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Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 27 Nov 2009 14:54
by petert
planetmaker wrote:There are always nightlies of OpenGFX.
I don't know. Will a nightly of OpenGFX replace my stable version?
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 27 Nov 2009 15:16
by planetmaker
It may or may not. If it doesn't delete the stable one manually (or move the tar file elsewhere, if you want to keep it).
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 27 Nov 2009 16:41
by Gremnon
IIRC, if you have a stable and a nightly, it picks the nightly. At least it usually does for me.
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 27 Nov 2009 16:56
by petert
Gremnon wrote:IIRC, if you have a stable and a nightly, it picks the nightly. At least it usually does for me.
Yes, I can can confirm that.
@planetmaker: Have Zephyris' sprites been included into nightlies yet?
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 27 Nov 2009 16:58
by planetmaker
Nightlies are compiled 18:18h CET (=UT+1). As of writing this, you'll have to wait another 30 minutes or so.
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 27 Nov 2009 17:05
by petert
planetmaker wrote:Nightlies are compiled 18:18h CET (=UT+1). As of writing this, you'll have to wait another 30 minutes or so.
That explains why they weren't in yet, thanks planetmaker...

Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 28 Nov 2009 13:29
by molace
Hi
I saw that noone made the toyland train cars yet. I have recoloured some of the temperate ones to reflect toyland.
I still have some left like the fizzy drink, bubbles, plastic, batteries.
I'll do those too, but are the goods pictures done yet(i mean the cola bottles, the plastic spheres, the batteries,(i know the bubbles are done)
If yes, can someone link me to them, so I could do those cars too.
I made these resemling the ttd ones (white roofs), but if people would like them to be a different colour, I'll do it.(my suggestions are darker company colours or noncc red, like on toy trains).
(these aren't final, I'll improve them.)
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 29 Nov 2009 08:09
by planetmaker
Cool!
Concerning the road vehicles I went the easy way (for me at least) and use with permission vehicles from egrvts:

- cola cans and batteries as in egrvts / OpenGFX toyland
- egrvts_cola_battery.png (4.64 KiB) Viewed 2568 times
Find all used road vehicles sprites here and search for "truck" (ticket #124):
http://mz.openttdcoop.org/opengfx/autho ... xt_toyland (I currently forgot the url option to show only some sprites of it)
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 29 Nov 2009 11:24
by molace
I have meant train cars.
I'll use the battery from the battery farm.
I'll use the bubble from the bubble generator.
Are the cola cans and the plastic spheres done for OpenGFX yet?
May I have a suggestion:
There should be headlights for every road vehicle. They look weird without it. Here is my version. I have also changed the bus graphics too.
I'll do the remaining train cars later. Shouldn't the engines look a bit toylandish(not necessarily the red nose)?
Should I draw those too?
And may I redraw some of the toyland trucks?
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 29 Nov 2009 12:31
by planetmaker
molace wrote:I have meant train cars.
I'll use the battery from the battery farm.
I'll use the bubble from the bubble generator.
Are the cola cans and the plastic spheres done for OpenGFX yet?
Ah, sorry, bad wording, I guess. I know that you talked about rail wagons

. I provided the road vehicle sprites in order to give you sprites which have cola cans in them, there are also plastic spheres, so you might be able to grab and re-use the cans and spheres - if you like. The corresponding rail wagons are still missing, so those sprites will be highly appreciated!
molace wrote:I'll do the remaining train cars later. Shouldn't the engines look a bit toylandish(not necessarily the red nose)?
If you feel like re-doing some of the engines as well - go ahead. This set has need for improvement in quite a few places. But the biggest improvement can always be made by providing sprites which are not present at all[1].
molace wrote:There should be headlights for every road vehicle. They look weird without it. Here is my version. I have also changed the bus graphics too.
Hm... I wonder. When I look at the game, the vehicles do have head lights?

- Toyland road vehicles (egrvs)
- Anderburg Transport, 28-11-1982#5.png (47.74 KiB) Viewed 2531 times

- Toyland road vehicles #2 (egrvs)
- Anderburg Transport, 28-11-1982#6.png (59.32 KiB) Viewed 2531 times
molace wrote:And may I redraw some of the toyland trucks?
Of course

Also the toyland road vehicles are something which could use a bit more love. Not because egrvs provides bad sprites (on the contrary IMO), but it wasn't drawn with this purpose. Mind, though, please provide all graphics in either png format (suitable for posting here, shown in browsers) or in pcx (internal format used by grfs). JPG is a very unsuitable format (even though there's jpg which doesn't compress, dunno whether you used it when posting here) as it usually smears out colours and leaves compression artefacts.
[1] A full list of ALL missing sprites is found here:
http://mz.openttdcoop.org/opengfx/autho ... objectives
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 29 Nov 2009 14:36
by planetmaker
There was one earlier try (
here and later posts) at the rail wagons, but it was abandoned. FooBar's recommendation concerning them holds for your wagon sprites, too, I guess:
FooBar wrote:While you're at it I furtermore recommend to make the wagons no longer than the TTD default. The current OpenGFX wagons are longer (30px) and that results in glitches at tunnel entrances/exits. We haven't decided what to do to fix that, but in the worst case we have to shorten all wagons. Because you just started on a few wagons, it might be easier to do that straight away. I.e. making the wagons no longer than 28px in _ view (or 14px in / and \ views).
As glitches should be limited to newgrf

, your sprites would IMHO then need a bit shortening, too (28px height resp. length in | and _ view, 14px width in / and \ view).
Maybe it might be also a good idea to make the loaded wagon sprites a bit more loaded by having the cargo in a pile so that the rear side doesn't show anymore and a bit curved by varying the brightness of the cargo colour across its surface? Dunno how easy or difficult that is... sounds tedious to me

Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 29 Nov 2009 16:51
by molace
Ok. I'll shorten the rail wagons and do the rest in the next days.
About the cargos:
I have mostly repainted the OpenGFX cargos in the same cars, so if the cargo pile isn't big enough, it's probably the same case with the temperate OpenGFX ones.
About the headlights:
I decoded the graphics from the 0.1.1 version. Were them done in a later version? What about my modifications?
And as I saw in the toyland sprites, none has the toylandish look, so it would be pointless to do it.
About some new stuff:
I'd like to do the train liveries fro passenger, mail, goods, valuables, but I can't code them. Could someone do that for me?
(I'll post my suggested livery overrides too in the next days)
As the grfcoder things doesn't work on my win7, I can't check these recolours, but would you do it?
I have changed the golden pillars for the spiral skyscraper and I repainted the tubular bridge with the brown colours from the suspension bridge.
I'd like to know if any of the colour randomness/changes work. And what do you think about them?
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 29 Nov 2009 17:39
by Zephyris
Bubble generator?
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 29 Nov 2009 17:44
by petert
Nice drawings! You could single handedly finish all toyland sprites. (Good luck!)
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 29 Nov 2009 19:43
by planetmaker
molace wrote:Ok. I'll shorten the rail wagons and do the rest in the next days.
I'm looking forward to it
Concerning cargos: yes, maybe the temperate wagons could use more displayed cargo, too.
Concerning headlights: There definitely are meanwhile a number of changes since 0.1.1 (see attachment), but I don't think concerning the toyland road vehicles. It might be a good idea, if you kinda regularily update to the newest
nightly of OpenGFX (I wonder why the latest show as modified versions :-S ). You can also browse the
repository online, including all graphics in their original form. There's no need to de-compile anything. If you feel like compiling the grf yourself, though, you might follow
these instructions on how to set up the necessary tools to build OpenGFX from source. It should all work on windows7, too.
Also: if you are able to de-compile a grf, you should the same way be able to compile the grf...
And as I saw in the toyland sprites, none has the toylandish look, so it would be pointless to do it.
I agree here. Toyland needs a bit more toylandish look in places
I'd like to do the train liveries fro passenger, mail, goods, valuables, but I can't code them. Could someone do that for me?
As the grfcoder things doesn't work on my win7, I can't check these recolours, but would you do it?
I have changed the golden pillars for the spiral skyscraper and I repainted the tubular bridge with the brown colours from the suspension bridge.
I'd like to know if any of the colour randomness/changes work. And what do you think about them?
Livery overrides are not something a base set directly can do. But! there's the extra part which can enable that. I will have to look into that myself much more closely.
I'll try to how it looks ingame concerning both of those recoloured sprites. Thanks for providing them
Zephyris wrote:Bubble generator?
Again: nice!
Seems like I have some coding to do

- thanks both of you.
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 29 Nov 2009 21:15
by planetmaker
Zephyris wrote:Bubble generator?
On a closer look, I'm missing two sprites:
http://mz.openttdcoop.org/opengfx/autho ... objectives
The small bubble and the (moving) piston. It works without them, though (e.g. making them 100% transparent).
EDIT: Here's how looks like ingame:

- Bubble generator
- Anderburg Transport, 14-12-1982.png (66.95 KiB) Viewed 2397 times
Is it my saving and conversion (again) which messed up the company colours for the top of the bubble cylinders?
Also it might be a good idea to maybe shorten the space between the top of the cylinder and the "bubble plane", the gray rim above the cylinder by that one pixel as there happen to be bubbles which drift through the gray rim. The alternative is that I move the bubble generation a bit further up - but then it seems to look like bubbles generated from thin air (no pun intended).
EDIT2: I tested now the mod of the spiral tower. Isn't the blue pillars which hold the tower erect supposed to be in company colour, thus varying colour for different towers?

- differently coloured spiral tower?
- Cottbus Transport, 10-05-2097.png (211.95 KiB) Viewed 2387 times
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 29 Nov 2009 22:48
by molace
The bubble generator looks great.
I don't know about the ingame display of the towers. I have recoloured them with the primary company colours(copies from a vehicle)
It must be the code. But random colour display for it could be done(some other towers have them).
What about the tubular bridge recolour, does that work?
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 29 Nov 2009 23:12
by planetmaker
molace wrote:I don't know about the ingame display of the towers. I have recoloured them with the primary company colours(copies from a vehicle)
Ah, then it might be the colours. Might as well be that not every vehicle here has company colours where it possibly should have them. Best approach is to use the original palette:
http://wiki.ttdpatch.net/tiki-index.php ... ht=palette
Btw, when checking the tower I also noticed another building which also only showed always in blue where it probably also should be CC...
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 29 Nov 2009 23:28
by Zephyris
Is it my saving and conversion (again) which messed up the company colours for the top of the bubble cylinders?
Thats probably my fault. I'm not carefull when converting from the 32bpp render to 8bpp, there is a chance that non-CC blue colours are used; a simple non-contiguous bucket fill should sort it...
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 29 Nov 2009 23:44
by planetmaker
Zephyris wrote:Is it my saving and conversion (again) which messed up the company colours for the top of the bubble cylinders?
Thats probably my fault. I'm not carefull when converting from the 32bpp render to 8bpp, there is a chance that non-CC blue colours are used; a simple non-contiguous bucket fill should sort it...
Hm... okay. I'm still no wizard with gimp but I'll see what I can come up with.
Finally I also found the place in which file and where there to paste the bridge sprites without measuring all coordinates again. Here's they are in their re-coloured way. What do people think?

- completely re-coloured tubular bridges
- Cottbus Transport, 02-04-2097.png (69.74 KiB) Viewed 2370 times