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Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 02 Dec 2009 23:35
by planetmaker
I just found out an omission concerning the bridge sprites: Toyland roads are missing and don't adopt colours. Can you please provide those sprites, too? Find #1911-1916 in the attached image.
Interesting side note: obviously we can define completely separate roads and rails sprites for toyland than for the other three climates...
EDIT: Also find attached a screenshot of the toyland rail wagons ingame as implemented in r237. They're really very nice sprites

Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 03 Dec 2009 09:31
by Gremnon
<nitpick>
In between the diagonal tracks on that screen - is that temperate-like grass instead of toyland grass?
</nitpick>
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 03 Dec 2009 09:39
by planetmaker
Good point. The tiles with two diagonal tracks look a bit strange / different indeed. Thanks for bringing it up.
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 03 Dec 2009 13:37
by molace
planetmaker wrote:I just found out an omission concerning the bridge sprites: Toyland roads are missing and don't adopt colours. Can you please provide those sprites, too? Find #1911-1916 in the attached image.
Interesting side note: obviously we can define completely separate roads and rails sprites for toyland than for the other three climates...
EDIT: Also find attached a screenshot of the toyland rail wagons ingame as implemented in r237. They're really very nice sprites

My bad, i changed the sprites in the opengfx1base.pcx only.
But here is the file you sent with the fixed bridge sprites.
I'll post the toyland engines(OpenGFX length) and their livery overrides(shortened wagons) tonight.
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 03 Dec 2009 14:08
by Zephyris
The sugar mine...
Apologies, it is a mix of zipped windows .bmp and .png...
Included are:
* 5 falling sugar images
* 4 growing sugar piles
* 1 empty sieve
* 4 shrinking sugar piles in the sieve
* Supports
* "Background" sugar piles on the ground (lacking the actual ground)
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 03 Dec 2009 14:55
by molace
Zephyris wrote:The sugar mine...
It looks great, may I use the sugar pile for the wagons to make a better looking loaded cargos?
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 03 Dec 2009 15:58
by Zephyris
Of course, these may be of use...
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 03 Dec 2009 16:29
by Zephyris
And the blue ground tile which can be used for industries and the sugar mine ground tile...
These will almost certainly contain lots of the water cycle colours so will need palconverting.
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 03 Dec 2009 17:03
by Vemarkis
I just wonder, why do the locomotives look so "normal". Original toyland had red balls for noses on them etc.
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 03 Dec 2009 17:10
by molace
Vemarkis wrote:I just wonder, why do the locomotives look so "normal". Original toyland had red balls for noses on them etc.
Because they had been copied from other climates to make toyland playable, they are under work(my work, will be done in a few days).If you check nothing has a toylandish lok among the infrastructures, those have to be done too.
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 03 Dec 2009 17:23
by planetmaker
I'd like to call out and ask people for translations of the description of this set:
OpenGFX description wrote:OpenGFX base graphics set for OpenTTD. Freely available under the terms of the GNU General Public License version 2. More information available in the readme at
http://wiki.openttd.org/OpenGFX_Readme.
Please provide the translation of this sentence into your mother tongue. That way I can add it to this set so that the description is displayed also in the language which is selected in the game settings of OpenTTD.
I do have English (obviously) and German translations so far.
EDIT: adopted English text to a bit better wording. Thx for Zuu bringing it up indirectly.
Zephyris wrote:...
From what I've seen in the browser (I haven't yet unziped it), the sugar mine looks nice, Zephyris

.
molace wrote:...
The toyland bridges are now also available as re-coloured versions - thanks molace. I'm also looking forward to the (new) engines. The art work of your rail wagons make me really look forward to it
Btw, I've now indicated in the
source code which house sprites are possibly subject to re-colour (see also this
issue). If you decode ogfx1_base.grf, you can easily look up in the resulting pcx which houses can use that feature. Mind that re-colour is not re-colour, but different types are available. That cannot be changed by me at this point, it's hard-coded in the game's source code.
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 03 Dec 2009 17:39
by Zephyris
Toy factory structure... Just need to make the toy and plastic blob...
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 03 Dec 2009 17:51
by Zephyris
Blob and toy...
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 03 Dec 2009 18:02
by mrMann
I'm sorry, I haven't got a magnifying glass. I'm sure they look good, and are probably the right size, but...

Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 03 Dec 2009 18:25
by molace
Another gresat job Zephyris.
Here is mine:
These are the new toyland engines and their appropiate wagon livery overrides (both in bigger and smaller size)
They are not toylandized yet, i'll do that after i finished with the trains of other climates.
I'm sad about the spiral tower colour problem, if there is a biulding which could be recoloured but doesdrawn that way tell me!
You sure it can't be changed (to me the code is just a bunch of random numbers and letters, I'm not that operator guy from Matrix who could see the meaning of them)
ps.:the rest of the trains as promised will be done before the end of the week
pss.: sorry for my slow speed

i had 5 exams this week and will have another 3 next
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 03 Dec 2009 18:39
by Zuu
planetmaker wrote:I'd like to call out and ask people for translations of the description of this set:
OpenGFX description wrote:OpenGFX base graphics replacement set for OpenTTD. Freely available under the terms of the GNU General Public License version 2. More information available in the readme at
http://wiki.openttd.org/OpenGFX_Readme.
Please provide the translation of this sentence into your mother tongue. That way I can add it to this set so that the description is displayed also in the language which is selected in the game settings of OpenTTD.
I do have English (obviously) and German translations so far.
Not sure if you want it here or somewhere else, but I didn't find an open issue for this on the project website so I guess it is okay to post it here.
In Swedish:
OpenGFX basgrafikersättningspaket för OpenTTD. Fritt tillgängligt enligt villkoren för GNU General Public License version 2 licensen. Mer information är tillgänglig i readme-dokumentet på
http://wiki.openttd.org/OpenGFX_Readme.
However, I'm curious how you did it for German. Did you combine all the four words "base graphics replacement set" into one word or did you omit some parts in it? I see that in the Swedish OpenTTD translation they call "base set" as "graphics set" and thus omitting the "base" part in it. I see though that it is more common that the "set" word is omitted in translations to not get way too long combined words.
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 03 Dec 2009 19:07
by Zephyris
Toy shop...
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 03 Dec 2009 19:26
by planetmaker
molace wrote:
ps.:the rest of the trains as promised will be done before the end of the week
pss.: sorry for my slow speed

i had 5 exams this week and will have another 3 next
Very nice again

Did you test whether long engines are also a problem? Would be interesting to know? My guess is, that the same thing happens - but, of course, only once for the engine, not ever so often for every wagon.... - thus less important. (And IMO engines may be longer than some wagons)
Concerning speed: you two keep me well busy! But don't be afraid: you can work w/o me - I cannot work without any graphics. So this way round is quite nice

Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 03 Dec 2009 19:47
by Zephyris
Did you test whether long engines are also a problem?
I guarantee that is causes the same glitch, thoug I really don't think its a problem - plus extra long train engines look better!
I also was cheeky enough to redraw the fizzy drincs factory...
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 03 Dec 2009 19:59
by Rubidium
Zephyris wrote:I also was cheeky enough to redraw the fizzy drincs factory...
Nice, although the can looks kinda empty. Fizzy penGFOX?