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

Post by planetmaker »

molace wrote:Well here they are.
They look nice indeed! :-). I'll have a go and will report back whether there are colour problems or not.

EDIT:
planetmaker wrote: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 :-P, your sprites would IMHO then need a bit shortening, too (28px height resp. length in | and _ view, 14px width in / and \ view).
Actually: they are still 33 pixels long... :-(
ps.: about the palette, could you please post one here, or give me a link?
In http://www.tt-forums.net/viewtopic.php?p=836095#p836095 planetmaker wrote:
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
EDIT2: I attached a pcx where the wagons are nicely evenly spaced distributed. Using a regular and recurrent pattern makes coding them WAY easier. I'd be thrilled if you could use this :-)
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toyland_wagons.pcx
Nicely aligned sprites
(26.76 KiB) Downloaded 106 times
petert
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by petert »

I don't think it looks ugly, but I agree it could be redone.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by molace »

planetmaker wrote:[
They look nice indeed! :-). I'll have a go and will report back whether there are colour problems or not.
Great, inform me please.
planetmaker wrote: Actually: they are still 33 pixels long... :-(
I didn't shorten them, I think that would make them look too weird(in every climate). Ans as most of them are based of temperate ones, after those got reworked, I'll do these.
planetmaker wrote: EDIT2: I attached a pcx where the wagons are nicely evenly spaced distributed. Using a regular and recurrent pattern makes coding them WAY easier. I'd be thrilled if you could use this :-)
OK, I'll use the new file from now.

What about the bronze/silver/gold colored spiral tower. Does that work?
Thank you for the link to the palette.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by planetmaker »

molace wrote:I didn't shorten them, I think that would make them look too weird(in every climate). Ans as most of them are based of temperate ones, after those got reworked, I'll do these.
:-( So you want deliberately provide sprites which will glitch on the reasons "other things are also bad"? Note the white pixels at the tile boundery between the tunnel entrance and the next tile where there's already tunnel. That's part of the passenger wagon roof - just because it is too long.
too long passenger wagons
too long passenger wagons
glitch.png (6.3 KiB) Viewed 1925 times
What about the bronze/silver/gold colored spiral tower. Does that work?
The bronze replacement unfortunately doesn't seem to work for houses... all of them got bronze pillars, none silver or golden ones.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by molace »

planetmaker wrote: :-( So you want deliberately provide sprites which will glitch on the reasons "other things are also bad"? Note the white pixels at the tile boundery between the tunnel entrance and the next tile where there's already tunnel. That's part of the passenger wagon roof - just because it is too long.
Ok. Since you ask sooo :roll: nicely I'll rework them, but to make them look good, it will take me more time. I'll make them the same size as TTD ones.
So I'll post those in the next days, along with some livery overrides for all climates....

You know what?
I'll rework every train car for every climate in the proper size, add livery overrides (still can't code) and post it here during this week!! 8)
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planetmaker
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by planetmaker »

molace wrote:
planetmaker wrote: :-( So you want deliberately provide sprites which will glitch on the reasons "other things are also bad"? Note the white pixels at the tile boundery between the tunnel entrance and the next tile where there's already tunnel. That's part of the passenger wagon roof - just because it is too long.
Ok. Since you ask sooo :roll: nicely I'll rework them, but to make them look good, it will take me more time. I'll make them the same size as TTD ones.
So I'll post those in the next days, along with some livery overrides for all climates....

You know what?
I'll rework every train car for every climate in the proper size, add livery overrides (still can't code) and post it here during this week!! 8)
:-) I'm really looking forward!

Concerning the houses: I just learnt from frosch that not every house has ability to be re-coloured. I haven't yet looked at the house IDs in detail, but the preliminary conclusion I can draw is that the pillar house does not support re-colouring.
I'll keep the re-coloured sprite though attached to the houses re-colour issue. Meanwhile I'll come up with a list of houses which principally support a re-colour (and the type of it, there's the company colour type, the bridge type and the church type) and then one can see what can be done about these things.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zuu »

molace wrote:I'd like the bubble cargo on the wagon to look like in TTD, not like the OpenGFX truck, so i done a version for it.
I hope that doesn't mean you have used any TTD sprites, since that would not be okay with the copyright rules. Also looking to closely on the original may also be against the copyright rules.


Otherwise I like your work with the wagons.
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planetmaker
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by planetmaker »

Zuu wrote:
molace wrote:I'd like the bubble cargo on the wagon to look like in TTD, not like the OpenGFX truck, so i done a version for it.
I hope that doesn't mean you have used any TTD sprites, since that would not be okay with the copyright rules. Also looking to closely on the original may also be against the copyright rules.
It looks different enough, I think. I think it's just the idea of how the wagon works (how bubbles are transported) which has been re-used. (Yes, upon reading that sentence I immediately checked ;-) )
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by molace »

planetmaker wrote:
Zuu wrote:
molace wrote:I'd like the bubble cargo on the wagon to look like in TTD, not like the OpenGFX truck, so i done a version for it.
I hope that doesn't mean you have used any TTD sprites, since that would not be okay with the copyright rules. Also looking to closely on the original may also be against the copyright rules.
It looks different enough, I think. I think it's just the idea of how the wagon works (how bubbles are transported) which has been re-used. (Yes, upon reading that sentence I immediately checked ;-) )
Yes, actually that one kept me the longest because i had to draw it from nothing, while the others are mostly copypasting and recolour.
Should I redraw the bubble truck witht his or it's good as it is?
I used barrels for transporting plastics like in the trucks, instead of spheres, is that ok?
Are the red/yellow/green stripes I added to differentiate between the empty fizzy/battery/plastic wagon ok, or should i just paint the wagon floor a different colour, or just leave it without any colormarks, and players have to check in the train window?
Am I asking to many questions?
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris »

Should I redraw the bubble truck witht his or it's good as it is?
Looks great and you havn't borken any of the (overly strict) copyright rules, so its good as is.
I used barrels for transporting plastics like in the trucks, instead of spheres, is that ok?
Thats fine! (the only reason I was confused is because I had forgotten there was plastic in toyland...)
Are the red/yellow/green stripes I added to differentiate between the empty fizzy/battery/plastic wagon ok, or should i just paint the wagon floor a different colour, or just leave it without any colormarks, and players have to check in the train window?
The base graphics set should be easy to use so as much differentiation as possible would be good - I would say repaint the floor with a slightly different shade of brown to further emphasise they are different.
Am I asking to many questions?
Of course not!
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by molace »

Zephyris wrote: Looks great and you havn't borken any of the (overly strict) copyright rules, so its good as is.
OK
Thats fine! (the only reason I was confused is because I had forgotten there was plastic in toyland...)
OK
The base graphics set should be easy to use so as much differentiation as possible would be good - I would say repaint the floor with a slightly different shade of brown to further emphasise they are different.
OK I'll do that.
Of course not!
Great
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zuu »

planetmaker wrote:It looks different enough, I think. I think it's just the idea of how the wagon works (how bubbles are transported) which has been re-used. (Yes, upon reading that sentence I immediately checked ;-) )
Okay, sounds like a false alert then. Good to know.
molace wrote:Are the red/yellow/green stripes I added to differentiate between the empty fizzy/battery/plastic wagon ok, or should i just paint the wagon floor a different colour, or just leave it without any colormarks, and players have to check in the train window?
I really like the idea of the colour stripes. Thank you for your effort into making the different wagons distinguishable even when they are not loaded with cargo.
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planetmaker
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by planetmaker »

Zuu wrote:
molace wrote:Are the red/yellow/green stripes I added to differentiate between the empty fizzy/battery/plastic wagon ok, or should i just paint the wagon floor a different colour, or just leave it without any colormarks, and players have to check in the train window?
I really like the idea of the colour stripes. Thank you for your effort into making the different wagons distinguishable even when they are not loaded with cargo.
Yes indeed. That's an awesome feature :-) Good job on that in particular!
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by molace »

Here are the new toyland wagons. Now I recoloured the floors of the fladbeds to reflect their cargo(easier to differentiate than stripes) and I made a shortened version(every wagon has the same sizes as the passenger wagon of the original TTD).

I'll post the toyland engines later this day.

Question: Should I resize the engines too, or are they fine as they are now?
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toylandcars.png
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by petert »

Nice graphics molace, yet again!
molace wrote:I made a shortened version(every wagon has the same sizes as the passenger wagon of the original TTD).
Why do they need to be the same sizes as the original TTD wagons?
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by planetmaker »

I can only agree - they look very nice indeed! :-) Let's get them into this set...
petert wrote:Why do they need to be the same sizes as the original TTD wagons?
I explained in image a few postings back. Clipping problems, thus graphics glitches, if they're bigger.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Rubidium »

petert wrote:Why do they need to be the same sizes as the original TTD wagons?
The answer is to be found in this thread; for the sake of the others... please search before asking a question that is already answered on this [insert words that Stephen Fry would utter on TV but I won't repeat here] page.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by petert »

planetmaker wrote:I explained in image a few postings back. Clipping problems, thus graphics glitches, if they're bigger.
I see, thanks. The bug looks very annoying indeed.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by molace »

I'm glad, it's well received.

Should I rework the engines too (those are also longer than in TTD)?

I'll post the reworks of the other climates wagons soon, and if needed the reworked engines too(with livery overrides)!
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by planetmaker »

molace wrote:Should I rework the engines too (those are also longer than in TTD)?
I don't know by heart whether engine length is an issue, too, I didn't test it. Make a small test game, cheat yourself enough money and check it out :-) by having them drive through tunnels in both, / and \ directions and see whether that glitch is visible.

Having a re-work of the other climate wagons definitely won't hurt, they also suffer from this problem - nice that you want to take on that task, too. :-)
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