Total Graphics Replacement discussion

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

Moderator: Graphics Moderators

Post Reply
User avatar
lucaspiller
Tycoon
Tycoon
Posts: 1228
Joined: 18 Apr 2004 20:27

Post by lucaspiller »

That should probably make it look better, I might also try and add a bit more detail to make it more wrench like (it is quite hard with a 28x28 piccy though).

Can someone with a really big resolution (>1280x1024) tell me what it is like for them?
No longer active here, but you can still reach me via email: luca[at]stackednotion[dot]com
MeusH
Tycoon
Tycoon
Posts: 4349
Joined: 25 Oct 2004 15:39
Location: Mississauga

Post by MeusH »

mdhowe wrote:The style is really good but maybe make the handle of the wrench a bit thinner. Good work!
Agree! Great job on this!

BTW are you incorporate with Altaken?
http://doug.mudpuddle.co.nz/albums/ottd ... rails2.jpg
http://doug.mudpuddle.co.nz/albums/ottdwip/on_off.jpg
Alltaken
Tycoon
Tycoon
Posts: 1285
Joined: 03 Dec 2003 06:24
Location: Christchurch, New Zealand
Contact:

Post by Alltaken »

Hey lucaspiller. the graphcis are of an ok size.

however i think they need to be slightly more defined, OR spaced out further.

the current spacing/definition/colour (whole package) makes them feel rather joint and hard to push (in a hurry) (1600x1200 monitor that is)

also if you look at mozilla firefox with its buttons in the top toolbar, i feel the buttons can be about the same size as them (which they are pretty close to)

colouring is a very important factor too.

i do ergonomics as one of my papers at university, and colours is an important factor in interface design.

red, and orange are warning colours. so should be used in association with buttons that are "dangerous" i.e. dinamite, quit, stop..... fast forward (orange perhaps)


green, as with traffic lights is a safe colour, so "normal speed", "open" "build"... are perhaps green. (normal speed at least)

blue could be used for somthing like pause, it is a fairly neutral colour (not assigned with much traditionally except for cold)

yellow is a safe colour, it comes forwards more than most other colours on your screen.

purple is an attention colour, its neither a warning, safe, or calm colour, it will always pop out heaps and demand attention, although it may be damn annoying.

not to focus on it more than necisary but firefox has it all well defined with colours. back/forwad are green, refresh is blue, stop is red, and home is yellow.


currently your buttons are grey on a blue background. personally from an idea POV i think that colours could make things more ergonomic. so i think you have two options (perhaps more. i dunno)


A) grey logos, on coloured squares. this would define different toolbars well, i.e. the construction button may be yellow, once pressed it might open up a yellow toolbar with the various transport types, which then open a further yellow toolbar with the action logos in it, i.e. tracks, depots.... over an entire screen different settings would be visually distinct.

B) coloured logos on a grey background. all windows, toolbars... are the same grey, or a set of different shades of grey. the logos on it are then coloured to fit with the natural ergonomic principals.

IMO neither option is necisarily supperior to the previous.

visual style of the buttons, 2d or 3d?

A)i rather like the idea of VERY 2D interface/toolbars which would contrast the 3d(isometric) landscape, but with 3d, or shaded tool icons (like now kinda, or like firefox again LOL).

B) a VERY 3D toolbar with 2D icons on it. more like the current design, and more like a button you might fond on your keyboard.

i just don't think that 3d buttons with 3d icons would work very well, nor do i think that 2d buttons with 2d icons would work well.

again i am not judging which is best of the two (i know how i would do it, but my way is never the only way)



to the coders, i would defintaly like a system where i can clip the toolbars into the header of the page or somthing, so i can have constructions options ALL on my screen at once, i.e. build tracks, airports, roads... all at the same time.


Lucaspiller, if you want more feedback or want to show me some pics for crit then i am always glad to do so. i have been involved with crit sessions at my uni for 2 years, so try to be objective and constructive.

Alltaken
MrFrans
Engineer
Engineer
Posts: 59
Joined: 10 Apr 2004 15:06
Location: The Netherlands
Contact:

Post by MrFrans »

I hope this is the right thread for this, all these thread about Graphics replacment have more talk then graphics.
Ok, i have made a start with a new train depot for the current graphics engine. I have only done the 2 front sides so far.
I would like to hear your opinions and praises. ;)
Attachments
New depot
New depot
depot.png (15.56 KiB) Viewed 8531 times
"A script is what you give the actors. A program is what you give the audience."
-Larry Wall
User avatar
Purno
Tycoon
Tycoon
Posts: 16659
Joined: 30 Mar 2004 12:30
Location: Almere, The Netherlands

Post by Purno »

The roof and the windows look really good, IMO. But the walls itself... could use more shading, IMO.
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
Image Image
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
MrFrans
Engineer
Engineer
Posts: 59
Joined: 10 Apr 2004 15:06
Location: The Netherlands
Contact:

Post by MrFrans »

He, thanks purno.
I will make the walls a darker shade of grey, and see how it looks.
"A script is what you give the actors. A program is what you give the audience."
-Larry Wall
MeusH
Tycoon
Tycoon
Posts: 4349
Joined: 25 Oct 2004 15:39
Location: Mississauga

Post by MeusH »

I agree with Purno, the roof and glasses are really good, but the wall is "too clean" I think :)

btw how do you use more colors in OTTD? I haven't tried, but heard there is possible to use only TT palette...
Prof. Frink
Tycoon
Tycoon
Posts: 3849
Joined: 20 Jan 2003 14:51
Location: Broadstone, Dorset
Contact:

Post by Prof. Frink »

AFAIK, the enhanced graphics are not ready yet, so for now the TTD palette will have to do.
User avatar
Korenn
Tycoon
Tycoon
Posts: 1735
Joined: 26 Mar 2004 01:27
Location: Netherlands
Contact:

Post by Korenn »

MrFrans wrote:He, thanks purno.
I will make the walls a darker shade of grey, and see how it looks.
I think purno meant more texture, not shading... as MeusH says, they look too plain at the moment.
User avatar
mdhowe
Route Supervisor
Route Supervisor
Posts: 446
Joined: 09 Jul 2004 07:12
Location: Hobart, Australia

Post by mdhowe »

They look great MrFrans, but I also think that the walls look too bright or something.

Another thing, could you also update the wiki page when doing new graphics so that we can keep track of the work being done and so no-one duplicates work.

http://wiki.openttd.org/index.php/Graphics_Development
"Set fashion, not follow. Spit vitriol, not swallow" - Marilyn Manson
MrFrans
Engineer
Engineer
Posts: 59
Joined: 10 Apr 2004 15:06
Location: The Netherlands
Contact:

Post by MrFrans »

Thank you for your comments,
I will try to make the walls less clean, more textured.

@mdhowe: I've updated the wiki.
"A script is what you give the actors. A program is what you give the audience."
-Larry Wall
User avatar
Sanchimaru
Tycoon
Tycoon
Posts: 1542
Joined: 05 Feb 2004 22:39
Location: Kobe, Japan
Contact:

Post by Sanchimaru »

Korenn wrote:I think purno meant more texture, not shading...
No, actually the shading shall be fixed too: in the \ view the shading is the opposite it should be. It's because you first drew the / view and then mirrored it.
Note that the shading in the roof is correct in both views
But it looks quite nice, go on with it!
MrFrans
Engineer
Engineer
Posts: 59
Joined: 10 Apr 2004 15:06
Location: The Netherlands
Contact:

Post by MrFrans »

Well, have improved the Depot. Tried to make it less clean and more textured.
I also draw the backsides. I tried to make the back look more interresting, and i thought it went quite well. But when i look at it in game, i think it looks to much like a normal House. :?
What do you guys think?
Attachments
Does it look to much like a house?
Does it look to much like a house?
depot2.png (21.28 KiB) Viewed 8314 times
"A script is what you give the actors. A program is what you give the audience."
-Larry Wall
User avatar
ThorRune
Tycoon
Tycoon
Posts: 5762
Joined: 09 Oct 2003 14:00
Location: Nordland, Norway
Contact:

Post by ThorRune »

The windows look kinda wierd.
Alcohol is not the answer, it just makes you forget the question.
Joker
Transport Coordinator
Transport Coordinator
Posts: 259
Joined: 01 Oct 2004 12:16
Location: Earth, Europe, Czech Republic, Prague

Post by Joker »

MrFrans wrote:Well, have improved the Depot. Tried to make it less clean and more textured.
I also draw the backsides. I tried to make the back look more interresting, and i thought it went quite well. But when i look at it in game, i think it looks to much like a normal House. :?
What do you guys think?
Looks nice, but you're right that it looks like a normal house. I think it should be even more dirty, it's too "white" or "clean"... ya know, trains going in and out all the time, smoke, oil, etc.

Maybe try the "plain" back wall, without doors or windows... but dirty.
User avatar
Villem
Tycoon
Tycoon
Posts: 3310
Joined: 28 Aug 2003 09:38

Post by Villem »

While we are on subject of depots, maintenance buildings would be nice..and depot should be lenght of the train its servicing or can be longer..otherwise the servicing should take proportionally longer.
octothorp
Engineer
Engineer
Posts: 12
Joined: 16 Nov 2004 18:29

Post by octothorp »

ThorRune wrote:The windows look kinda wierd.
My two cents on the windows: they look a little too clear and reflective. In an isometric view, if the windows were indeed reflective, they'd show the ground below. These look like they're reflecting the sky. You can get around this by making the windows diffuse the light rather than reflect it. Darken the colours a bit and use a tiny gradient repeated on each window, rather than a single gradient across all of them. Just a suggestion. Anyway, they're looking good overall! Keep it up.
MeusH
Tycoon
Tycoon
Posts: 4349
Joined: 25 Oct 2004 15:39
Location: Mississauga

Post by MeusH »

I really like it!
Now I see more texture on the wall, but as octothorp said, the reflection should be ground, I think.

Good job!
octothorp
Engineer
Engineer
Posts: 12
Joined: 16 Nov 2004 18:29

Post by octothorp »

I posted this in the wrong thread before, so here it is again, my first sketch at doing a lighthouse. I think the tower needs more dithering, and then the top needs animation, and I need to replace the grass to reflect the non-copyrighted version (or should it be transparent without grass?)
Attachments
lighthouse1.gif
lighthouse1.gif (4.11 KiB) Viewed 8174 times
MeusH
Tycoon
Tycoon
Posts: 4349
Joined: 25 Oct 2004 15:39
Location: Mississauga

Post by MeusH »

Only tiles that are not the lighthouse base should be transparent
So, only tile you need to paint with grass\stone should be lighthouse base.
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: Bing [Bot], Semrush [Bot] and 13 guests