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Re: [8bpp] Graphics Replacement Project - Revived

Posted: 14 Dec 2007 19:40
by Zephyris
Fonts

If I cant get the 32bpp ---> 8bpp conversion working correctly I might give you some sprites to convert for me.
I might as well have a go at the farmland too seeing as I'm in a terrain kind of mood...

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 14 Dec 2007 21:13
by Zephyris
32bpp terrain graphics, zip of 32bpp pngs which need converting to 8bpp.

Included:
Temperate bare earth
Temperate grass growing 1
Temperate grass growing 2
Temperate bare earth
Temperate rough ground
Temperate rocks
Sub-Arctic bare earth
Sub-Arctic grass growing 1
Sub-Arctic grass growing 2
Sub-Arctic bare earth
Sub-Arctic rough ground
Sub-Arctic rocks
Sub-Tropical bare earth
Sub-Tropical grass growing 1
Sub-Tropical grass growing 2
Sub-Tropical bare earth
Sub-Tropical rough ground
Sub-Tropical rocks
Sub-Tropical desert
Sub-Tropical desert transition

Not included:
Sub-Arctic snow
Sub-Arctic snow transition 1
Sub-Arctic snow transition 2
Sub-Arctic snow transition 3
Farmland 1
Farmland 2
Farmland 3
Farmland 4
Farmland 5
Farmland 6
Farmland 7
Farmland 8
Farmland 9

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 14 Dec 2007 21:15
by richk67
Airport buildings & infrastructure - for which skidd13 is developing a full set already. Much is already done, but some tweaks will probably be needed. Hopefully by the time your project is complete, all airports will load from newgrf anyway.

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 14 Dec 2007 22:05
by Acerbus
About using old 32bpp graphics and converting them to 8bpp: are you sure that it will look good as a whole in the end? To my eye, the 32bpp project had a very different style to old TTD, the graphics and colors seemed somehow smoother. Then again, if everything is like that, maybe it'll look good, just don't make some graphics in one style and others in another, otherwise it'll look like some industries in ECS.
Zephyris wrote:32bpp terrain graphics...
These, however, look bloody awesome :o

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 14 Dec 2007 23:07
by GeekToo
LordAzamath : To complete the list: The O.T.T.D. letters in the opening screen, I don't know under which category they should be listed.
Good luck with this project.

Zephyris:nice work, I think your temperate tiles even match with the tiles Ben has created from the merge from my grass with his.

I think that's important: to keep the 8bpp and 32bpp graphics in the same style.

I voted for 32bpp converting to 8bpp:
-To keep both kind of graphics going, it's easier to convert 32 bpp to 8bpp than the other way around
- In case the extra zoom level will return, it's easier to implement them as most 32bpp graphics already are modelled for that zoom level.

Apart from that, the vote is not really or/or but and/and: use the 8bpp graphs if available, and do new developments in 32 bpp and convert to 8bpp.

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 14 Dec 2007 23:45
by athanasios
Zephyris: Awesome terrain!
Please keep the orange tiles for Mars and make something more yellowish, less saturated for tropic desert. Unless you play Dune II. Oups, I prefer Dune 2000! :lol:

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 15 Dec 2007 00:16
by Zephyris
I was trying to keep the shading as close as possible to the original graphics. The orange colour is particularly coming through because the 32bpp ---> 8bpp conversion is adding some "magic" flashing red in the dither. A better conversion would be less orange...

*edit* and final contribution of the night, snow and old style (bad) snow transition for sub-arctic.

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 15 Dec 2007 12:19
by Zephyris
Smooth snow transition for new arctic terrain.

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 15 Dec 2007 13:25
by Korenn
Zephyris wrote:I was trying to keep the shading as close as possible to the original graphics. The orange colour is particularly coming through because the 32bpp ---> 8bpp conversion is adding some "magic" flashing red in the dither. A better conversion would be less orange...
I think this would be the right place to advertise a tool I wrote to replace action colors 3 years ago:
http://www.tt-forums.net/viewtopic.php?f=26&t=7519
It requires .pcx files, but most good graphics programs should be able to covert to and from pcx.

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 15 Dec 2007 13:55
by Zephyris
Sorry for spamming, but 8bpp version of all ground sprites so far...

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 15 Dec 2007 19:45
by Ben_Robbins_
Not spamming at all, really nice work. One thing I noticed, which my eye is on after a recent conversion in the blend thread, is the shading of sloped sprites for your desert tiles (which I really like). The North/North-west faces seem the darkest, but East/North-East the brightest. I think the darkest and lightest sides should be opposite. The grid lines are quite heavy also, how have you done these? I can't seem to export them, but I have PS actions to generate them which is easily tweakable. Really nice in general though, keep it up.

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 15 Dec 2007 22:36
by Zephyris
The borders are a 90/255 opacity 1px wide black layer. The transparency can be easily adjusted... Its just a pain to be working with so many sprites :S

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 16 Dec 2007 02:25
by Zephyris
Roads? These still use the dark border tiles as a base, again easily changed.

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 16 Dec 2007 03:24
by athanasios
Please soften the borders.

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 16 Dec 2007 10:50
by LordAzamath
I'm away for one day and what do I see? Zephyris, you're god! I'll start working on them immedeatly!

Korenn, I'm going to try that program :)
GeekToo, The letters which are in openttdw.grf and trgir.grf? I guess they go for GUI :)
Zephyris, I'll now work on that zip you gave. Maybe put others into zips too? Anyway great big thatnks :bow:
Lord..

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 16 Dec 2007 12:26
by Zephyris
Zip of all terrain tiles, including snow and farmland, though the latter could use some work.
Fainter borders than before, 45/255 1px black border.
32bpp, needs conversion to 8bpp.

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 16 Dec 2007 12:57
by Nite Owl
Great work Zephyris. It is good to see this entire project come back to life in order to eliminate the potential for copyright problems with the original graphics. Much thanks to lordazamath for taking the leadership role on this.

The only question/suggestion I have for these wonderful terrain graphics (you did not think you would get away with just congratulations did you?) would be in the area of the tile borders. Would it not be better to do away with them entirely? It is just my opinion but I think the terrain would look much better without any borders surrounding each tile. It might be more difficult to count tiles without the borders but we now have measuring tools for that. Perhaps a patch option to enable or disable them? Admittedly it would be much more work to have both options available. Still from an aesthetic point of view (again in my opinion) having no tile borders would look much nicer.

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 16 Dec 2007 13:02
by Zephyris
I agree that it would look better without borders, but I am specifically working to emulate the existing graphics so it continues to fit with existing newgrfs. I plan to (eventually) release a newgrf of this terrain without borders...

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 16 Dec 2007 13:04
by Gonozal_VIII
I also think that it looks better without borders. Maybe another set of sprites that containy only the borders (like the white ones that already exist) that you can enable/disable and that overlay everything?

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 16 Dec 2007 14:33
by Roujin
Maybe someone could write a patch sometime that draws grid lines over the tiles manually, instead of having the grid lines in the sprites. And then it would become an option to enable/disable the grid, much like in RCT. (if i recall correctly)

But that's all dreaming for the future ;) right now i agree with you to maintain the grid lines on your sprites, Zephyris. And they do look awesome, nice work! :)