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Re: [8bpp] Graphics Replacement Project - Revived

Posted: 10 Jan 2008 00:35
by bartpp7
if its finished will it be in a big file of will there be little betas or something like that

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 10 Jan 2008 04:58
by athanasios
Zephyris:
beeb375 wrote:I think the fruit and copper wagons need differentiated a bit more perhaps? Unless they both look different to each other when they are filled with cargo.
Maybe lower the fruit ones 1 pixel?

Soeb: I like your approach to the fence. The bright pixels might need to be a tone darker or texturing it may solve it.

I plan to make a tropic depot. I will make it white. OK, white is not the best choice, but is in style with the town buildings. I intend to use a company line on the wall, as a similar building with a blue line already exists in tropic. So the roof will not have CC. CC on the wall is a bit of trouble to draw though.

Thanks to all for comments on Arctic RoadDepot. Since texture looks cool here it is provided for any who may need it. (NOTE: texture is not tilable but with some pixels adjusted it will be OK. Depots in a row tile well). I used similar texture for toyland depot, and since it is cool it will go in tropic too, but with some alterations.

From a 32bpp image you do an "ordered dither" with TTD palette. Just so simple. But sometimes the hue is not ideal and the dither will be ugly. You have to play with hue or colorise on 32bpp and then dither. Many tries to get what you need. Note: "Ordered dither" is the worst type of dither. Certainly it doesn't suit for gradients and large images, but for small wall/brick texture with provided type of texture it is the best choice. I use Neopaint for "ordered dither". Don't know if other paint programs have it.

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 10 Jan 2008 06:12
by CMircea
Zephyris wrote:A grf of my rail wagons, feel free to modify - particularly oil, water and wood...
To be honest, I really don't like the cargo wagons at all. They all look like they're made of plastic or something soft. More, they really don't resemble the classic GFX, and even not RL wagons, eg. the oil & water ones. In the original GFX I knew at a glance which was oil & which was water, by the color and shape, here...

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 10 Jan 2008 10:28
by Zephyris
I have updated the fruit and water wagons to be more distinctive.

Re: Desolator
Could you be more specific? See attached for a comparison between the original and my graphics.

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 10 Jan 2008 11:17
by FooBar
bartpp7 wrote:if its finished will it be in a big file
yes
bartpp7 wrote:of will there be little betas or something like that
but during the development, all new graphics are released in smaller parts, see the wiki for details and download locations.

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 10 Jan 2008 11:36
by DeletedUser5
Here is the last version of rail fences, I hope.
OpenGFX_-_newInfrastructure_-_Fences_v0.5.grf
(2.29 KiB) Downloaded 1162 times

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 10 Jan 2008 12:13
by Ben_K
Zephyris wrote:Could you be more specific? See attached for a comparison between the original and my graphics.
As mentioned before, its a contrast/distinction thing. Your sprites don't have the sharp defined edges of the original, hence why Desolator said 'soft'. The latest wagons the comparison are much better though, its getting there. To find out exactly how much more, compare the 2 paper wagons. Yours dont have any very dark areas, so they look a bit more like marshmallows than rolls of paper - the original has a darker area in the centre.

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 10 Jan 2008 12:43
by FooBar
Soeb wrote:Here is the last version of rail fences, I hope.
I like the fences a lot, but they still don't match up in corners (see screenshot below).

A technology to get that exactly right could be this:
- Take an empty base tile.
- Place one post in a single corner of the tile.
- Copy and past the tile (including post) so that you get a 2x2 square.
- Now you know the exact overlaping positions for one tile.
- Copy several times and fit fences inbetween.

Alternatively:
- Decode my NewTramTracks grf.
- Use the pole locations from that as your post locations.

And you'll eventually end up with the perfect fence :D

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 10 Jan 2008 13:18
by Roujin
Oh, I think the "I can see which wagon is which at one glance with the original graphics, but not with yours" is just because you got used to the old ones over years ;) Actually i find the new oil wagon somewhat refreshing. Maybe there's still some room for improvement, but I disagree that we must closely imitate the old style always.

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 10 Jan 2008 13:46
by broodje
I like the new wagons, especially the paper and steel wagon. The only thing that might need a bit of polishing are the roofs of the passenger, goods and livestock car? The appear to be a bit flat now.

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 10 Jan 2008 14:21
by Zephyris
I was trying to make the goods and livestock car roofs look flat :) unfortunately I wasnt trying to make the passenger roof look flat, Ill have a poke...

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 10 Jan 2008 14:44
by richk67
Much improved. Like them a lot.

On the goods van. I was just thinking it would be nice to have a random van colour, but with a CC stripe across the middle (like your food van). This would give a greater feel of "mixed goods", which historically (in the UK) were transported in vans coloured to the client. eg. yellow Weetabix vans, etc.

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 10 Jan 2008 15:04
by Zephyris
OpenGFX - newVehicles - Rail v0.2 (100 sprites)
Now with even more contrast! (but still less than the original graphics.)

Re: richk67
Ideally yes but unfortunately not possible with simple graphics replacement. There will probably be a future extended rail set, like Foo Bar's stations, which could have this feature.

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 10 Jan 2008 15:55
by DJ Nekkid
Zephyris wrote: Re: richk67
Ideally yes but unfortunately not possible with simple graphics replacement. There will probably be a future extended rail set, like Foo Bar's stations, which could have this feature.
and the same goes for my livery override, but if you ask me, we should have an extended railset in mind when we crate theese new trains and such. i love the original trains, but the crappy part is that they look ugly, but the concept of rail->mono->mlev appeals to me.

also;

i have given another matter a bit thought.

What if we replace the monorail engines (especially the pax one) with a modern "normal" rail car. For example a TVG duplex, ICE3 or something similar, as well as the freight engine with something prototypeish or something from the fantacy, and replace the enitre monorail with metro, and use some toyland (or otherwise) VehID's to create a metro-set with high capacity, and low speed (120-130kmh ish, and high capacity cars with high (un)load speed).

This whole project would be a perfect oppertunity to be "on top of" the future pax-dest that is bound to come sooner or later.

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 10 Jan 2008 16:17
by richk67
Personally I am against replacing monorail or anything along those lines in the core product. Mainly because I love the sound of monorails starting off, but also because I always use them.

The second main reason is that I hope by 0.7.0 we will have the multi-vehicle set feature in trunk, so no-one need lose monorail just to grab a few vehicle IDs for another set. This feature is also a critical component of my planned All-Climate climate, which I will also try to get in trunk by 0.7.0. The combination of all climates on one map plus multiple vehicle sets (to support the industries of the multiple climates) has been a dream for ages, and now with NewIndustries, and the multi-vehicle set patch, it should be possible.

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 10 Jan 2008 16:26
by Zephyris
Does anyone feel like a coding nightmare? Attached are provisional road vehicles sprites, some things need improvement, particularly buses. I would like to see them in game but don't have the time to code 576 sprites...

Re: 7of9
Concerning additional rail types I would like to see more built into OpenTTD, see http://www.tt-forums.net/viewtopic.php?f=32&t=33425. Hopefully with the leverage of a good group of artists this could happen. Other discussion of an extended train set would be best put in another thread to reduce confusion :). And btw have you coded the intercity 125? I would like to see how it looks with the carriages I have drawn...

Re: richk67
I'm glad to hear the multiple grf sets at once idea is still alive..

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 10 Jan 2008 17:30
by DJ Nekkid
yes i have, but it lacks 1 view, but it will be done in an hour or so... we might need to adjust some offsets to make them "work" together :)


edit;

here it is. Almost done. There are two sprites im not tooooo pleased with, the \> and </ if that made any sense (the west-faceing and south-faceing parts)
as for now the (el)rail passanger coaches is the SH125 coaches.

edit2;

it seems like i might need double sprites for the wagons, as they are not symetrical (the door to the left)... *inc*

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 10 Jan 2008 21:30
by Ben_K
7of9 wrote:...SH125...
Not bad 7of9! One thing I would suggest would be a little more contrast on the windows. Use some darker tones to emphasis them just a little more.

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 10 Jan 2008 22:49
by DJ Nekkid
yes, some more work is gonna be done. Im not happy with atleast the south and westpointing engines. Update will come tomorrow .)

ps. the miniIN is nice with it's subsidarys patch to make this screenshot :)

Re: [8bpp] Graphics Replacement Project - Revived

Posted: 10 Jan 2008 23:14
by athanasios
7of9:
Some offsets are way off, but do not get concerned about coding for now. The grey roof you used is very nice. Your trains look much better now. A few more improvements and it will be finished.

Zephyris:
1. I nagged about the big contrast in your buildings, but in the vehicles it is the opposite (in details) , giving that plastic view. Last attempt is almost OK.
Livestock carriage appears as lacking a door.
Passenger carriage in / and \ views has a big gap between middle windows.
Fruit carriage doesn't imitate the variety of fruits found in original. It is a single fruit load!
2. Some roadvehicles driver's cabin is not in proportions with the big long load area behind it. It is very tiny. Also in some load area appears very square.

regards
athanasios