"Pimp My Sprites" - eGRVTS - New testing version [June 2012]

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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Organisation of eGRVTS2: Multiple GRFs or one big one?

All vehicles (trucks, buses & trams) in one big GRF
20
16%
All vehicles in one GRF and individual types can be disabled via parameter
94
76%
Trucks, buses & trams in three separate GRFs
9
7%
Some other organisation
1
1%
 
Total votes: 124

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colossal404
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Re: "Pimp My Sprites" - eGRVTS

Post by colossal404 »

Nowadays I don't have much time to draw, so I post which are done. These are currently only the E1-E4, but I started working on the steam trucks.
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Zephyris
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Re: "Pimp My Sprites" - eGRVTS

Post by Zephyris »

Cool, they look good. A lot more interesting than my old sprites!
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Re: "Pimp My Sprites" - eGRVTS

Post by colossal404 »

Thanks, I wonder how that the E4 will look in-game, that has a very big overlapping on the cargo sprite...

And when I will have more time, I'd like to rework a bit my "old" N1-N5 cabs (is the lightening done on these?).
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Re: "Pimp My Sprites" - eGRVVTS

Post by DeletedUser6 »

I have some webspace available, so I could give eGRVVTS a webbie. Don't expect it to be good though... I can also archive the sprites, should this be required. In case you're wondering I think there should be another V to show the vans. (I think we're the first set to do this! :D )

I'll show my progress with the first van the *Insert brand here* Mini. Any opinions/feedback? Top row!

Matthew:out
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alluke
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Re: "Pimp My Sprites" - eGRVTS

Post by alluke »

Please don't repeat the mistake you did with the last eGRVTS... that you make new truck for every cargo and multiple versions of them.

Make just normal/semi/articulated trucks in different sizes/generations (or combine them?) refittable to everything.
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Zephyris
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Re: "Pimp My Sprites" - eGRVTS

Post by Zephyris »

Looks cute :) I hope I can get the time to draw the back ends soon...
alluke wrote:Please don't repeat the mistake you did with the last eGRVTS... that you make new truck for every cargo and multiple versions of them.

Make just normal/semi/articulated trucks in different sizes/generations (or combine them?) refittable to everything.
Why? Though I am interested in making a more realistic truck set too (i.e. based on real vehicles) where this would be the case...
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Re: "Pimp My Sprites" - eGRVTS

Post by Eddi »

The single thing that annoys me the most when playing with default vehicles is that you get 20 prototype offers. one for each cargo type. haven't played extensively with eGRVTS yet.
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Re: "Pimp My Sprites" - eGRVTS

Post by colossal404 »

I've got a dream about a bus looks like this, so I draw it fast as long as I remember of it.
I'd like to illustrate it's rounded, and it has got four 2nd CC rings next to the doors.
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And IMO this set should stay at the current coding, every truck should has different IDs, just as the current eGRVTS.
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Re: "Pimp My Sprites" - eGRVTS

Post by DeletedUser6 »

I'm for the separate looks for separate vehicles. I like the separate vehicles, that can be refitted to similar cargos. However, could have alluke's idea, set via a parameter?

Colossal404:

Why don't we have something like that as a futuristic tram?

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colossal404
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Re: "Pimp My Sprites" - eGRVTS

Post by colossal404 »

OTTDmaster wrote: Why don't we have something like that as a futuristic tram?
We will :P
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Re: "Pimp My Sprites" - eGRVTS

Post by Valle »

Zephyris wrote:Looks cute :) I hope I can get the time to draw the back ends soon...
alluke wrote:Please don't repeat the mistake you did with the last eGRVTS... that you make new truck for every cargo and multiple versions of them.

Make just normal/semi/articulated trucks in different sizes/generations (or combine them?) refittable to everything.
Why? Though I am interested in making a more realistic truck set too (i.e. based on real vehicles) where this would be the case...
Perhaps alluke was a little imprecise / difficult to understand with his words. The problem we suffered while playing in multiplayer was that eGRVTS has only a couple of different truck types, yet they are listed separately with a new entry for almost every single cargo. This makes the set unusable when you want to use a good amount of other vehicle sets at the same time. Our experience is that eGRVTS causes some vehicles to show up as buildings because the total amount of vehicles is exceeded when it's turned on (And yes, I do realize that it takes a crazy amount of vehicle sets to cause that to happen, but it would likely not disturb the gameplay anymore if the total amount of types in this set was lower - it's a waste of entries right now).

The suggestion:

Make 1 entry for each different basic truck model (say, the Mettler Articulo) and make it refittable to all offered cargo types you use multiple Articulo entries for right now, with changing graphics for trailer refits. Real tractors can carry any kind of trailer as long as it fits. So... what is more realistic now? A separate model for the refridgeated trailer or a refittable trailer that changes its graphics to that of the refrigerated one? :lol:
Aaanyway: This would reduce the total amount of different truck model entries heavily, without a negative effect on gameplay.
Clearly, this would be more user-friendly.
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Re: "Pimp My Sprites" - eGRVTS

Post by ostlandr »

Wow! This is some "update". I would have been happy (ecstatic, actually) with just making the horse-drawn vehicles work with realistic RV acceleration and fixing the flatbed truck sprites so they show lumber for lumber and not barrels.
Valle wrote:Make 1 entry for each different basic truck model (say, the Mettler Articulo) and make it refittable to all offered cargo types you use multiple Articulo entries for right now, with changing graphics for trailer refits. Real tractors can carry any kind of trailer as long as it fits. So... what is more realistic now? A separate model for the refridgeated trailer or a refittable trailer that changes its graphics to that of the refrigerated one?
Aaanyway: This would reduce the total amount of different truck model entries heavily, without a negative effect on gameplay.
Clearly, this would be more user-friendly.
I like this idea. Rather than having individual truck types (tanker, flatbed, box) as in the original TTD, I would prefer having different generations of trucks. Something like this:

Hereford Bull tractor
Intro date 196?
Top speed 40 mph
Power XX kw
TE XX kn
Refittable to:

20 bags of mail (one 48' box trailer)
20 crates goods (one 48' box trailer)
24 crates goods (two 28' box trailers)
XX,000 litres of oil (one 40' tank trailer)
XX,000 litres of fuel oil (one 40' tank trailer)
XX (units) of machinery (one 40' lowboy trailer)
22 tonnes of wood (one 48' flatbed trailer)
20 tonnes of coal (one 28' dump trailer)

etc.

This would free up a lot of vehicle IDs.

I would humbly suggest, in lieu of all the different truck types, having two trucks (four, actually- straight truck and tractor) per generation; one light duty, with lower cost, power, TE and operating cost, and one heavy duty, with higher cost, power, TE and operating cost (but possibly lower top speed.) Or just stick with a single "generic" truck type and leave the heavy duty market to HEQS. :wink:
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Re: "Pimp My Sprites" - eGRVTS

Post by DeletedUser6 »

Ostlandr, you mean an up to date Long Vehicles approach?

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Re: "Pimp My Sprites" - eGRVTS

Post by ostlandr »

Not really- Long Vehicles modeled real-world vehicles like the Ford Model TT and Opel Blitz. I used to play with Long Vehicles, but started using eGRVTS when OTTD went back into the Steam Era (1830-1945.) To me, the whole point of GRVTS/eGRVTS is to have a full usable set of vehicles from 1700-2050 or whatever that are "generic" enough to use whether you're in North America, South America, Asia or anywhere else. Sure, I would love to have a full NARV set with REO Speedwagons, Mack Bulldogs, Ford L9000s, Kenworth Aerodynes, etc., but I am perfectly happy with eGRVTS.
OTTDmaster wrote:Ostlandr, you mean an up to date Long Vehicles approach?

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Valle
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Re: "Pimp My Sprites" - eGRVTS

Post by Valle »

OTTDmaster wrote:Ostlandr, you mean an up to date Long Vehicles approach?

Matthew:out
Technically, this is the point.
While as opposed to eGRVTS, LV replicates real trucks, the important part is that LV has exactly one ID per truck type, which is refittable to all kinds of cargoes using different graphics for the trailer (or wherever the cargo is transported). That this can work also with articulated trucks has been proven by HTS.
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Re: "Pimp My Sprites" - eGRVTS

Post by Zephyris »

As ostlandr said; this is not a set that tries to replicate real life, this is a set that is designed to give you a nice set of vehicles at all stages of the game that don't look out of place with any climate or other vehicle set. It also behaves a bit like the original road vehicles; ie. multiple generations of road vehicles available which carry different groups of cargos... The coding structure will stay as it was for GRVTS and eGRVTS, with multiple generations of vehicles and multiple vehicles per generation, it won't be like long vehicles (ie. very flexible refitting), and it won't have real vehicles. Those two things are for the other road vehicle set I would like to make at some point.
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Re: "Pimp My Sprites" - eGRVTS

Post by Emperor Jake »

Valle wrote:
Perhaps alluke was a little imprecise / difficult to understand with his words. The problem we suffered while playing in multiplayer was that eGRVTS has only a couple of different truck types, yet they are listed separately with a new entry for almost every single cargo. This makes the set unusable when you want to use a good amount of other vehicle sets at the same time. Our experience is that eGRVTS causes some vehicles to show up as buildings because the total amount of vehicles is exceeded when it's turned on (And yes, I do realize that it takes a crazy amount of vehicle sets to cause that to happen, but it would likely not disturb the gameplay anymore if the total amount of types in this set was lower - it's a waste of entries right now).
Firstly, that isn't a vehicle limit, it's a sprite limit. Having less vehicles would still require te same amount of sprites, and not make any difference at all.
Secondly, this sprite limit has been fixed. :wink: see http://www.tt-forums.net/viewtopic.php?f=31&t=52128

I am not saying I am against this suggestion, as it would free up vehicle IDs and make room for more variety. (as in, not vehicle limits, but more for keeping the purchase list tidy)

Which brings me to my suggesion list :twisted:

-proper livestock van graphics (i never liked those cages or whatever they are)
-Existing vehicles should carry more types of cargo: tankers should carry goods, food, livestock; flatbeds should carry goods in containers or crates, and liquids in "tanktainers" or barrels; and so on...
-All the modern trucks are European style cabs, there should be American style ones too (here in Australia we have a pretty equal variety of both )
-Goods and mail trucks with trailers (the non-semi tralier kind)

Thanks,
Jake
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Re: "Pimp My Sprites" - eGRVTS

Post by colossal404 »

Umm... It's been a long time since anyone post any news here, so I post the result of the past weeks:
I'm currently not in the mood to draw truck cabs, but I'm having fun with designing the trams and some buses. Now I'm getting bored with them, so I think the next thing is to finish the trucks.
So there are the trams and buses:
The colours are the in-game red and yellow colours, I tested it, I just like to draw thing in red-yellow bevause the difference is more visible in these colours than the CC blue and green. Red=1st CC, yellow=2nd CC.
Any suggestinos welcome.
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Re: "Pimp My Sprites" - eGRVTS

Post by Zephyris »

Very very nice work! I hope I can get a chance to code these soon, they will look great in-game!
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