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Grf Sets, Sets Known to work

Posted: 01 Jan 2005 19:28
by ThunderAI
Provided here is a listing of Graphics Modifications that work with Open Transport Tycoon. This list is not complete, but presents the latest information avialable. If you know of any Graphics Mods that work with Open TTD, please reply to this thread with the information, and the first post will be updated to reflect that information.

EXE grf Installs, although may function correctly, could cause problems unknown to me elsewhere

Buildings
Vehicles (trains / planes / and automobiles)

Tracks

Stations and Signals
  • Small Airport Modern: Exe grf install, r1302


Tested, but did not function correctly, or error loading
ustatsw.grf, r1302, Will only display gravel ground, no other stations
usignalsw.grf, r1302, Works for all signal directions, expect for Presignal combos
airport.grf, incorrect pallet, all pink
airportw.grf, no change over current
dbsetxl.grf, gives a NUM_SPRITS error
dbsetxlw.grf, gives a NUM_SPRITS error
offices.grf, crash on load
usset.grf, content not shown
usserw.grf, content not shown
jcindsta.grf, When constructing, error about understanding pallet
jcindstaw.grf, When constructing, error about understanding pallet
trafficeset_736.grf, Crash on load
trafset.grf, Crash on load
elrailsw.grf, Crash on load
longbusesw.grf, Sound is all Fubar
ttrsw.grf, Sound if all Fubar...worked on clean install...hum...
planeset.grf, Sound if all Fubar...worked on clean install...hum...depends on version of file, some work, some do not... latest one from november does not. Version 470 works, Version 785 does not

Posted: 01 Jan 2005 20:52
by Born Acorn
newfactory.grf is downloadable in a zip file from my site.

The direct link is here

Posted: 01 Jan 2005 22:39
by Observer
The newships is by the way pretty cool :)

Posted: 01 Jan 2005 23:08
by ThunderAI
Born Acorn wrote:newfactory.grf is downloadable in a zip file from my site.

The direct link is here
Thanks, first post updated!

Posted: 02 Jan 2005 22:35
by Born Acorn
It would be nice if the moderators could sitcky this and edit the first post themselves if they test any grf's ajnd everyone else should post below ones theyv'e tested

Posted: 02 Jan 2005 23:10
by ThunderAI
That would be nice, maybe even a spot in the wiki

Posted: 03 Jan 2005 00:27
by dominik81
Putting this information in the Wiki would be great, I think. Good job!

Posted: 03 Jan 2005 00:51
by Anilan
Wow! I really must thank you for this! This is much better than trying to go through all the others hoping that some will work.
Can I ask that the grf files from the .exes be made separate? For those who can't run .exe files? That would be great!

Posted: 03 Jan 2005 01:17
by ThunderAI
Anilan wrote:Wow! I really must thank you for this! This is much better than trying to go through all the others hoping that some will work.
Can I ask that the grf files from the .exes be made separate? For those who can't run .exe files? That would be great!
I don't see a problem doing that. The only reason the Exe's are even listed is because they work. So they should work, although they may not. I will leave them listed as so. The ones that are exe's are highlited as so. Just dont use those.

If you have any other comments / suggestions, please feel free to do so, it is the only way to improve our graphics.

Posted: 05 Jan 2005 14:17
by Kyaputen Harokku
Could one make this topic sticky?

Posted: 05 Jan 2005 18:14
by StavrosG
I think it is not a good idea to link directly to the files.
It is more polite to link to the site that hosts them instead. :wink:

Posted: 05 Jan 2005 19:24
by Born Acorn
I gave permission for direct links to the ones that are mine, but others may not like it. Best to ask.

Posted: 06 Jan 2005 10:44
by ThorRune
What about screenshots?

Posted: 06 Jan 2005 13:02
by ThunderAI
ThorRune wrote:What about screenshots?
Screenshots are possible as well, does anyone know when this all will be all irrelavent anyway? When does the new Graphics engine come online?

Posted: 06 Jan 2005 14:46
by orudge
When someone starts writing it, I imagine. ;)

Posted: 06 Jan 2005 15:07
by ThunderAI
orudge wrote:When someone starts writing it, I imagine. ;)
Oh... I just I figured that there must be an engine already in place if people are already making graphics for it. It seems rather silly to borderline $%%$#%#$ to be making graphics for an engine that doesn't even exist yet. How do you have any idea that the graphics will even work.

Posted: 07 Jan 2005 00:18
by orudge
The developers are currently busy with the new map system, which will eventually allow all sorts of improvements. If you look at the roadmap, new graphics are currently scheduled for initial support in 0.5, with better suppor for 0.6. Give them time, we'll get there eventually. OpenTTD 1.0 will be quite a game, that's for sure! ;)

Posted: 07 Jan 2005 02:02
by GoneWacko
Heck, maybe my patch will even have be added to the svn by then! *ahem*

Posted: 21 Feb 2005 06:33
by Gorre
Could anyone add temperate set (99% stable, maybe some problems with cargoset) and planeset? (the older version without zeppelins - i will upload my home version when i arrive home)
Edit soon.

Posted: 21 Feb 2005 09:41
by Darkvater
Also remove DBSET(XL)W from the list of NUM_SPRITES error ones. That has been fixed a while ago and it works (partly) once again.