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Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 05 Dec 2009 13:39
by Zephyris
in the OpenGFX version on some cars, the loading stages are not used properly
What do you mean? Do you mean that there is not gradual loading of the wagons? It would be impossible to add this feature as part of the OpenGFX base graphics set.
in vanilla graphics some wagons do not have monolev equivalents
Again what do you mean? All wagons available for trains are available for monolev, and all monolev graphics have been drawn for OpenGFX.
... deliberately make a grf file which will have graphical bugs ...
The bubble generator bug is nothing to do with this grf file, it is an OpenTTD bug. I have reported it here:
FS#3349.
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 05 Dec 2009 13:46
by molace
As I don't know how to code, I don't know how hard it is, and I didn't mean to rush you.
Check the opengfx1base
I mean the water, fruit, rubber wagons doesn't have monolev equivalents
I can explain a loading stages problem when I'll post the file later today.
With the graphical bugs I have meant the monolev equivalent problem, the bubble generator look awesome.
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 05 Dec 2009 13:54
by Zephyris
I mean the water, fruit, rubber wagons doesn't have monolev equivalents
I had never noticed this! Serves me right for not playing many tropic/arctic games...
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 05 Dec 2009 14:23
by planetmaker
molace wrote:As I don't know how to code, I don't know how hard it is, and I didn't mean to rush you.
It's alright

I just wanted to make sure you don't loose your enthusiasm for drawing on the grounds that "things don't get implemented" - they will! It's just that I'm not that fast

Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 05 Dec 2009 14:33
by frosch
Just to confirm: You cannot statically add loading stages.
I guess the only thing you can "add" compared to the original graphics is: You can provide climate specific graphics for all sprites.
Edit: Oh, and more font glyphs. (e.g. "ยต" for the french OSK)
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 05 Dec 2009 15:09
by molace
Since I had many people confused i'll try to explain it.
Here is the files wich has every wagon (not toyland,not monolev) shortened and reworked a bit.
The stuff I have been complaining about is the following:
-paper wagon: the OpenGFX boxcar might be more realistic, but the vanilla paper wagon uses the steel wagons empty stage as an empty stage. I have redrawn the paper wagon, based on the OpenGFX steel wagon and the OpenGFX paper truck.
-rubber wagon: the OpenGFX boxcar has an empty stage(open slide door) and a full stage (closed side door), this should be avoided as by this, every boxcar should have this stage(i am not againts that, but as you have said that goes into newgrf not grf replacement). So I have redrawn the rubber wagon too, based on the OpenGFX grain wagon and the OpenGFX rubber truck.
edit:-copper wagon: it uses the iron wagons empty sprite as an empty sprite. I have missed this. (fixed now in the updated file)
I'll draw the monolev stages later.(including water, fruit, rubber)
What about my livery override suggestions, will those be in the livery override addon-grf?
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 05 Dec 2009 17:34
by molace
Here are the new monolev wagons(except for toyland) with the revised normal wagons and the revised livery override file.
I had to modify every monolev train a bit because I have changed the position of the golden stripe on the wagons.
Please icldue the modified monolev engines from the livery file, because of the aforementioned reason.
Now you will be able to see the differemces between the OpenFGX sprites and mine.
What do you think of them?
ps.:sorry for double-post
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 05 Dec 2009 18:31
by petert
planetmaker wrote:Next to a few alignment fixes, a few more additions. Note: the bubble generator will always appear in red, there's no random variation possible. A translation company colour to red is hard-coded into OpenTTD's source.
EDIT: overview shot from my test game
I was hoping to see the fizzy drink factory in action.

Do you have any pictures?
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 05 Dec 2009 20:01
by planetmaker
Last missing toyland industries added - and finally every climate can be played without black boxes.
Now we "only" need the missing African manager faces in order to have a complete set of sprites and before we can make the next official release.
And, of course, now the joy of improving existing sprites and bug hunting begins.
EDIT: And thanks to frosch my patch to allow the bubble generator to take on many different random colours (as opposed to red only) is implemented in OpenTTD as of r18409.
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 05 Dec 2009 21:34
by molace
planetmaker wrote:Last missing toyland industries added - and finally every climate can be played without black boxes.
Awesome. Here is my newest fix for the toyland wagons. Fixes for some normal wagons and including the monolev wagons.
So, what have been decided about the missing water,fruit,rubber monolev wagon?
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 05 Dec 2009 23:23
by Red*Star
Hi again,
it's been a long time since I had time to do something for this project... even that I wrote something in this thread, unfortunately. But I always tried to keep me up-to-date, and I always was impressed what for great graphics have been added in the meantime.
Now here is something I currently work on: The rest of the manager faces. It's not said that I really will have time to complete them, but I thought when I not at least start try drawing them, I couldn't at all.
So here is a intermediate stage of my work. The first head and the first two hair styles + a beard are nearly ready now - if you like them, I would think about giving this work a higher priority. (However, I will not give any time guarantees... for that I have too much to do in my daily life

.) If you dislike them, I think I will drop the work, since I have now proven for myself that I *can* draw faces

- but if someone wants to do derivative work based on this head, I think I could be conviced to share my psd file.
So, any comments for this WIP?
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 05 Dec 2009 23:28
by Zephyris
Sorry Red*Star but African manager faces are already under heavy development between me and Ben_Robbins_, I should've said earlier
Anyway male African managers are done, see attached, and we are working on the female ones at the moment...
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 05 Dec 2009 23:49
by Red*Star
Okay, no problem... good to see this project heading the home straight. Since too many cooks spoil the broth I don't think it makes sense to barge in your work

(although it would probably be a lot of fun to draw the remaining faces).
Looks nice, btw.
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 05 Dec 2009 23:50
by Zephyris
And some pixel tweaking of the tropic church... Should fit the pixel art style more now...
*edit*
Okay, no problem... good to see this project heading the home straight.
I just hate to waste your time!
*edit2*
And some fixing of the magic brown recolouring glitch for sprites 1467-1468.
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 06 Dec 2009 00:09
by planetmaker
molace wrote:planetmaker wrote:Last missing toyland industries added - and finally every climate can be played without black boxes.
Awesome. Here is my newest fix for the toyland wagons. Fixes for some normal wagons and including the monolev wagons.
So, what have been decided about the missing water,fruit,rubber monolev wagon?
Your sprites are awesome. I submitted the updated toyland wagons... but now I wonder: which wagons are supposed to be rail, which maglev? Now thinking about it... with yellow was supposed to be maglev?
I just copied the new sprites over the old ones... and as toyland wagons the ones with yellow stripes will be used. Probably wrong, eh? I guess: one file per feature, clearly named is always better. Also sticking to a consistent filename for one thing, maybe with changed trailing version number helps.
Temperate MU wagons and engines: can you possibly re-arange those that it's a long "list" of engines respectively wagons with the 8 views in one line only, such that the 8 views of all of them align nicely? It would be of big help. An even more convenient way would be to have the single MUs (engine plus associated wagon) in this kind of template pcx file:
http://dev.openttdcoop.org/projects/2cc ... format=raw which we use for the 2cctrainset.
The same as for the engines goes basically for the wagons:
http://dev.openttdcoop.org/projects/2cc ... /plain.pcx is a good example how it could look like much more conveniently for coding and
http://dev.openttdcoop.org/projects/2cc ... mplate.pcx is an empty template ready for use.
I know... it's tedious. But someone has to do it

Having the sprites in a convenient form helps tremendously as it avoids adjusting each sprite seperately. If it works for one with the coordinates, it then should work for all with the same.
Concerning the missing monrail & maglev wagons: I'm not yet 100% sure whether the sprites are just identical by chance (or lazyness) or really the same. I suspect lazyness - so chances are IMO good to get them in. The code unfortunately is badly documented so I cannot yet tell and I need sleep before I can do so
Please keep on this track - your art work is really astonishing
EDIT: Just wow to see the progress on the faces

Much work ahead tomorrow it seems

Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 06 Dec 2009 00:13
by Zephyris
And some more recolouring fixes.
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 06 Dec 2009 00:24
by Red*Star
Zephyris wrote:
Okay, no problem... good to see this project heading the home straight.
I just hate to waste your time!
It was not wasted... I have learnt how the faces in (O)TTD are assembled and I have increased my skills in using my PC graphic tablet - both a lot of fun. Okay, a *little* bit sad I am about having a nice sprite here that seems to be superfluous now, but that's not a problem that will disturb my sleep

.
Anyway, gn8 (it's 01:24 AM in Germany now).
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 06 Dec 2009 01:04
by molace
planetmaker wrote:molace wrote:planetmaker wrote:Last missing toyland industries added - and finally every climate can be played without black boxes.
Awesome. Here is my newest fix for the toyland wagons. Fixes for some normal wagons and including the monolev wagons.
So, what have been decided about the missing water,fruit,rubber monolev wagon?
Your sprites are awesome. I submitted the updated toyland wagons... but now I wonder: which wagons are supposed to be rail, which maglev? Now thinking about it... with yellow was supposed to be maglev?
I just copied the new sprites over the old ones... and as toyland wagons the ones with yellow stripes will be used. Probably wrong, eh? I guess: one file per feature, clearly named is always better. Also sticking to a consistent filename for one thing, maybe with changed trailing version number helps.
Temperate MU wagons and engines: can you possibly re-arange those that it's a long "list" of engines respectively wagons with the 8 views in one line only, such that the 8 views of all of them align nicely? It would be of big help. An even more convenient way would be to have the single MUs (engine plus associated wagon) in this kind of template pcx file:
http://dev.openttdcoop.org/projects/2cc ... format=raw which we use for the 2cctrainset.
The same as for the engines goes basically for the wagons:
http://dev.openttdcoop.org/projects/2cc ... /plain.pcx is a good example how it could look like much more conveniently for coding and
http://dev.openttdcoop.org/projects/2cc ... mplate.pcx is an empty template ready for use.
I know... it's tedious. But someone has to do it

Having the sprites in a convenient form helps tremendously as it avoids adjusting each sprite seperately. If it works for one with the coordinates, it then should work for all with the same.
Concerning the missing monrail & maglev wagons: I'm not yet 100% sure whether the sprites are just identical by chance (or lazyness) or really the same. I suspect lazyness - so chances are IMO good to get them in. The code unfortunately is badly documented so I cannot yet tell and I need sleep before I can do so
Please keep on this track - your art work is really astonishing
EDIT: Just wow to see the progress on the faces

Much work ahead tomorrow it seems

Ok, I'll post the sprites soon with the new arrangement
The toyland file:
-the left column (without yellow stripes) are for normal rail
-the right column (with yellow stripes) are monolev
The same goes for the other wagons:
without golden stripe--->normail rail
with golden stripes--->monolev
About the missing water,fruit,rubber monolev. Just check the sprites in the base .grf, they are just not there (neither in vanilla OpenTTD nor in OpenGFX), this bug originates from the vanilla TTD, so it's not openttd's fault. And that's why I'd like to ask the devs to "make room" those sprites in the base OpenTTD files, so OpenGFX could replace them with better ones

Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 06 Dec 2009 10:16
by Zephyris
... and some more recolouring fixes!
*edit* ... and a few more...
Re: [8bpp] Graphics Replacement Project - OpenGFX
Posted: 06 Dec 2009 13:11
by Zephyris
... and some more ...