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

Post by molace »

Hi,

I owe you an apology. I haven't checked the files of OpenGFX so I have missed a few sprites for the wagons.

Hereby I'll post another :) post of my wagons. All of them have empty and full stages (except passenger,oil,water)
And most of them are climate specific to add more variety. So I'll use the potential of the extra grf in this case.

Should I do this climate specific things for the engines too?
I have noticed that the "turner Turbo" and some other are already have been done.


edit:Here are the wagon sprites for temperate,arctic,tropical
Some sprites are left blank(0,0,255), that means for that sprites it's temperate equivalent is used. I'll post toyland and the new organized (per request livery overrides later)
Attachments
temperatenormal.pcx
(81.42 KiB) Downloaded 121 times
articnormal.pcx
(73.89 KiB) Downloaded 86 times
tropicnormal.pcx
(83.22 KiB) Downloaded 124 times
Last edited by molace on 07 Dec 2009 20:33, edited 1 time in total.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by bokkie »

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 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.
Dutch: OpenGFX basisgraphicsset voor OpenTTD. Vrij verkrijgbaar onder de voorwaarden van de GNU General Public License versie 2. Meer informatie is beschikbaar in de documentatie op http://wiki.openttd.org/OpenGFX_Readme.

('Basisgraphicsset' as a word is already used in OpenTTD so I adopted that.)

Other than that, it's nice to see that OpenGFX seems to have regained momentum! :)
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planetmaker
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by planetmaker »

bokkie wrote:Dutch: OpenGFX basisgraphicsset voor OpenTTD. Vrij verkrijgbaar onder de voorwaarden van de GNU General Public License versie 2. Meer informatie is beschikbaar in de documentatie op http://wiki.openttd.org/OpenGFX_Readme.
Thanks. Added in r262.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by molace »

Here are the monolev counterparts of my previously posted wagon sprites:
So, should I redo some engines to look different in arctic and tropical?
Why I feel like I'm excommunicated?
Should I redo something else?
The truck still don't have headlights!(r261) Why?


ps.:
Hungarian Translation:
OpenGFX grafikus alapcsomag az OpenTTD-hez. Ingyenesen hozzáféhető a GNU General Public License (Általános Nyilvános Licenc) 2. veziójában foglalt feltételekkel. További információ elérhető a http://wiki.openttd.org/OpenGFX_Readme webhelyen.
Attachments
temperatemonolev.pcx
(85.24 KiB) Downloaded 125 times
articmonolev.pcx
(65.16 KiB) Downloaded 111 times
tropicmonolev.pcx
(74.83 KiB) Downloaded 132 times
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Zuu
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zuu »

I think you have done a tremendously good job with the wagons. If you feel like continuing to work on the engines I would welcome you to do so.

I like the yellow stripes on the monolev wagons to give them an exclusive feeling. Your work to make the wagons fit better with the climates is really nice I must stay.
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planetmaker
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by planetmaker »

molace wrote:Here are the monolev counterparts of my previously posted wagon sprites:
So, should I redo some engines to look different in arctic and tropical?
Why I feel like I'm excommunicated?
Should I redo something else?
The truck still don't have headlights!(r261) Why?
The monorail and maglev wagons should now be in r264. It would be nice, if someone could also check that I got all of them correct. Especially the loaded versions of the tropical and artic only cargos. Mind that I chose *one* version only so far, thus yet no climate dependence, but just the basic replacement. Climate dependence will have to wait for newgrf implementation another time.

Having more distinct engines would certainly be nice :-). I don't know by hand which designs are really shared and which just look the same currently (or whether that's the case at all). At least some of them are unique for their climate, probably even all.

Why you feel excommunicated - no idea. Probably your impression is that your work is not going into this set fast enough. I don't complain and don't want to boost about it, but it also takes time to get things into the set properly.

This set was probably started by de-compiling the original graphics and replacing every sprite by a black box. Similarily the code looked and mostly still looks like: Quite unstructured with a few comments what things are found roughly where. Even with your now nicely orderd and aligned graphics - it really, really helps me to concentrate on the important things: still, it took me about 2 hours of doing nothing else than to just *replace* existing maglev wagons - and there's still no climate dependence or so (which will need writing completely new code in newgrf form). Documentation is *really* lacking in that area of the files. One has to look up, compare to the original and test what sprite is what add it as it goes. There are other parts of the code where I a) have worked already more, thus where I know it better and which b) have been better documented, even before, so those things are easier to do than obviously trains turn out to be. Yes, now that I've added your maglev sprites - well, now changing the sprites the next time would be easy. But then... it's not needed, I guess ;-)
But this whole set has about.. dunno, 10000 sprites, and I certainly haven't looked at most. Maybe other people get the trains faster than me into the set.... well, they're free to step forward. But my day has only 24 hours - and I can't dedicate it all to work on this set.

I haven't yet touched the trucks. As said: from what I saw in the pcx they do have head lights and so far I didn't really see a difference (but I didn't spend as of now much time looking up each vehicle and search for differences either - convince me ;-) - and provide a vehicle sprite image in a format as nice as your latest maglev rail wagons. Again, they were nice to code in that respect, y increasing by 20 for each set, all x values the same :-) - and nice and very helpful that they were also labeled by text.
OpenGFX grafikus alapcsomag az OpenTTD-hez. Ingyenesen hozzáféhető a GNU General Public License (Általános Nyilvános Licenc) 2. veziójában foglalt feltételekkel. További információ elérhető a http://wiki.openttd.org/OpenGFX_Readme webhelyen.
Thanks. Implemented in r263.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by molace »

I'm glad you like them. Many are based on previous OpenGFX sprites. About them cilmate specific. I thought that the monolev should look like the same in all climates (except toyland), and arctic should have commons with temperate(arctic symbolizes Canada, the Alps, Scandinavia). I'll post the toyland later. I did the comments, so the coder could easily know which goes where(base- it's in one of the base grf files(only needs to be replaced);extra-.it's in the extra file(had to be coded too)).

As for convincing you:
I thought that some wagons have unloaded and loaded stage, some doesn't. Which is not too realistic.(passenger, oil, water couldn't have any great difference, so those I thought were unnecessary). But as the loading stages for every wagon was done in the first (and in my opinion still the best(i'm biased since i'm from central Europe and DB/ÖBB is frequent here)) complete railset (DBSetXL).

So why shouldn't we have that?.
Since this set will be the base for OpenTTD, this gives the OpenGFX devs some rights to modify the grf files structure a bit(add/remove some stuff). The loading stages and the climate specific sprites are there for the most important people: the users of OpenTTD, an I think they deserve this. And I think many stuff in the extra grf should be attached to the base grfs instead to make it less complicated(have a separate grf for every climate)(well only after the set in complete, and I stop posting newer version of the same stuff twice a week :D ).
And does or does not this set exist for these three reasons?
- Avoid using vanilla TTD sprites for copyright reasons
- Add graphics for many new features
- Improve the graphics

And my idea for the empty/full stages and climate specificity ?( fulfils all three directives!

I'd really wish I could code, but I don't have the knowledge or the patiance. And I don't know who said this in the forums, that "really few people can both draw and code", I'm not one of them. So again sorry If it looks i'm rushing you with the coding.



I'll post the toyland sprites and the livery overrides (organized the same way) soon(maybe today)!
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planetmaker
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by planetmaker »

molace wrote:I'm glad you like them. Many are based on previous OpenGFX sprites. About them cilmate specific. I thought that the monolev should look like the same in all climates (except toyland), and arctic should have commons with temperate(arctic symbolizes Canada, the Alps, Scandinavia). I'll post the toyland later. I did the comments, so the coder could easily know which goes where(base- it's in one of the base grf files(only needs to be replaced);extra-.it's in the extra file(had to be coded too)).
I basically meant "convince me" with respect to the vehicle head lights :-) Concerning climate specific sprites and loaded / unloaded states: I don't need convincing, I like the idea - even though I'm not 100% sure how much can be implemented by means of a *base* set. We need to stay 100% compatible with the traditional base set and all kind of newgrfs behaviour. That limits possibilities for enhancements within the direct bound of a base set and some things need more care which are easier in a "usual" newgrf. (It doesn't stop us to provide an add-on newgrf, though)
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris »

Why I feel like I'm excommunicated?
You really shouldn't feel that way; your work is excellent quality and will be used! It's just a shame coding can take so long.
... this gives the OpenGFX devs some rights to modify the grf files structure a bit ...
And does or does not this set exist for these three reasons?
- Avoid using vanilla TTD sprites for copyright reasons
- Add graphics for many new features
- Improve the graphics
In short no. This "set", ie. the OpenGFX replacement base graphics, exists purely to stop OpenTTD users having to dig up an old copy of the game or illegally download content to play OpenTTD. This precise role was decided about a year ago including talks with the OpenTTD devs to make sure that multiplayer games wouldn't be forced into two separate groups - original and OpenGFX base graphics. Therefore it will always be a simple 1:1 sprite replacement (with a very small number of specific exceptions) of the original graphics.

Having said all that we are very keen for basic improvements to OpenGFX base graphics through graphically matching addon grfs. Ie. the place for new graphics and features will be "OpenGFX+" official addon grfs which must be standalone grfs which can be used with either original or OpenGFX base graphics. Two of these have been made already - complete shore tile graphics (now in trunk, so has been possible to be added to the base graphics) and climate- and roadside-specific road graphics.

Your train graphics will be a part of one of these addon grfs, one which I can imagine will adds tenders, livery overrides, wagon refitting and climate specific graphics to the base trains. This should make it a nice intermediate between the base trains and the more complex grf trainsets. It will, however, always "just" be an addon grf. I hope this is Ok.

========================

And on another note female African manager faces are progressing very well (in double size and 32bpp for the extra zoom levels patch), thanks Ben_Robbins_! The moment they are finished I will do the 8bpp conversion, hopefully this should be possible in the next week or so!
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planetmaker
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by planetmaker »

After a bit of discussion, a bit of thinking and a bit of reading and looking at the files:

What we can do, is provide climate specific graphics, not a big problem. We can do that by using actions 7, 9 and A. That's done partially already. And we should use that as a baseline which we stick to it for now. What we cannot do without much hassle: add additional loading stages. That requires action 2 - and that's not without trouble under some circumstances. Unfortunately.

An open item which we still have on our agenda are snow covered sprites for the temperate trees. Adding them, should be possible also within this base set directly.
Also, yes, the toyland (road) vehicles could certainly look more toyish.

An idea is to make an add-on newgrf (OpenGFX+ maybe?) designed to fit OpenGFX which incorporates these additional loading stages. That's not too difficult either, but will need separate inclusion by the players, if they want to use it. Creating such newgrf is not overly complicated - it just needs time to do, given the sprites exist.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by molace »

Hi guys.

Here are the toyland wagons. One file for the normail rail, one for the monolev.

I'll post the engines and the livery overrides soon.
Attachments
toylandnormal.pcx
(97.78 KiB) Downloaded 107 times
toylandmonolev.pcx
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris »

An open item which we still have on our agenda are snow covered sprites for the temperate trees. Adding them, should be possible also within this base set directly.
They can be added to the base set, but can the game use them? I thought OpenTTD didn't support snow in temperate? (The reason I drew the snow-covered temperate terrain was because it zero effort once I had done the arctic ones...)
Here are the toyland wagons. One file for the normail rail, one for the monolev.
Very nice :)
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zuu »

Zephyris: Maybe you could include the name of whom you quote? That will make it easier to read your posts.

Eg:

Code: Select all

[quote="someone"]Some text someone has written[/quote]
This becomes:
someone wrote:Some text someone has written

Otherwise, nice work as always. :-)
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by petert »

Like Zuu wrote, I see that you manually make your quotes. You can use the quote system at the bottom of the "post a reply" section.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Roujin »

I'm pretty sure Zephyris already knows this feature... :roll:
* @Belugas wonders what is worst... a mom or a wife...
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by petert »

So why would he use quotes without original authors? When using that feature, it inserts the original author's name.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris »

[irony]
So why would he use quotes without original authors?
Because I am lazy!
[/irony]

And on a brighter note here are the female African manager faces (and a few updated versions of general female manager clothing sprites). This means all sprites (if the galsses and sunglasses from the European managers are used for the African too) have been drawn!

Now just the tiny job of perfecting and pixel tweaking all the sprites :D

*edit* And again many thanks to Ben_Robbins_ for his excellent work on the extra zoom level 32bpp manager faces which these are based on.
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FemaleAfricanManagers.zip
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Preview.png
Preview.png (7.51 KiB) Viewed 2040 times
Rubidium
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Rubidium »

Sprite 942, 943 (glasses) and 989 (female hair style) seem to be missing.
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Zephyris
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris »

Sprites 839 and 840 can be used for 942 and 943... (the original graphics were skin-colour specific for better blending, the OpenGFX versions are not).

As for 989, gimmie a min!

*edit* See attached for 989, its not particularly good, but according to Ben_Robbins_ its not used in-game anyway!
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989.pcx
(3.04 KiB) Downloaded 149 times
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Roujin »

Aww, about an hour too late for having finished both OpenSFX and OpenGFX on the same day :lol: (in my time zone anyway)

Congratulations to all contributors and coders of OpenGFX! :)

:bow: :bow: :bow: to mister Wheeler for his sound and sprite spree in the last days in order to complete both Open*FX projects.
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