Kamnet's Sprite Sandbox

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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blitzkrieg
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Re: Kamnet's Graphics That Really Suck!

Post by blitzkrieg » 07 Aug 2010 07:24

michael blunck wrote:
maquinista wrote:I have made a preview [...]
"Dams" can be directly placed on river slope tiles now:
barrage.png
This is a new feature of TTDPatch r2331:
- Added: Building objects on water now preserves the water bits, and restores the water tile on removal.
BTW, what´s the correct Spanish term for "Hydro-electric power plant"? "Central hidráulica"?

regards
Michael
:bow: :bow: :bow: :bow:
Another stunning graphic!!!

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kamnet
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Heljan Container Terminal

Post by kamnet » 20 Nov 2010 20:01

I'll get back to the dam sometime, not feeling inspired to work on it right now.

Meanwhile, I've been looking at industrial stations and this container terminal created by model railroading company Heljan:

Image

So I'm slowly trying to recreate that. Rudimentary sprites so far:
hjct1.png
hjct1.png (292.61 KiB) Viewed 5480 times
hjct2.png
hjct2.png (22.57 KiB) Viewed 5480 times

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AndersI
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Re: Kamnet's Sprite Sandbox

Post by AndersI » 20 Nov 2010 22:21

It's either twisted, or leaning upwards:
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Ex24.png
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kamnet
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Re: Kamnet's Sprite Sandbox

Post by kamnet » 20 Nov 2010 23:04

Yep, it's twisted. I'm going off a drawing that isn't quite isometric, trying to play it by eye. :D

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SAC
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Re: Kamnet's Sprite Sandbox

Post by SAC » 21 Nov 2010 12:21

...yet looking interesting... :))
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kamnet
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Rock Replacement for Transmitter

Post by kamnet » 01 Jan 2011 12:18

Rock Replacement for Transmitter - Released on 01/01/2011

A simple one-sprite replacement of the TTD/OTTD transmitter with a rock, just in case you play pre-20th century games or just don't like them.

Release thread is here. NFO & PCX files posted below.
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transrock.zip
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screenshot.png
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Last edited by kamnet on 01 Jan 2011 12:30, edited 1 time in total.

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kamnet
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Truck & Bus Lots

Post by kamnet » 01 Jan 2011 12:30

Truck & Bus Lots v. 0.1 - Released on 12/01/2010

Code based on RobC's bus and lorry lots, version 0.1 simply removes all of the walls/fences/etc from around the truck and bus lots so that they can fit together seemlessly as one large lot, based on the OpenGFX colors for roads. Future revisions plan to add matching lots for other popular road replacement NewGRFs as well as alternate designs for the lots.

Release thread is here. NFO & PCX files are posted below.
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sc3.png
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sc2.png
sc2.png (37.74 KiB) Viewed 5273 times
truckbuslot.zip
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maquinista
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Re: Rock Replacement for Transmitter

Post by maquinista » 04 Jan 2011 12:43

kamnet wrote:Rock Replacement for Transmitter - Released on 01/01/2011

A simple one-sprite replacement of the TTD/OTTD transmitter with a rock, just in case you play pre-20th century games or just don't like them.

Release thread is here. NFO & PCX files posted below.
Nice, but It would be better a new object.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]

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kamnet
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Re: Rock Replacement for Transmitter

Post by kamnet » 04 Jan 2011 13:31

maquinista wrote:
kamnet wrote:Rock Replacement for Transmitter - Released on 01/01/2011

A simple one-sprite replacement of the TTD/OTTD transmitter with a rock, just in case you play pre-20th century games or just don't like them.

Release thread is here. NFO & PCX files posted below.
Nice, but It would be better a new object.
We do need some rocks for NewObjects. Right now there is a download for the old TTD Objects, but, ahem, we can't legally distribute them *grin* Maybe I'll work on that sometime.

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wallyweb
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Re: Rock Replacement for Transmitter

Post by wallyweb » 04 Jan 2011 13:35

kamnet wrote:We do need some rocks for NewObjects. Right now there is a download for the old TTD Objects, but, ahem, we can't legally distribute them *grin* Maybe I'll work on that sometime.
This is already a work in progress by me for OpenGFX. 8)

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kamnet
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Cell Tower

Post by kamnet » 08 Jan 2011 10:06

Working on a few sprites for a NewObject.
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kamnet
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Re: Kamnet's Sprite Sandbox

Post by kamnet » 08 Jan 2011 10:46

Hmmm....
kamnet-andy.png
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wallyweb
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Re: Kamnet's Sprite Sandbox

Post by wallyweb » 08 Jan 2011 10:52

wallyweb prefers the white ... better contrast for those low flying pilots to see.
Also, I used the lighter colour on my microwave horn tower because that's what it is in real life. 8)


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Re: Kamnet's Sprite Sandbox

Post by wallyweb » 08 Jan 2011 12:07

andythenorth wrote:What your brain knows the colours to be isn't the same as what the colours actually are :)
I have a brain? OH! WAIT! You mean that gray stuff between my ears that keeps leaking out every time I headbang my keyboard? :roll:

The attachment contains the TTDX 8bpp palettes that I use as references.
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TTDX_palettes.zip
TTDX palettes - Windows(w) and DOD(d)
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kamnet
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Re: Heljan Container Terminal

Post by kamnet » 09 Jan 2011 09:14

Took a few minutes (okay, two hours) to start taking another crack at my container terminal. No attempt at shading or colors or anything, what's put in place is just to help work up the basic shape.
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jhct-shot2.png
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Quast65
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Re: Kamnet's Sprite Sandbox

Post by Quast65 » 17 Oct 2011 16:20

Are you still doing some work on the dams? For example different rotated views?

I would like to build this in my game of The Netherlands:
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deltawerken.jpg
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Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
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kamnet
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Re: Kamnet's Sprite Sandbox

Post by kamnet » 17 Oct 2011 18:34

Quast65 wrote:Are you still doing some work on the dams? For example different rotated views? I would like to build this in my game of The Netherlands:
No I've not had time to work on sprites in a very long time. That's why I put up these graphics here. Anybody is free to either take the sprites and work on them, or use them s inspiration for their own work.

I'm not quite sure how you'd create sprites that would make the one in your example photo unless you essentially created a new bridge for both road and rail. There probably wouldn't be any guarantee that it would work with any other NewGRF road, rail, bridge or city sets except the base TTD/OpenGFX graphics. But, if somebody wants to work on it, be my guest!

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planetmaker
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Re: Kamnet's Sprite Sandbox

Post by planetmaker » 17 Oct 2011 18:56

kamnet wrote:
Quast65 wrote:Are you still doing some work on the dams? For example different rotated views? I would like to build this in my game of The Netherlands:
No I've not had time to work on sprites in a very long time. That's why I put up these graphics here. Anybody is free to either take the sprites and work on them, or use them s inspiration for their own work.

I'm not quite sure how you'd create sprites that would make the one in your example photo unless you essentially created a new bridge for both road and rail. There probably wouldn't be any guarantee that it would work with any other NewGRF road, rail, bridge or city sets except the base TTD/OpenGFX graphics. But, if somebody wants to work on it, be my guest!
One could create a NewObjects Newgrf which allows bridges being built over them. This could mimic a similar thing maybe...

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