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.

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StopRightThere
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by StopRightThere »

BA, these sprites are magnificent, keep em coming! :D

Now more, faster. :wink: *cracks whip*
Bye Bye OpenBVE :(
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Ammler
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Ammler »

I commit that newgrf to opengfx soon: :-)
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r727 (md5sum: 0cf199cc688fc9e20d80c7bcf8a8012b)
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Last edited by Ammler on 18 Jul 2009 15:44, edited 3 times in total.
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Born Acorn
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Born Acorn »

Well, I've done some work today and hopefully this makes a nice construction stage.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar »

Awesome work. I'd make those columns in the first construction stage a tad shorter. It looks like they're cropped at the edge of the sprite at the moment...
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Gen.Sniper »

Hi, I have finished remaking of my church sprite so what do you think now?
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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.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar »

Much, MUCH better indeed.

Only one thing that strikes me is that one side of the main roof has these steps where the other one doesn't...

Did you already think about the construction stages and the ground tile? Keep it up!
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Gen.Sniper »

FooBar wrote:Only one thing that strikes me is that one side of the main roof has these steps where the other one doesn't...
steps are there 'cause there are shadow and the other one hasn't 'cause there is light from side

So I have done all sprites of arctic church.
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4464.PNG
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4465.PNG
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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.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Born Acorn »

Round two:

I've re-jigged the first construction stage, taken the above suggestion into consideration, and added some poles lying down.

For added bonus, I added a concrete core, and some steel structural components to the second construction stage. I would have had doubts about the structural integrity of this building otherwise!
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by LordAzamath »

Which is really good imo, is that the noise in both Born Acorn's sprites and Zephyris' sprites seems to be quite the same. Or well.. Nice anyway :) Very good job BA
About Gen.Sniper, it seems to me that your church is over-noisified already.. Or that there is something disturbing. Like in second construction phase you've forgot the inner wall of the little room. And also the floor seems to be kind of a little roof. Maybe you'd need some bigger difference in the floor and wall's ending.. But everything else is great

Keep up the good work
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.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar »

Born Acorn wrote:I've re-jigged the first construction stage, taken the above suggestion into consideration, and added some poles lying down.
Very good. Small changes but quite an improvement. I recall the final stage still needing the side plaza. Once you knock that out (bit of grass, maybe a tree) I think it's ready for coding!
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Born Acorn »

Right. I plopped down some grass and a fence for the side plaza. I also thought there was a snow version of this building, so here's the sprites.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by FooBar »

Sweet :]
There indeed is a snow version as well.

*claims for coding*
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Born Acorn »

Excellent! I'm pondering what to try next; I've decided I'm going to help you guys get this project finished.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by LordAzamath »

Ermm.. I was just thinking.. With all the progress here again. If someone wants something updated on the first post, please ask me :) Or well, you could ask anyone with the rights to edit my post, I won't mind :). But although I'm not very active here, I still could probably do some things, so pm me/ notify a mod (maybe the cym..err.. him)/ ask here if anything is needed to be edited on the first post(s) of this thread.
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.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Ammler »

I made some preview screen for the (last) alpha, foobar will release soon. might be the park needs to be snowy too?
http://www.tt-forums.net/viewtopic.php?p=801886#p801886
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Bilbo »

Well, I think the icons for load/save and for graphs are a bit ugly ... so I have tried to draw new ones:
New icons - load/save and graphs
New icons - load/save and graphs
tb_opengfx.png (1.11 KiB) Viewed 3765 times
So what is the oppinion on them? Do they look better than the current ones and should I replace them in the repository?
If you need something, do it yourself or it will be never done.

My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility

Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Born Acorn »

I like the graphs one, but the save/load icon isn't something I'd think "Oh! That's the save button" when I see it. It doesn't seem very clear as it what it actually is as everything is crammed in there.

How about just an opened hard disk drive in profile?
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Bilbo »

I tried to draw a closed harddrive, but seems it doesn't look like one ...

I tried again, this time drawing an open harddrive. I think it could look better ...

I have also improved the graph a bit, the green line is now more visible
Another try for the harddrive<br />Slight improvement of graph
Another try for the harddrive
Slight improvement of graph
tb_opengfx.png (1.13 KiB) Viewed 3709 times
If you need something, do it yourself or it will be never done.

My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility

Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Ammler »

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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris »

Three points about icons:
Isometric views are reserved for "real" objects; ie. things which appear in-game.
All icons have black outlines around all non-transparent parts of the icon.
All other arrows in icons are the same size, colour and shading, these should match those too.

When drawing the other icons I was very careful to keep these points consistent, it has a big role in making the icons look "professional".
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