OpenGFX - Graphics Base Set

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

User avatar
DeletedUser5
Transport Coordinator
Transport Coordinator
Posts: 277
Joined: 07 Oct 2007 15:10

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by DeletedUser5 »

buttercup wrote:Added toyland fences
Great, thanks.
buttercup wrote:Toyland depots (unless I've missed them somewhere)
Yes, you've missed them. And they're here for some time right now.
But great work. Now I can see what I did and how it looks.
User avatar
Gremnon
Tycoon
Tycoon
Posts: 1517
Joined: 16 Sep 2005 12:23
Skype: the_gremnon
Location: /home
Contact:

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Gremnon »

Screenshot of this as soon as I can get one.
With the new GUI 0.4 - or the OpenGFX pack - the colored spots in the NewGRF window are always blue, not green, grey, yellow or red.
Edit: Image attached. All of the GRFs are active, the bottom four are static ones.
Attachments
newgrf.png
newgrf.png (71.71 KiB) Viewed 1726 times
User avatar
FooBar
Tycoon
Tycoon
Posts: 6553
Joined: 21 May 2007 11:47
Location: The Netherlands
Contact:

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar »

Gremnon wrote:the colored spots in the NewGRF window are always blue, not green, grey, yellow or red.
Confirmed. Those sprites need to be recoloured to company colours.
Raumkraut
Engineer
Engineer
Posts: 37
Joined: 14 Feb 2008 13:14

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Raumkraut »

What ho, folks.
As I'm sure many of you are aware, TTD's original large UFO and it's corresponding interceptor were based on ships from the first X-COM game (something between a medium scout and harvester, and the skyranger, respectively). With this in mind, I thought it would be appropriate for OpenGFX's such sprites to be based on designs from a similar FLOSS game. :)

Thus, for your judgement, I submit these sprites of mine as replacements for the large UFO and its interceptor, based on UFO:AI's UFO Carrier and Dropship:
ufo-dropship.png
ufo-dropship.png (1.53 KiB) Viewed 8274 times
There are two red dots on each of the camera-facing sides of the UFO, which are alternating red-cycle colours. Flashy-flashy. :)

My main concern about these sprites at the moment is that they may turn out to be too noisy/messy to fit in with the TTD/OpenGFX style.
I'm also not sure if the dropship will appear well-defined enough, to people not familiar with what it's supposed to be, to recognise it as a dropship...

(and the forums won't let me attach my .xcf :( )
Attachments
ufo-dropship.pcx
(2.13 KiB) Downloaded 159 times
User avatar
Lordmwa
President
President
Posts: 899
Joined: 20 May 2006 19:30
Location: West Sussex, England

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Lordmwa »

Looks good.

Concerning your concern with the style (:D).. I think that these should not be too much in the style as they are supposed to be different in some way by being disasters

Lordmwa
The TT forums trivia tournament! Come along and join in the fun
http://www.funtrivia.com/private/main.cfm?tid=90722
User avatar
athanasios
Tycoon
Tycoon
Posts: 3138
Joined: 23 Jun 2005 00:09
Contact:

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by athanasios »

I don't think that so bright green will blend nicely. Can you try with a darker tone?
http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.


I prefer to be contacted through PMs. Thanks.
Raumkraut
Engineer
Engineer
Posts: 37
Joined: 14 Feb 2008 13:14

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Raumkraut »

athanasios wrote:I don't think that so bright green will blend nicely. Can you try with a darker tone?
Better yet, I can try with *two* darker tones! :)
There's also a variant where all four engines are grey, rather than just the back two. Perhaps breaks up the green a little more.
Attachments
ufo-dropship.png
ufo-dropship.png (1.53 KiB) Viewed 7340 times
ufo-dropship_dark.png
ufo-dropship_dark.png (1.52 KiB) Viewed 7390 times
ufo-dropship_dark_grey-engines.png
ufo-dropship_dark_grey-engines.png (1.53 KiB) Viewed 7361 times
zaratustra
Engineer
Engineer
Posts: 8
Joined: 08 Oct 2008 08:14

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by zaratustra »

So I got an error message with this.
http://zarawesome.googlepages.com/ttdjesus.png

Edit by jonty-comp: Converted massive image to link, partly to stop table breaking and partly to enjoy humorous filename.
User avatar
FooBar
Tycoon
Tycoon
Posts: 6553
Joined: 21 May 2007 11:47
Location: The Netherlands
Contact:

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar »

Known bug and will not be fixed. Use this instead: http://www.tt-forums.net/viewtopic.php?p=727224#p727224

I really should add some notice somewhere about this...
zaratustra
Engineer
Engineer
Posts: 8
Joined: 08 Oct 2008 08:14

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by zaratustra »

How about in the wiki page where you so helpfully linked that file?
LordAzamath
Tycoon
Tycoon
Posts: 1656
Joined: 08 Jun 2007 08:00

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by LordAzamath »

Btw Zaratrustra, not all the GRFs in your screenie are supposed to work together ;)
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
zaratustra
Engineer
Engineer
Posts: 8
Joined: 08 Oct 2008 08:14

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by zaratustra »

Yeah, I'm not quite sure which ones -do- work together and the documentation doesn't help.
User avatar
DJ Nekkid
Tycoon
Tycoon
Posts: 2141
Joined: 30 Nov 2006 20:33

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by DJ Nekkid »

in general i'd say:

* as many station GRF's as you want
* One city-set
* One bridge set
* one set per "misc" (i.e. signals, new catenary or similar)

* As many Shipsets you want [1]
* As many Trainsets you want [1]
* As many Planesets you want [1]
* As many RVsets you want [1]

[1] Grapical it's ok, but prices and/or running costs may be "way off"
Member of the
ImageImage
User avatar
FooBar
Tycoon
Tycoon
Posts: 6553
Joined: 21 May 2007 11:47
Location: The Netherlands
Contact:

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar »

zaratustra wrote:How about in the wiki page where you so helpfully linked that file?
True. I helpfully edited that yesterday :wink:
User avatar
2006TTD
Route Supervisor
Route Supervisor
Posts: 428
Joined: 05 Mar 2006 02:46
Location: Hong Kong

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by 2006TTD »

A suggestion: How about removing the gridlines of the terrain?
Face the fearful with no fear, and its fearfulness disappears.
LordAzamath
Tycoon
Tycoon
Posts: 1656
Joined: 08 Jun 2007 08:00

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by LordAzamath »

This has been discussed and the conclusion was no.. Although Zephyris might release a gridless terrain set too.
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
User avatar
Zephyris
Tycoon
Tycoon
Posts: 2897
Joined: 16 May 2007 16:59

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris »

I can easily and will produce a gridless terrain set but its not a priority. Tbh it doesnt look that good, we need terrain tile randomisation first...
Gen.Sniper
Engineer
Engineer
Posts: 40
Joined: 16 Mar 2008 09:49
Location: Silesia, Czech Republic
Contact:

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Gen.Sniper »

Hi, You guys are doing lots of work here. But.... but... I have one question..... where I will found full pack of GRP grfs? I know there are here but I have a little bit mess in such many versions....
In September 1993 near Bombay, lightning hit a train full of women. And fifty of them in the confusion them jump on tracks, where a train in the opposite direction ran over them.

A little bit of stupit death.
Roujin
Tycoon
Tycoon
Posts: 1884
Joined: 08 Apr 2007 04:07

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Roujin »

The wiki gave me a link to this post: http://www.tt-forums.net/viewtopic.php?p=727224#p727224
It's not a pack of newGrfs but a base graphics replacement set, so make sure you follow the instructions in the post.
* @Belugas wonders what is worst... a mom or a wife...
<Lakie> Well, they do the same thing but the code is different.

______________
My patches
check my wiki page (sticky button) for a complete list

ImageImage
ImageImageImageImageImageImageImage
User avatar
FooBar
Tycoon
Tycoon
Posts: 6553
Joined: 21 May 2007 11:47
Location: The Netherlands
Contact:

Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar »

Hear ye, hear ye!

I just published what I like to call "sprite overview": http://spreadsheets.google.com/ccc?key= ... zrZOPFgfWw

This here overview lists everything what's and what's not included in the latest 'build' of OpenGFX.
It also includes a 'who's done what' part listing the graphical artist and coder for each group of sprites. Because I think it's a good idea to have a list of this type included with the final release of OpenGFX, it's important for everyone who has contributed (especially coders!) to check this list real quickly and help me fill the gaps.
If you like to change anything, then either PM me the changes to be made, or PM me your email address so that I can add you as a co-author of the document enabling you to make the changes yourself (you might need a Google Account for this).

Things listed in yellow still need to be drawn/added.
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: No registered users and 13 guests