32bpp GRVTS and eGRVTS [updated 05/07/2011, now a 32bpp GRF]

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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Zephyris
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Re: 32bpp GRVTS and eGRVTS

Post by Zephyris »

Not much time for modelling tonight sadly... Just a nice modern cab:

*edit* and for personal reference a great collection of old lorry designs can be found on the Scania Wikipedia page.
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Zephyris
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Re: 32bpp GRVTS and eGRVTS

Post by Zephyris »

Concentrating on just GRVTS (for now at least, GRVTS alone is 1976 sprites!) I have been working on the cab variants, there are 8 to design:
very old normal
old normal
modern normal
future normal
very future normal
modern express
future express
very future express

These are the very old normal, old normal, modern normal and future normal cabs, the ones used for the "heavy industry" trucks; flatbed, hopper and tanker, and the long and short variants of the tanker trailer.
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ArmEagle
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Re: 32bpp GRVTS and eGRVTS

Post by ArmEagle »

Zephyris wrote:Concentrating on just GRVTS (for now at least, GRVTS alone is 1976 sprites!) I have been working on the cab variants, there are 8 to design:
very old normal
old normal
modern normal
future normal
very future normal
modern express
future express
very future express

These are the very old normal, old normal, modern normal and future normal cabs, the ones used for the "heavy industry" trucks; flatbed, hopper and tanker, and the long and short variants of the tanker trailer.
Really great work.

I was just thinking though and I'm kinda missing some huge exhaust pipes (on some of the types, prolly the middle two mostly).
But it could very well make the models too ... (full/crowded/can't find the right word in this context).
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Re: 32bpp GRVTS and eGRVTS

Post by peter2 »

wow great job look farward to see in the game :P
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Zephyris
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Re: 32bpp GRVTS and eGRVTS

Post by Zephyris »

The first ever fully functioning, fully alligned, fully 2CC, fully awesome screenshot :)
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maquinista
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Re: 32bpp GRVTS and eGRVTS

Post by maquinista »

It looks awesome!
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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Re: 32bpp GRVTS and eGRVTS

Post by CommanderZ »

Btw, why are there no terrain gridlines to the right (NE) and top (NW) of the roads?
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Re: 32bpp GRVTS and eGRVTS

Post by 32Bpp-Pack »

probably because he use the part of the 'no line' set.

Zephyris, they all look amazing! i would love to use this semi trailer :P
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Re: 32bpp GRVTS and eGRVTS

Post by ArmEagle »

Looks great. Btw, how do those long trucks work with depots. Or can they only 'enter' those along-the-road (if there are such things, like the bus stops) depots?

I actually haven't played the game for a while. And never really used trucks that much. But I'm quite tempted to start a trucks-only map when this comes out.

Edit: I wrote depots, but I meant the stops, not the garages :)
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Re: 32bpp GRVTS and eGRVTS

Post by CommanderZ »

Or can they only 'enter' those along-the-road
Correct.
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Zephyris
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Re: 32bpp GRVTS and eGRVTS

Post by Zephyris »

maquinista wrote:It looks awesome!
Thanks :D
CommanderZ wrote:Btw, why are there no terrain gridlines to the right (NE) and top (NW) of the roads?
It is the line-free road set and the grass on the top edges of the tiles cover up the lines on the terrain tiles...
ArmEagle wrote:...how do those long trucks work with [stations]...
Exactly, articulated vehicles (for GRVTS this is the road vehicles with an extra trailer, for eGRVTS this is extra trailer, semi-trailer and horse-drawn vehicles) can only use drive-thru road stops, you simply can't give them orders to dead-end roadstops.
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Re: 32bpp GRVTS and eGRVTS

Post by ArmEagle »

Btw, though this isn't your fault since it has been done like this before;
I've seen vehicle sprites before and it seems to me that they're a bit too close to the center of the road. At least in your screenshot the ones driving towards the top-left. The ones driving to the top-right seem a bit close to the center too.
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Zephyris
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Re: 32bpp GRVTS and eGRVTS

Post by Zephyris »

The offsets will be finalised once I have made all the GRVTS sprites... The key thing will be getting a consistent set of offsets with the trams properly aligned over the tram tracks...
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Re: 32bpp GRVTS and eGRVTS

Post by colossal404 »

Hello!
I very like this set in 8bpp, but in 32bpp it's looks awsome! :shock: I can't wait to see how the buses will looks.
But I want to ask 2 things:
1. There will be a third box/crate on the back when it's full loaded?
pic1.PNG
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2. The trailer doesn't need a third front axle?
pic2.PNG
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The truck trailers usually have it like this.
But it's my opinion, this set will be very nice in any ways.
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Zephyris
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Re: 32bpp GRVTS and eGRVTS

Post by Zephyris »

colossal404 wrote:1. There will be a third box/crate on the back when it's full loaded?
Yes, these are all demo sprites of a (hypothetical) 2/3 loaded truck, the set uses a 1/3 and a 3/3 pair of graphics.
colossal404 wrote:2. The trailer doesn't need a third front axle?
Because of the way it is coded (the same sprite for semi-trailer and trailer) this set will lack the third axel...

And a WIP bus...
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Re: 32bpp GRVTS and eGRVTS

Post by Zephyris »

How different should I make the express/normal variants of a truck? I think a simple "re-accessorise" and streamlining captures the era ('90s) feel and keeps some design consistency while still looking quite different...

*edit* The tricky thing here is that the "express" trucks from this set are essentially entirely fictional, they are purely there to add some gameplay interest so there is not really any real life lorrys to base them on...
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colossal404
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Re: 32bpp GRVTS and eGRVTS

Post by colossal404 »

Zephyris wrote:Because of the way it is coded (the same sprite for semi-trailer and trailer) this set will lack the third axel...
Ooh, it's okay now.
The bus looks good, but all of them will have the door on the left side? I don't know where are You living, but as I see You use the road vehicles righ-handed. (I don't know how can I say that perfectly)
Zephyris wrote: How different should I make the express/normal variants of a truck? I think a simple "re-accessorise" and streamlining captures the era ('90s) feel and keeps some design consistency while still looking quite different...
I think this way is looks good, but I think the express van can be shorter and/or flatter, and can have only 2 axles, because it can't hold as much cargo as a normal truck, and the third axis only increases the adhesion. But I think it's a lot of work, so the current version is good enough if You don't want to work a lot for these minor things.
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Zephyris
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Re: 32bpp GRVTS and eGRVTS

Post by Zephyris »

colossal404 wrote:The bus looks good, but all of them will have the door on the left side? I don't know where are You living, but as I see You use the road vehicles righ-handed. (I don't know how can I say that perfectly)
Again because of the way the set is coded I have to choose either a door on both sides or a door on neither side... I'm thinking a door on both sides would look best...
colossal404 wrote:I think this way is looks good, but I think the express van can be shorter and/or flatter, and can have only 2 axles...
I can't believe I didn't think of doing this! Sounds like a good plan...
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Zutty
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Re: 32bpp GRVTS and eGRVTS

Post by Zutty »

Image WOW! Very excited to play with this set!
PathZilla - A networking AI - Now with tram support.
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Re: 32bpp GRVTS and eGRVTS

Post by ArmEagle »

Zephyris wrote:
colossal404 wrote:The bus looks good, but all of them will have the door on the left side? I don't know where are You living, but as I see You use the road vehicles righ-handed. (I don't know how can I say that perfectly)
Again because of the way the set is coded I have to choose either a door on both sides or a door on neither side... I'm thinking a door on both sides would look best...
Someone has made a bus set before. He made both a left-hand and a right-hand drive set. I think you had to include either manually, using some GRF. It isn't really hard on the rendering, since you can probably just mirror the sprites (though you'd have to map between some IDs). It's not very user friendly right now I guess. But it surely adds realism.

Sorry that I'm too lazy to point you to those sets.
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