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

Post by planetmaker »

Not for me: OpenGFX 0.3.7 and OpenTTD r23586. Or can you shed some more light on how you got that (e.g. by providing a non-cropped screenshot made from ingame) - otherwise I'm tempted to assume you're using something non-default or a (wrongly) patched OpenTTD.
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Arathorn »

I am using trunk nightly and the OpenGFX that came with it. I was using the 32bpp-anim blitter when I had the problem, but following Zephyris' comment I switched to 8bpp-optimized and the problem was gone.
About the big screenshot, here you go, with 8bpp-optimized and no problems.
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Zephyris
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Zephyris »

You have OpenGFX plus some 32bpp graphics, it is those 32bpp graphics which are not working correctly, and they can only be seen when you use a 32bpp blitter...
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by Lord Aro »

I believe Zephyris is correct :)
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by PaulC »

Was having a bit of a dig through this topic and found these rather nice variants of the road depot for arctic and tropic climates:

http://www.tt-forums.net/viewtopic.php? ... 00#p654784
http://www.tt-forums.net/viewtopic.php? ... 40#p656065

Is there any reason why these never made it into OpenGFX?
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Re: [8bpp] Graphics Replacement Project - OpenGFX

Post by planetmaker »

PaulC wrote:Was having a bit of a dig through this topic and found these rather nice variants of the road depot for arctic and tropic climates:

http://www.tt-forums.net/viewtopic.php? ... 00#p654784
http://www.tt-forums.net/viewtopic.php? ... 40#p656065

Is there any reason why these never made it into OpenGFX?
No reason that I know or remember. It's indeed a nice idea and they'll give a nice difference between climates.
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Re: OpenGFX - Graphics Base Set

Post by K0L3C »

When I was playing OpenTTD and created new business with an "Ś" in the name, I noticed that the last piece of Ś is going out of the name bar, making white dots all over the map. Here's a screenshot of that: http://i.imgur.com/I4uZX.jpg

What should I do with it? Do I need to do something or it will be fixed soon?
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Re: OpenGFX - Graphics Base Set

Post by PaulC »

K0L3C wrote:When I was playing OpenTTD and created new business with an "Ś" in the name, I noticed that the last piece of Ś is going out of the name bar, making white dots all over the map. Here's a screenshot of that: http://i.imgur.com/I4uZX.jpg

What should I do with it? Do I need to do something or it will be fixed soon?
It's a known issue: http://dev.openttdcoop.org/issues/1073.

Basically the game's font has a fixed height and those characters (letters with diacritics) are taller than they should be. If it's something you can't live with, you could always change the medium font in your cfg; see http://wiki.openttd.org/FAQ_troubleshoo ... ll_to_read for instructions on how to do this.
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Re: OpenGFX - Graphics Base Set

Post by alluke »

Sandy coasts or auto-grass script?
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Re: OpenGFX - Graphics Base Set

Post by NekoMaster »

alluke wrote:Sandy coasts or auto-grass script?
Sandy coasts can be made so long as the ground under the water tiles is sand too.

In the scenario editor (which you can use to open game saves)

1. Outline area with river (or) canals
2. Destroy the water tiles inside the outlined area, wihtout destroying the canals or river (Its hard, I know, just remember where you placed them)
3. Use the desert tool in the landscape editor menu to turn the coast into all sand.
4. Bulldoze the canal/river tiles and let the ocean/sea/lake/river back in.

It is a little time consuming but once you know what your doing its not that bad. Besides, loading up a save in the scenario editor gives you a chance to "fix" anything you didn't like (such as industries or towns that are in your way)
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2006TTD
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Re: OpenGFX - Graphics Base Set

Post by 2006TTD »

Pardon me for bumping this topic, as I was brainstorming some stuff, hope you won't mind my poor skills. :)

#668
Last time I heard about that you can test sprites by creating some numbered subdirectories in the OpenTTD game directory, is that true?
Image

#1255
Image

#3703
Can it be fixed by putting the plastic splashes on to the industry sprites?
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Re: OpenGFX - Graphics Base Set

Post by Eddi »

2006TTD wrote:Last time I heard about that you can test sprites by creating some numbered subdirectories in the OpenTTD game directory, is that true?
no, that has been removed, as it conflicted with the new zoom method. you must now wrap it into a (simple) GRF. e.g. with nml or grfcodec.
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Re: OpenGFX - Graphics Base Set

Post by planetmaker »

alluke wrote:Sandy coasts or auto-grass script?
Coast are never sandy. That's nothing a base set can change; it's part of how terrain works within OpenTTD.
2006TTD wrote: #668
Image

#1255
Image

#3703
Can it be fixed by putting the plastic splashes on to the industry sprites?
#668: Yes, they need(ed) better separate. I shall have a look. Thanks :-)

#1255: I like the idea of the desk light for the light house. I'm not sure the perspective on the light is correct, though. What about a walki-talki for the transmitter?

#3703: Yes, it can be fixed by adding the part which exceeds the plain ground tile to the splashes. Either that, or a re-design is needed.
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Re: OpenGFX - Graphics Base Set

Post by 2006TTD »

Some updates done:

#668
A wrongly coloured pixel was recoloured.
Amended-Bubble-(2).png
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#1255
Improved sprites - lamp (Sprite B > Sprite A) and handheld transceiver (walki-talki) (Sprite C).
tldraft-(2).png
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#3703
The animated sprites are put on ground sprites.
FIXplasfount.png
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planetmaker
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Re: OpenGFX - Graphics Base Set

Post by planetmaker »

2006TTD wrote: #3703
The animated sprites are put on ground sprites.
FIXplasfount.png
The problem is, that it still needs a ground sprite. But the ground sprite must not have elevation or exceed the ground boundaries (as the elevated plastic fountain base does). Thus we'll need also a ground sprite which is not elevated - where maybe this elevated part with added animation can be drawn on top
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Re: OpenGFX - Graphics Base Set

Post by 2006TTD »

Do the ground sprites needed to be completely redrawn, not simply cropping them? :)
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planetmaker
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Re: OpenGFX - Graphics Base Set

Post by planetmaker »

Not sure how it works with construction stages there by heart. That will need testing. The answer would depend on that. Just cropping might look a bit bad in transparent mode
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Re: OpenGFX - Graphics Base Set

Post by 2006TTD »

So... what to draw then? :)
- A new construction stage?
- Direct cropping?
- Do both?
- Others?
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planetmaker
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Re: OpenGFX - Graphics Base Set

Post by planetmaker »

Maybe a base which this elevated fountain could sit on? Like a cut through at the base of it. That's what I'd consider optimal. Similar, the ground sprites of houses also show the garden and the outline of the house in black or so.
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Re: OpenGFX - Graphics Base Set

Post by 2006TTD »

I noticed that the sprites of the pipes on the corners of the plastic fountain are not symmetrical in position, will fix this first.
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