OpenGFX - Graphics Base Set
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- Tycoon
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Re: [8bpp] Graphics Replacement Project - OpenGFX
Not odd, correct. There shouldn't be swell on a river.
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- planetmaker
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Re: [8bpp] Graphics Replacement Project - OpenGFX
Exactly. That's a new river water sprite, courtesy of Lepkka. It will eventually also replace the water on canals and slopes.oberhümer wrote:Not odd, correct. There shouldn't be swell on a river.
Your changed food plant sprites have not been forgotten (that's what the tracker is good for. Actually I just looked at that issue yesterday), but granted, I haven't so far quite understood which issue you tried to fix and I didn't yet produce a visual diff to see what you mean.
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- NekoMaster
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Re: [8bpp] Graphics Replacement Project - OpenGFX
It does look different but it now looks more like shallow water, sincemost rivers arent as deep oceans or lakesalluke wrote:The water in rivers looks odd.


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Re: [8bpp] Graphics Replacement Project - OpenGFX
Small error in the graphics of faces. The hair should go all the way down over the shoulders in this image, but instead the background colors display.
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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
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- planetmaker
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Re: [8bpp] Graphics Replacement Project - OpenGFX
Small teaser and thanks to Red*Star for the graphics of the locks:
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- locks.png (172.91 KiB) Viewed 7307 times
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- NekoMaster
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Re: [8bpp] Graphics Replacement Project - OpenGFX
Too bad you couldnt code the locks to have opening and closing locks\doors at each end and instead have the water raise and fall depending on the direction of the ship.
The code used for making the ships sail up or down hill in the original locks could be kept as the raises or falls the ship would still look like its going through a lock.
The code used for making the ships sail up or down hill in the original locks could be kept as the raises or falls the ship would still look like its going through a lock.


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Re: [8bpp] Graphics Replacement Project - OpenGFX
But what when 2 ships in different directions want to enter the same lock? How should that case be handled?NekoMaster wrote:Too bad you couldnt code the locks to have opening and closing locks\doors at each end and instead have the water raise and fall depending on the direction of the ship.
The code used for making the ships sail up or down hill in the original locks could be kept as the raises or falls the ship would still look like its going through a lock.
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Re: [8bpp] Graphics Replacement Project - OpenGFX
Then the ship should wait for the lock to become available.
But that's really an OpenTTD suggestion, not something that can be done from OpenGFX without changing the game itself.
But that's really an OpenTTD suggestion, not something that can be done from OpenGFX without changing the game itself.
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Re: [8bpp] Graphics Replacement Project - OpenGFX
Um, divide by zero?Transportman wrote:But what when 2 ships in different directions want to enter the same lock? How should that case be handled?NekoMaster wrote:Too bad you couldnt code the locks to have opening and closing locks\doors at each end and instead have the water raise and fall depending on the direction of the ship.
The code used for making the ships sail up or down hill in the original locks could be kept as the raises or falls the ship would still look like its going through a lock.


Nekomasters Projects! (Downloads available on BaNaNaS!) \(>^w^<)/
# NARS ADD-ON SET 2CC | 2cc Rapid Transit For Me! (2ccRTFM) | 2cc Wagons In NML (2ccWIN)
# NML Category System (Organize your GRFS!) <- TT-Forums Exclusive Download!
Re: [8bpp] Graphics Replacement Project - OpenGFX
I've found a number of bugs in the OGFX font sprites - missing pixels, extraneous pixels, TTD-style glyphs, incorrect glyphs displayed, etc. etc. Some of these bugs are illustred here, though it may not be obvious if you don't know what some of the glyphs are supposed to be:
Attached zip contains the font sprite sheets with all the necessary fixes. I've not edited nml before but I believe the following changes are required (though someone should probably check them over):
base-0000-font.pnml:
extra-chars.pnml:
I would also suggest removing the following lines from extra-chars.pnml as these glyphs are already defined in ogxf1_base.grf (and in the case of the capital AE, it's better drawn too):
One other bug I couldn't figure out is the letter Ù (capital U with grave) which appears as a ? in the large font, though it seems to be present in both the png and nml.
Finally, please note that FS#4862 applies to OGFX as well.
Attached zip contains the font sprite sheets with all the necessary fixes. I've not edited nml before but I believe the following changes are required (though someone should probably check them over):
base-0000-font.pnml:
Code: Select all
142 base_graphics( 138, "sprites/png/gui/medfontcond.png") { [ 642, 72, 6, 13, 0, -2] }
...
389 base_graphics( 381, "sprites/png/gui/gui04.png") { [ 306, 3528, 4, 3, 0, 2] }
...
393 base_graphics( 385, "sprites/png/gui/gui04.png") { [ 370, 3528, 3, 5, 0, 1] }
...
425 base_graphics( 417, "sprites/png/gui/gui04.png") { [ 82, 3544, 4, 5, 0, 1] }
...
442 base_graphics( 434, "sprites/png/gui/gui04.png") { [ 354, 3544, 3, 5, 0, 1] }
...
450 base_graphics( 442, "sprites/png/gui/gui04.png") { [ 482, 3544, 4, 4, 0, 2] }
...
456 base_graphics( 448, "sprites/png/gui/gui04.png") { [ 578, 3544, 3, 7, 0, 1] }
...
658 base_graphics( 648, "sprites/png/gui/gui04.png") { [ 562, 3432, 13, 21, 0, -2] }
Code: Select all
390 font_glyph(SMALL, 0x00BD, "") {
391 [ 40, 150, 8, 5, 0, 1, "sprites/png/gui/font_addl.png"]
392 }
...
405 font_glyph(SMALL, 0x00B5, "") {
406 [ 60, 150, 3, 6, 0, 1, "sprites/png/gui/font_addl.png"]
407 }
...
420 font_glyph(SMALL, 0x00AA, "") {
421 [ 80, 150, 3, 3, 0, 1, "sprites/png/gui/font_addl.png"]
422 }
...
1176 font_glyph(LARGE, 0x00DE, "") {
1177 [ 380, 40, 11, 21, 0, -2, "sprites/png/gui/font_addl.png"]
1178 }
...
1182 font_glyph(LARGE, 0x00FE, "") {
1183 [ 400, 40, 9, 21, 0, -2, "sprites/png/gui/font_addl.png"]
1184 }
...
1200 font_glyph(LARGE, 0x00AE, "") {
1201 [ 450, 40, 16, 21, 0, -2, "sprites/png/gui/font_addl.png"]
1202 }
...
1206 font_glyph(LARGE, 0x00B1, "") {
1207 [ 478, 40, 11, 21, 0, -2, "sprites/png/gui/font_addl.png"]
...
1220 font_glyph(LARGE, 0x00F7, "") {
1221 [ 520, 40, 11, 21, 0, -2, "sprites/png/gui/font_addl.png"]
1222 }
Code: Select all
1139 // Latin Capital letter AE (Æ U+00C6)
1140 font_glyph(LARGE, 0x00C6, "") {
1141 [ 300, 40, 19, 21, 0, -2, "sprites/png/gui/font_addl.png"]
1142 }
1143
1144
1145 // Latin Small Letter AE (æ U+00E6)
1146 font_glyph(LARGE, 0x00E6, "") {
1147 [ 280, 40, 13, 21, 0, -2, "sprites/png/gui/font_addl.png"]
1148 }

Finally, please note that FS#4862 applies to OGFX as well.
- Attachments
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- OGFX font fix.zip
- (177.65 KiB) Downloaded 175 times
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- planetmaker
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Re: [8bpp] Graphics Replacement Project - OpenGFX
Great, looks like nice improvements to these characters 
Do you have by chance the modified nml files as well?

Do you have by chance the modified nml files as well?
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Re: [8bpp] Graphics Replacement Project - OpenGFX
Afraid not; like I said I haven't done anything with nml before so I don't really know what I'm doing.
Do I just edit the pnml files in notepad?

My projects: New Town Names | Snow Aware Arctic Buildings | Custom Buildings | Funny Cars | Mini GRFs | Bits & Bobs
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What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
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- planetmaker
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Re: [8bpp] Graphics Replacement Project - OpenGFX
Yes. Those are simple text files, just like NFO files, so the plain text editor of your choice is suitable.PaulC wrote:Afraid not; like I said I haven't done anything with nml before so I don't really know what I'm doing.Do I just edit the pnml files in notepad?
The only "difference" then is to use nmlc instead of grfcodec to compile them.
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Re: [8bpp] Graphics Replacement Project - OpenGFX
Try this:
- Attachments
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- nml fix.zip
- (10.47 KiB) Downloaded 184 times
My projects: New Town Names | Snow Aware Arctic Buildings | Custom Buildings | Funny Cars | Mini GRFs | Bits & Bobs
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
Other stuff: The GRFs That Time Forgot! | Buildings in Glasgow
What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
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What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
- planetmaker
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Re: [8bpp] Graphics Replacement Project - OpenGFX
Wonderful, thank youPaulC wrote:Try this:

Do you want to be credited (besides your nick) with your real name, too? If so, could you please let me know?
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- planetmaker
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Re: [8bpp] Graphics Replacement Project - OpenGFX
Thanks, private message received. The font updates are in r858 (fixed characters) and r860 (Ÿ for mono liberation font).
Code: Select all
Änderung: 858:72eee7e6e038
Nutzer: planetmaker
Datum: Sat Dec 03 18:52:52 2011 +0100
Zusammenfassung: -Fix: Various characters corrected or improved (PaulC)
Änderung: 860:e58ff02bf998
Marke: tip
Nutzer: planetmaker
Datum: Sat Dec 03 18:53:45 2011 +0100
Zusammenfassung: Add: Letter 'Ÿ' (U+0178) for the liberation mono font (PaulC)
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Re: [8bpp] Graphics Replacement Project - OpenGFX
Marvelous, thanks! I'm relying on someone else to figure this one out, though:
PaulC wrote:One other bug I couldn't figure out is the letter Ù (capital U with grave) which appears as a ? in the large font, though it seems to be present in both the png and nml.
My projects: New Town Names | Snow Aware Arctic Buildings | Custom Buildings | Funny Cars | Mini GRFs | Bits & Bobs
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
Other stuff: The GRFs That Time Forgot! | Buildings in Glasgow
What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
Other stuff: The GRFs That Time Forgot! | Buildings in Glasgow
What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
Re: [8bpp] Graphics Replacement Project - OpenGFX
Double post shocker!
I was on a roll after tweaking the font glyphs yesterday so I carried on and did some more. Included are a number of new glyphs for additional language support, assorted currency symbols, some glyphs that are missing in the base set for one or more font sizes, and some more tweaked glyphs from the existing set. No code, I'm hoping someone else might volounteer for that but we'll see.

I was on a roll after tweaking the font glyphs yesterday so I carried on and did some more. Included are a number of new glyphs for additional language support, assorted currency symbols, some glyphs that are missing in the base set for one or more font sizes, and some more tweaked glyphs from the existing set. No code, I'm hoping someone else might volounteer for that but we'll see.
- Attachments
-
- OGFX new glyphs.png (6.43 KiB) Viewed 6944 times
-
- OGFX new glyphs preview.png (5.29 KiB) Viewed 6944 times
My projects: New Town Names | Snow Aware Arctic Buildings | Custom Buildings | Funny Cars | Mini GRFs | Bits & Bobs
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
Other stuff: The GRFs That Time Forgot! | Buildings in Glasgow
What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
Contributions: BK Enhanced Tunnel Set | Fix TTD GRF Bugs | INFRA Foundations | OpenGFX | OpenGFX+ Airports
Other stuff: The GRFs That Time Forgot! | Buildings in Glasgow
What's that in my avatar? It's the Brighton & Rottingdean Seashore Electric Railway - bonkers Victorian engineering!
Re: [8bpp] Graphics Replacement Project - OpenGFX
Hi. I have a problem with the trains in the OpenGFX set. As you can see, all trains I can build right now (except the Kirby Paul Tank) have a company colour problem, in every direction. Also, the Ginzu A4 is slightly misaligned in both vertical directions. I'm using nightly 23578 and OpenGFX 0.3.7.
- Attachments
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- bumrushtheshow.png (71.18 KiB) Viewed 6719 times
Re: [8bpp] Graphics Replacement Project - OpenGFX
That is a problem with the 32bpp graphics rather than OpenGFX (unless I am very out of date!). At the moment many graphics are designed for the company colour colourising algorithm found in the 32bpp extra zoom levels branch rather than the trunk builds... Time to nudge the devs methinks 

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