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Re: [8bpp] Graphics Replacement Project - Revived
Posted: 17 Jan 2008 14:25
by LordAzamath
Soeb, so FooBar's code worked? Good

then I don't have to code it

Re: [8bpp] Graphics Replacement Project - Revived
Posted: 17 Jan 2008 16:58
by FooBar
Very nice, now I at least don't have to pay you guys

Re: [8bpp] Graphics Replacement Project - Revived
Posted: 17 Jan 2008 17:27
by Wookie
@Soeb: Well... personally I dislike your new selectors. I don't like the gray shading (maybe this is the reason why they look thicker than original ones).
Re: [8bpp] Graphics Replacement Project - Revived
Posted: 17 Jan 2008 18:01
by Eddie
It's not really my place to criticise but I feel I have to put across my distaste for the selector graphics. It seems to me that the gradient is the opposite of what it should be. I'd prefer to see the center of the lines being a lighter colour whilst the edges (also maybe a bit thinner) fading down to a darker colour.
Re: [8bpp] Graphics Replacement Project - Revived
Posted: 17 Jan 2008 19:40
by LordAzamath
Hmm.. I gave the selectors anotjer go.. I used the sprite which is your one point in that grf.. The point is that all corners of a tile would be covered with dots like this.. I haven't aligned them properly so that's why it's a little bit off and somewhere you cans see double sprites.
Soeb, what do you think?
The grf currently makes both possible, your set and my modification. It's controlled by grf parameters.

- newSelect.png (723.92 KiB) Viewed 2578 times
EDIT: I'm thinking that maybe it's more useful to apply the same piece of code as in the advanced terraform patch (accepted into trunk and present in beta3), which does the same for raise/lower tools..
Re: [8bpp] Graphics Replacement Project - Revived
Posted: 17 Jan 2008 20:08
by Zephyris
maybe a 3d effect on the squares...
Re: [8bpp] Graphics Replacement Project - Revived
Posted: 17 Jan 2008 22:15
by Wookie
666 posts in the topic

muahahaa
Zephyris selector-as the rest of your sprites= "o_o woooow..."

, but isn't something wrong with the right corner?
I would also like to see it on in-game screenshot to see how it fits the (O)TTD style.
Re: [8bpp] Graphics Replacement Project - Revived
Posted: 17 Jan 2008 22:51
by Nickman
Zephyris wrote:maybe a 3d effect on the squares...
Indeed that might look good...

Would like to see it in game

. (maybe change the white a bit? could be a bit to bright?)
The dots are also cool, but don't really feel like a whole...
I'd love to try out some things myself, but I would have to learn to mage grf's first

. Maybe I'll do that one day
keep up the good work

.
Re: [8bpp] Graphics Replacement Project - Revived
Posted: 18 Jan 2008 00:45
by Zephyris
newFonts - Small Fonts v0.1
Complete new small font, now includes lower case...
Could anyone who understands how to insert letters with accents etc. in openttd please test the offsets/alignments of the more unusual characters. I know some of the symbols are the same in the new font, but there is only so much you can do in a 1 bit 5 x 3 image when you are trying to draw an ampersand/dollar sign/star/etc.

Any suggestions on how to make them more unique are welcome, although I reckon these are essentially un-copyrightable...
Re: [8bpp] Graphics Replacement Project - Revived
Posted: 18 Jan 2008 01:09
by Zephyris
Sorry to double post, but I would rather not pollute my font release
Re:Nickman and Wookie
It was a
very quick mockup - its not the correct size or anything, just a concept.
And a fun fact, the fonts alone make up 672/6990 = 9.6% of the original graphics!
Re: [8bpp] Graphics Replacement Project - Revived
Posted: 18 Jan 2008 12:19
by DeletedUser5
The one by Zephyris will look like that. I'll give you a grf when I'll do other ones. And only if you like it.
Re: [8bpp] Graphics Replacement Project - Revived
Posted: 18 Jan 2008 12:57
by Nickman
Looks good Soeb, only the corners need some finishing touches

.
Re: [8bpp] Graphics Replacement Project - Revived
Posted: 18 Jan 2008 13:12
by richk67
You will always get a brightness difference at the edges because the outer edge will only be thickness 1, and the inners will be double thickness.
Re: [8bpp] Graphics Replacement Project - Revived
Posted: 18 Jan 2008 13:13
by Zephyris
The left and right corners will never work entirely correctly due to the sprite overlap...
Re: [8bpp] Graphics Replacement Project - Revived
Posted: 18 Jan 2008 13:30
by Nickman
I'm not talking about brightness, but it looks like there are some "holes" at the edges

Don't know if that can be fixed?
Re: [8bpp] Graphics Replacement Project - Revived
Posted: 18 Jan 2008 21:15
by Zephyris
Toyland infrastructure for lordazamath to code

Re: [8bpp] Graphics Replacement Project - Revived
Posted: 18 Jan 2008 23:06
by LordAzamath
Zephyris wrote:Toyland infrastructure for lordazamath to code

Will be done tomorrow morning.. I'm too tired today

Re: [8bpp] Graphics Replacement Project - Revived
Posted: 19 Jan 2008 02:40
by Zephyris
The offsets for the tunnels are the same as in newinfrastructure v0.2....
*edit* and what is sample.cat for? what does it contain? is it vital for the game?
Re: [8bpp] Graphics Replacement Project - Revived
Posted: 19 Jan 2008 05:50
by DaleStan
It contains the sound samples, and yes-and-no; OpenTTD won't load without it, but not having it won't disrupt gameplay, assuming you remove the places where Open tries to play a TTD sound.
Re: [8bpp] Graphics Replacement Project - Revived
Posted: 19 Jan 2008 08:46
by LordAzamath
And in the general OpenTTD forum, there is a Sound Replacement Project going on by orudge..
EDIT: And should I use default windows palette or toyland?
EDIT2: And Zephyris, if you could post 1005-1010 then we would have junctions too, I think.. Similar for monorail and maglev
EDIT3: And Zephyris, you didn't give me all crossing sprites.. Those what have to blink are missing...