort | uniq >> Makefile.dep; done
make opengfx.obg
make[1]: Entering directory `/d/repos/mercurial/opengfx/font_tweak'
echo "[Checking] sprites/ogfx1_base.nfo"
[Checking] sprites/ogfx1_base.nfo
gcc -C -E - < sprites/ogfx1_base.pnfo > sprites/ogfx1_base.nfo
echo "[nforenum] sprites/ogfx1_base.nfo"
[nforenum] sprites/ogfx1_base.nfo
renum  sprites/ogfx1_base.nfo
NFORenum v3.4.6 r2284 - Copyright 2004-2009 Dale McCoy.
Processing file "sprites/ogfx1_base.nfo".
Processing complete.
echo "[Generating] ogfx1_base.grf"
[Generating] ogfx1_base.grf
grfcodec -e -p 2 ogfx1_base.grf

Done!
echo

echo "[Checking] sprites/ogfxc_arctic.nfo"
[Checking] sprites/ogfxc_arctic.nfo
gcc -C -E - < sprites/ogfxc_arctic.pnfo > sprites/ogfxc_arctic.nfo
make[1]: Leaving directory `/d/repos/mercurial/opengfx/font_tweak'
[Version check]

edit: split up layout breaking line into multiple lines
* @Belugas wonders what is worst... a mom or a wife...
<Lakie> Well, they do the same thing but the code is different.

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

Post by planetmaker »

Hm... seems my dependency checks don't work in all cases.

For a quick hack, you can remove automatic dependency generation by means of the attached diff. Thanks for your patience and persistance.
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breakdep.diff
hack to disable dep generation
(11.93 KiB) Downloaded 88 times
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Roujin »

Hm.. now (with the patch applied) it goes 'til tropical....

Code: Select all

[Checking] sprites/ogfxh_tropical.nfo
make: *** [sprites/ogfxh_tropical.nfo] Error 5
I ran "make clean" first, then applied the patch, then built.
* @Belugas wonders what is worst... a mom or a wife...
<Lakie> Well, they do the same thing but the code is different.

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

Post by planetmaker »

Is there any particular place within the sprites/ogfxh_tropical.nfo which shows an error (wrong sprite,... search for 'error' within)?
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Roujin »

ogfxh_tropical.nfo was not yet generated. There were only the base and arctic .nfo files.

In addition to that (what confuses me even more), the error varied a lot - different times I tried it, one time the error happened in base, other times in arctic, other times in tropical.
Now I've tried building without my changes. First, the same error (5) happened, in base. I decided to run make a second time right afterwards, and it seems to have worked.

Trying with my changes now...
* @Belugas wonders what is worst... a mom or a wife...
<Lakie> Well, they do the same thing but the code is different.

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Roujin »

Okay, I had to run make four times or so in a row (each time getting this error 5 at some other file :?), but I finally managed to build it.

Here are two screenshots for direct comparison. Open them in two tabs and switch between them to see the exact differences..
Please note that I didn't change any code, i.e. for letters that got changed in their width. This affects e.g. the (small font) 'r' which has one pixel too much space afterwards, and the 't' which is missing one column of pixels on its right side (I changed it from 2 px to 3 px width).
Attachments
current opengfx fonts
current opengfx fonts
my proposed changes
my proposed changes
* @Belugas wonders what is worst... a mom or a wife...
<Lakie> Well, they do the same thing but the code is different.

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

Post by planetmaker »

Thanks Roujin for going through this and also providing a good comparison screenshot here. It's a lot of work, but I really appreciate it and cannot be valued high enough, it makes comparison and judgement easy :-)

Concerning the fonts: I think it is especially a good improvement with the small font face, making it more clear, especially p,b, and so on and the numbers. Also most touched letters in the large font improved, especially e and c improved.

Some minor points though:
Within the small font:
"t" changed the side of the horizontal dash. That makes it now indistinguishable with the 1, I'd keep the old version.

With the large font:
the "a" is quite bold on the rhs of the letter; I'd make it as thin as the other letters, some kind of compromize between old and new.
I like the old "r" better with less curvature.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris »

Make sure your x-heights are consistent, the b jumps out as shorter than all the others...
Why is the a that wierd shape?
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TTFontDemo.png
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Roujin »

Thanks for your comments, that's exactly why I made the comparison screens - to get others' opinions :)
planetmaker wrote:Concerning the fonts: I think it is especially a good improvement with the small font face, making it more clear, especially p,b, and so on and the numbers. Also most touched letters in the large font improved, especially e and c improved.
thanks :)
Some minor points though:
Within the small font:
"t" changed the side of the horizontal dash. That makes it now indistinguishable with the 1, I'd keep the old version.
Actually, I widened the sprite to three pixels so the t has a pixel on each side - however I did not change the code accordingly, as I mentioned. Thus the right pixel is not shown ingame.
Would be glad if someone of you would do this (which sprites got widened or shortened is easily seen from the difference images I posted..)
With the large font:
the "a" is quite bold on the rhs of the letter; I'd make it as thin as the other letters, some kind of compromize between old and new.
Yes, you're right. It stands out too much like this.. I shall retouch this again.
I like the old "r" better with less curvature.
Noted. Will try to make it more like before again :)
Zephyris wrote:Make sure your x-heights are consistent, the b jumps out as shorter than all the others...
I found myself here at a tradeoff between readability and consistency. I understand that these lines usually have to be on the same height for all the letters in a font, however I found that the 'b' and 'd' letter are a bit hard to read in the original font, which I believe is due to the only 1 px tall "top end" of the letter, compared to a 4 px "base".
So I purposely broke the consistency rule at these letters. Please have another look, also taking readability in account. If you still think it's better like it was before, then so be it :)
I'd like to hear others' opinions about that matter, too..
Why is the a that wierd shape?
Well, I found that it improves overall readability. On a low-level view, it might be strange to put the pixel there, but in normal-zoom and in conjunction with other letters, I have the feeling that my version gives the impression of an a more than the current version.
The current version somehow resembles an inverted big 'D', or something.

Here too, I'd like to hear more opinions.

Please don't understand me wrong here Zephyris - I do not disregard your opinions, I'd just like to hear more of 'em - especially for the small font where there's only a tiny space for alternations. :) And in the end you guys can decide which of my changes to commit anyway. ;)

--
So, I'd like to forward Zeph's questions to everyone else..
a) The 'b' and 'd' in my version were made smaller (and thus inconsistent), for the sake of readability. Do you notice this? Is it disturbing? Or do you think it's better than the old version?
b) Which 'a' letter do you think is better, the old or new one?
(.. both regarding small fonts)
* @Belugas wonders what is worst... a mom or a wife...
<Lakie> Well, they do the same thing but the code is different.

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

Post by planetmaker »

Roujin wrote: Actually, I widened the sprite to three pixels so the t has a pixel on each side - however I did not change the code accordingly, as I mentioned. Thus the right pixel is not shown ingame.
Ah, I see...

If you want already see yourself: the tiny font is in lines 238-460 and the large font lines 464-688 of sprites/ogfx1_base.pnfo. The real sprites have the format
-1 path/to/pcx x0 y0 ZZ height widths xoffset yoffset
with x0/y0 being the upper left corner of the sprite.
Roujin wrote: [Small font]
I found myself here at a tradeoff between readability and consistency. I understand that these lines usually have to be on the same height for all the letters in a font, however I found that the 'b' and 'd' letter are a bit hard to read in the original font, which I believe is due to the only 1 px tall "top end" of the letter, compared to a 4 px "base".
So I purposely broke the consistency rule at these letters. Please have another look, also taking readability in account. If you still think it's better like it was before, then so be it :)
I'd like to hear others' opinions about that matter, too..
Indeed, even if it might be a bit inconsistant there, especially b,d,P,D are not much better distinguishable.

EDIT: attached a quick diff for the source, changing the sizes. I haven't tested it actually whether I missed something or not.
Attachments
fix_letterwidths.diff
diff to fix the size of the changed letters
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by DanMacK »

Question...

Have the Toyland locomotives been drawn yet?
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by DJ Nekkid »

they all have afaik :)
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris »

Depends what you mean by "drawn", they all have a sprite, but it is just a copy of the normal climate version. The same is true of many of the toyland graphics, including all vehicles, airports, and bridges.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by DanMacK »

I see that.

So may I present the Ploddyphut Choo Choo and a Preview for the others.

All are modifications of my NARS sprites and are released under the GPL
Attachments
OpenGFX Ploddyphut ChooChoo
OpenGFX Ploddyphut ChooChoo
PloddyphutChooChoo.png (3.03 KiB) Viewed 1897 times
ToyLocos-1.png
ToyLocos-1.png (9.72 KiB) Viewed 1897 times
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by mrMann »

I'm confused, wouldn't the Powernaut Choo Choo and Mightymover Choo Choo sprites be better the other way around? Or are those original sprites actually from the NARS? :lol:
Hmm, what should I put here...
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by DanMacK »

Well, the Powernaut Choo Choo is the Wills 2-8-0 sprite essentally, so I used my replacement Wills ;) The Mightymover is basically my Gresley A4 from Temperate with the nose of a PRR T1 Duplex. (Hey, it's Toyland...)
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