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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Digitalfox
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Re: [8bpp] Graphics Replacement Project - Revived

Post by Digitalfox »

Wow Zephyris, you're doing lot's of work this last week :)

It seems 8bpp replacement is taking a good road :)
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Killer 11
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Re: [8bpp] Graphics Replacement Project - Revived

Post by Killer 11 »

These actualy look kinda better than original tiles you know.
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Re: [8bpp] Graphics Replacement Project - Revived

Post by Gonozal_VIII »

good work :-)

on some of the rail sprites there are some pixels of the tile border on the rails which makes them look like they're off by a pixel
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Re: [8bpp] Graphics Replacement Project - Revived

Post by Mchl »

Gonozal_VIII wrote:good work :-)

on some of the rail sprites there are some pixels of the tile border on the rails which makes them look like they're off by a pixel
Yeah. It seems so on the transition from East-West to SE and SW directions
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Re: [8bpp] Graphics Replacement Project - Revived

Post by Gonozal_VIII »

I did some messing around with the pixels in that picture... (got nothing better to do... maybe it helps)
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Temperate rail WIP bla.png
Temperate rail WIP bla.png (25.77 KiB) Viewed 9289 times
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Zephyris
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Re: [8bpp] Graphics Replacement Project - Revived

Post by Zephyris »

That has been helpful Gonozal_VIII, I have spotted where my original vector graphics of the tracks are wrong. And a preview of the monorail graphics, the horizontal (east/west) tracks are slightly misaligned vertically.
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Temperate monorail WIP.png
Temperate monorail WIP.png (15.24 KiB) Viewed 9175 times
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Zephyris
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Re: [8bpp] Graphics Replacement Project - Revived

Post by Zephyris »

Monorail tiles for temperate, sub-arctic, snow, sub-tropical and desert (old/orangey), ready for 32bpp to 8bpp conversion.
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Monorail Tiles 32bpp.png
(340.58 KiB) Downloaded 270 times
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athanasios
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Re: [8bpp] Graphics Replacement Project - Revived

Post by athanasios »

Zephyris wrote:yellower and lighter?
Aaa! I love them all. Just remove the damned orange spots from the yellow. :mrgreen:
:?: Isn't monorail base a bit bright?
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Sir A. Boey
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Re: [8bpp] Graphics Replacement Project - Revived

Post by Sir A. Boey »

I don't want to disturb you lordships from all this good work, I just want to say that the monorail grafics
are just awesome :o keep up the X-tremely good work and I'm allready looking forward to these grf files
of these tilles to be released... Fabulous work!!!
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Re: [8bpp] Graphics Replacement Project - Revived

Post by Zephyris »

Hmmm, Ill keep poking at the desert tiles, but I think it may be easier to do a palette replacement on the converted 8bpp tiles to remove the red/orange pixels. Its not easy to eliminate them by altering the source 32bpp image.

The monorail tiles, looking at them again, do look slightly too light, though biggest difference is the "noisiness" - the 32bpp ---> 8bpp conversion dither adds the noise needed to make them look like the originals.

Attached are rail tiles for 32bpp ---> 8bpp conversion. The SW --> NE and E --> W tiles have been altered to improve rail alignment and reduce repeating patterns. The cleaner appearance of 32bpp tiles reveals how the rails/sleepers are not aligned precisely in the centre of the ballast (the rails are aligned to the centre of the tile, but because they are slightly raised and the sleepers are not. It looks odd if the ballast is moved off-centre to account for this).
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Temperate Rail Tiles 32bpp.png
(309.63 KiB) Downloaded 290 times
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athanasios
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Re: [8bpp] Graphics Replacement Project - Revived

Post by athanasios »

Zephyris wrote:Hmmm, Ill keep poking at the desert tiles, but I think it may be easier to do a palette replacement on the converted 8bpp tiles to remove the red/orange pixels. Its not easy to eliminate them by altering the source 32bpp image.
? Select a few of them -> Select similar -> Adjust Hue/Saturation ?
That's what I did with image I uploaded before. And I believe they are eliminated there. (Just record the adjustments you make, as they may be usefull in the future.)

And by the way: Definitely make a set with those yellowish tiles and orange/red spots. They may be useful in a DUNE terrain set: SPICE! :idea: :lol:
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Re: [8bpp] Graphics Replacement Project - Revived

Post by Mchl »

athanasios wrote:And by the way: Definitely make a set with those yellowish tiles and orange/red spots. They may be useful in a DUNE terrain set: SPICE! :idea: :lol:
There could be something in it...
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For those, who don't know exactly what's this about: a screenshot from Dune 2 - probably the first RTS ever.
For those, who don't know exactly what's this about: a screenshot from Dune 2 - probably the first RTS ever.
dune2.png (15.74 KiB) Viewed 8681 times
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Zephyris
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Re: [8bpp] Graphics Replacement Project - Revived

Post by Zephyris »

New desert tiles (Desert, desert transition, roads, rail and monorail.) for 32bpp ---> 8bpp conversion.

Also attached is a spreadsheet of the sprites of trtg1r grouped according to what they are for, might be useful for people wanting to, for example, make a complete GUI replacement... Looking at the list organised like this it looks much more manageable - the hardest bit will probably be industries and fonts.
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new desert.zip
(1022.54 KiB) Downloaded 315 times
Sprite list trg1r grf.xls
(81.5 KiB) Downloaded 256 times
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Re: [8bpp] Graphics Replacement Project - Revived

Post by Digitalfox »

Once more, great work Zephyris :D
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Zephyris
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Re: [8bpp] Graphics Replacement Project - Revived

Post by Zephyris »

WIP maglev, slightly darker than the old...
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Temperate maglev WIP.png
Temperate maglev WIP.png (15.15 KiB) Viewed 8003 times
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DeletedUser5
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Re: [8bpp] Graphics Replacement Project - Revived

Post by DeletedUser5 »

Beautiful. I was bored so I made sprite list for trgcr.
Sprite list trgcr grf.xls
(107 KiB) Downloaded 224 times
Why OpenOffice .ods files are disabled? :( It's smaller then excel files. Just for example: .xls: 107.0kb .ods: 12.6kb.
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Zephyris
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Re: [8bpp] Graphics Replacement Project - Revived

Post by Zephyris »

Road tunnels for 32bpp ---> 8bbp conversion... Slightly different style to the old ones...

*edit* added preview of a mini temperate landscape so far... not bad really :D
Attachments
Road Tunnels 32bpp.png
Road Tunnels 32bpp.png (47.21 KiB) Viewed 7869 times
Temperate WIP.png
Temperate WIP.png (25.51 KiB) Viewed 7854 times
LordAzamath
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Re: [8bpp] Graphics Replacement Project - Revived

Post by LordAzamath »

Sorry for absence...RL came in :) (a term ended, Christmas are coming etc.) I'll continue work because now it's holidays..

Zephyris, nice job :) Really, nice!
I'll give you some shots in some time :)

..and for all guys, that think that I'm coding a newgrf...no. I'm replacing sprites in trg1r.grf (pcx). So I can release it only if it's ready (can't distribute copyrighted work...)
BUT. I can set up a remote site where I "hold backups just in case..and I completely forget to defend that site, so some anonymous hackers are able to dl the development parts. So it's not my fault that YOU download, but I'm not getting angry about it either...I will never get to know if anyone has done something there....Your own responsibility. :D :D"

SO I'll provide some things in a time...RL just is busy near Christmas.
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Octopussy
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Re: [8bpp] Graphics Replacement Project - Revived

Post by Octopussy »

Why not using CSRailSet v1.3 - new rails for railroad tracks (with the permission of the tycoonez community of course)

http://ttd.tycoonez.com/?id=21

They look better than the TTD ones. :)

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Re: [8bpp] Graphics Replacement Project - Revived

Post by Killer 11 »

To be frank they don't look that good to me i like the ones Zephyris made, they look way way more nice
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