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Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 16 Dec 2008 10:26
by Timitry
Really nice to see the Graphics Replacement Project continues, and with this speed, one could possibly dream about another christmas present
About the shopping mall: The entrances look kinda too small for me, maybe you could raise the whole building a bit?
And, since noone gave a comment about "This is my name"s signals: The signals facing the player have some disturbing white near the lights, and the pale they are on looks a bit too artificial. However, i think it is a good start! Note that we already have light signals, although i'm not saying that those couldn't be done better.
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 16 Dec 2008 10:58
by Raumkraut
Timitry wrote:Note that we already have light signals, although i'm not saying that those couldn't be done better.
I meant to reply about this earlier, but got distracted. >_>
T.I.M.N's lights do look more characterful than mine, but only seeing them individually I have two concerns:
1. They could look a little too large sat next to the railtracks - it would look odd if they dwarfed the trains themselves!

(I suspect I'm wrong here though - I could be underestimating the size of the trains)
2. They could be too bright and noisy. That is; signals are
everywhere - every three tiles of track by default - and these signals could draw too much attention to themselves, making them distracting and adding visual "noise" to the scene. IMO something so commonplace should be fairly nondescript and subtle.
Also, I think the down-left versions are a bit too much down and not enough left.
Oh, and don't forget that we also need presignal versions, and also toyland equivalents (traditionally with brighter poles) of each!

Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 16 Dec 2008 11:17
by Timitry
Are the currently used signals from you?
I do like the current ones, i just think that they could be improved a bit. E.g., you can't see the color of the signal on the | facing north at all, which is sometimes needed.
And most of the signals are a bit too small to be seen properly... You often have to look very closely to see them!
But still, i do like them

Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 16 Dec 2008 15:53
by DJ Nekkid
well, if u ask me are the current opengfx signals too small and bring to little "noise" to the game. The new ones posted in the last page might be bit 2 big, but why not try to make a grf and see how it is.
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 16 Dec 2008 20:11
by buttercup

- signals.png (17.28 KiB) Viewed 4645 times
I prefer the originals (sorry This is my name).
On the subject of redrawing things:

- lighter.png (8.83 KiB) Viewed 4641 times
The rails always seemed a little too dark to me. The dirt/ballast/whatever is just masked off from the tile used for junctions as that was lighter than the others (sprite 1022 in trg1r).
What do people think?
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 16 Dec 2008 21:19
by Zuu
I think it is really hard to se the read/green status of the right ones which I gues are by "This is my name". The left ones are better as you can see if the lights are red or green without having to put a lot of effort into it.
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 16 Dec 2008 21:22
by XeryusTC
The lights by thisismyname are better to see behind catenary though, this always bugged me about the original signals and the 8bpp replacement signals. I like my signals a bit thicker.
The rails could use lighter balast indeed, it looks better although it needs proper redrawing and not just increasing brightness in photoshop

Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 17 Dec 2008 11:47
by This is my name
Since I'm too lazy to repair my signals, could someone do it for me?
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 18 Dec 2008 20:28
by Zephyris
And the wagons adapted for maglev/monorail... It's done in a similar style to the originals just modifying the train wagons to not have wheels and have a yellow stripe.
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 18 Dec 2008 22:46
by FooBar
Simple yet effective. Very good work, Zeph!
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 19 Dec 2008 12:45
by buttercup
I have done the MonoLev wagons. While I was doing them I noticed that the water, fruit and rubber wagons didn't have their own sprites (they use the normal rail sprites), so I made a grf for them with Actions 0, 1 and 2 (monolevwagonsxtn.grf).
Also, here are the five most recent buildings:
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 20 Dec 2008 18:32
by LoWang
I have this problem after installing OpenGFX. Does it collied with some of those NewGRFs I have with it?

- OpenGFX problem.jpg (218.02 KiB) Viewed 1116 times
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 20 Dec 2008 18:37
by Pingaware
I have this problem after installing OpenGFX. Does it collied with some of those NewGRFs I have with it?
No, you haven't got any conflicts. The black boxes just show where there are no replacement graphics yet.
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 20 Dec 2008 18:43
by LoWang
Are you kidding?

So does it mean I should play the game with those black boxes? I have used some OpenGFX graphics before so why it cannot use the original graphics where there is no new one yet now

Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 20 Dec 2008 18:47
by CommanderZ
LoWang wrote:Are you kidding?

So does it mean I should play the game with those black boxes? I have used some OpenGFX graphics before so why it cannot use the original graphics where there is no new one yet now

OpenGFX free and can be used on its own, so you can play OTTD without having the original data files. This wouldn't be possible while using some of the original data.
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 20 Dec 2008 19:00
by LoWang
omg people could you be any less helpfull?

I know what is the purpose of this project and I have read it on the OpenGFX website, but could you please just simply tell me how to play OpenTTD with OpenGFX graphics (at least some of it) + original data files so I don't have black boxes in every town because of some mising buildings as it was always possible before? Don't tell me it does not work that way now... Thanks.
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 20 Dec 2008 19:12
by FooBar
LoWang wrote:but could you please just simply tell me how to play OpenTTD with OpenGFX graphics (at least some of it) + original data files so I don't have black boxes in every town because of some mising buildings as it was always possible before?
Simple. You can't. At least not with the latest version currently available. If you don't want to play with black boxes, you should revert to all those partial replacement grfs (still available in this topic/at the wiki), but that doesn't get you all of OpenGFX and half of those partial replacement grfs don't work in the latest nightlys.
But I've learnt from a reliable source (i.e. me) that Santa has something in store which reduces the amount of black boxes, just be patient

Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 20 Dec 2008 19:31
by LoWang
thanks I will look for it.
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 21 Dec 2008 03:01
by Connum
I have still not seen any colored/textured versions of the office blocks I created long time ago...

Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 24 Dec 2008 09:03
by LordAzamath
Wiki wrote:
original map generator do not generate maps with land (due to black templates)| Confirmed |filling the sprites with noise might work |
Will be looked into if problem persists in final release of OpenGFX, until then use TerraGenisis instead
Is it known which sprite is used there for the map generating? I tried to look into sprites.h, but didn't find anything "land generate map" related there which could help