"L85" OpenTTD graphics replacement

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lukasz1985
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"L85" OpenTTD graphics replacement

Post by lukasz1985 » 07 May 2014 20:41

I'm working on my own replacement on OpenTTD graphics. The things, so far go the right direction and I've produced some 32bpp graphics for ground tiles, farm fields and roads.

At current stage of development the project includes:

1 Terrain tiles, including water
Screenshot: http://s21.postimg.org/4wzceerhx/preview_landscape.png
Download: https://dl.dropboxusercontent.com/u/403 ... errain.grf

2 Farm industry
Screenshot: https://dl.dropboxusercontent.com/u/403 ... review.png
Download: https://dl.dropboxusercontent.com/u/403 ... t/farm.grf

3 Farm fields and fences
Screenshot: http://s27.postimg.org/vnej2f4hd/preview_farms.png
Download https://dl.dropboxusercontent.com/u/403 ... arming.grf

4 Rural and city roads
Screenshot: http://s14.postimg.org/tklswo9ox/preview_roads.png
Download: https://dl.dropboxusercontent.com/u/403 ... /roads.grf

5 Foundations
Screenshot: http://s28.postimg.org/gyvtlv1hn/previe ... ations.png
Download: https://dl.dropboxusercontent.com/u/403 ... ations.grf

6 Trees
Screenshot: http://s29.postimg.org/w0ghmbb8l/preview_trees.png
Download: https://dl.dropboxusercontent.com/u/403 ... /trees.grf

7 Road infrastructure (bridges and tunnel)
Screenshot: https://dl.dropboxusercontent.com/u/403 ... _infra.png
Download: https://dl.dropboxusercontent.com/u/403 ... ucture.grf

8 Rails
Screenshott: https://dl.dropboxusercontent.com/u/403 ... enshot.png
Download: https://dl.dropboxusercontent.com/u/403 ... /rails.grf
Last edited by lukasz1985 on 14 Jan 2016 16:25, edited 11 times in total.


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Re: "L85" OpenTTD graphics replacement

Post by Supercheese » 08 May 2014 03:31

kamnet wrote:Looks nice so far, good luck!
I second this sentiment. :)
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Re: "L85" OpenTTD graphics replacement

Post by supermop » 08 May 2014 07:43

I like it! I like that it maintains the vibrant feel of original and ogfx 8bpp sprites, while most rendered sets use more cold or washed out color.

lukasz1985
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Re: "L85" OpenTTD graphics replacement

Post by lukasz1985 » 09 May 2014 13:46

Update - split different elements into different grfs to avoid uploading large files and flexibility.

Also I've made fences around farm fields (take a look into the first message in thread).

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Re: "L85" OpenTTD graphics replacement

Post by FLHerne » 09 May 2014 14:47

supermop wrote:I like it! I like that it maintains the vibrant feel of original and ogfx 8bpp sprites, while most rendered sets use more cold or washed out color.
I think it looks rather oversaturated, and would prefer a toned-down version. :P

Awesome gfx though!
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Re: "L85" OpenTTD graphics replacement

Post by Mr_Rata » 10 May 2014 09:20

Wow great work, its look very realistic

lukasz1985
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Re: "L85" OpenTTD graphics replacement

Post by lukasz1985 » 10 May 2014 11:50

Thank you all. Nice to hear positive feedback. :)

@FLHerne I will certainly keep this in mind. Soon I will post a version with shadows, which I forgot. I think it looks less saturated and less dull:
http://s29.postimg.org/8uqf1w1dh/preview_shadows.png

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Re: "L85" OpenTTD graphics replacement

Post by planetmaker » 10 May 2014 14:56

I quite like what I see here in this thread - the probably best usable 32bpp graphics around to date.

If we can aid you, e.g. by repository, build and / or render support (we can offer a VM with blender available), please feel free to contact me.

Quote of yours from the other thread:
And personally I dont understand why all this great 32bpp potential actually was wasted. The zBase is unfinished, other set's are just somewhat random and incoherent. Was nobody since 2(maybe 3?) years of 32bpp in existence - eager enough to get it on the tracks?... That makes me wonder.
I fear it's simply true. It's also a lot of work, if one has the ambition to go the whole way and not start small. Thus it may deter a lot of people. Also, from my experience, it always needs a bit time till features (like the integrated 32bpp support in grfs) are picked up. We're hopefully at this stage now. Glad to see you among those pioneers :)

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Re: "L85" OpenTTD graphics replacement

Post by lukasz1985 » 10 May 2014 15:38

Nice to hear that from you, planetmaker.

I will certainly use some help, especially related to the "know how" (for example currently I'm wondering how to animate the water with NML). So I will appreciate any clues that could push things forward (actually you already helped me there )

About render support - no need for this yet - render times are still acceptable (I try hard to keep them down).
My sole pain is that each .blend file is up to 100mb in size so I don't know about the repo. The problem I also have is that the global undo in Blender which is terribly slow (takes 3-5 second per step).

But no worries, I hope I'll solve some of this issues. :)

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Re: "L85" OpenTTD graphics replacement

Post by planetmaker » 10 May 2014 22:35

As to water animation, I can encourage you to take a look at pota-ghat. Basically you define your 32bpp sprite and an 8bpp sprite of the same size as mask sprite. The latter provides the animation and hue via the palette animation in it. In the pota-ghat case I simply used the animated water sprites from OpenGFX as mask for the 32bpp water sprites.

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Re: "L85" OpenTTD graphics replacement

Post by vinaximus » 11 May 2014 10:36

Superb screenshots. Looking forward for it
Good day building rails

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Re: "L85" OpenTTD graphics replacement

Post by lukasz1985 » 15 May 2014 10:54

@planetmaker Thanks for that. The problem is this only works with 8bpp sprites. I would rather prefer something that allows me to create frame by frame animation of water.

Update:
- New: foundations
- Fixed some issuess with angles
- Put cows and sheeps into farm fields

http://s15.postimg.org/xvdk3yte1/preview_farms_2.png

http://s28.postimg.org/gyvtlv1hn/previe ... ations.png

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planetmaker
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Re: "L85" OpenTTD graphics replacement

Post by planetmaker » 15 May 2014 12:07

lukasz1985 wrote:@planetmaker Thanks for that. The problem is this only works with 8bpp sprites. I would rather prefer something that allows me to create frame by frame animation of water.
Well, the link I gave you is exactly how water animation works for 32bpp: 32bpp sprite and an 8bpp sprite as so-called 'mask sprite' for the periodic change in hue / brightness. Custom animation by other means is not possible for landscape tiles.

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Re: "L85" OpenTTD graphics replacement

Post by lukasz1985 » 15 May 2014 12:35

planetmaker wrote:
lukasz1985 wrote:@planetmaker Thanks for that. The problem is this only works with 8bpp sprites. I would rather prefer something that allows me to create frame by frame animation of water.
Well, the link I gave you is exactly how water animation works for 32bpp: 32bpp sprite and an 8bpp sprite as so-called 'mask sprite' for the periodic change in hue / brightness. Custom animation by other means is not possible for landscape tiles.

Well, that's what I did. Actually in order to try it out first - I've copied your mask file and added it as the last argument in the NML code.
The effect is there, but the masking image doesn't work as if it was a mask, it's like animating itself, completely ignoring the image passed as the sprite.

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Re: "L85" OpenTTD graphics replacement

Post by planetmaker » 15 May 2014 12:59

lukasz1985 wrote:
planetmaker wrote:
lukasz1985 wrote:@planetmaker Thanks for that. The problem is this only works with 8bpp sprites. I would rather prefer something that allows me to create frame by frame animation of water.
Well, the link I gave you is exactly how water animation works for 32bpp: 32bpp sprite and an 8bpp sprite as so-called 'mask sprite' for the periodic change in hue / brightness. Custom animation by other means is not possible for landscape tiles.

Well, that's what I did. Actually in order to try it out first - I've copied your mask file and added it as the last argument in the NML code.
The effect is there, but the masking image doesn't work as if it was a mask, it's like animating itself, completely ignoring the image passed as the sprite.
It doesn't completely ignore the 32bpp sprite, it changes the hue/brightness accordingly. Easiest to see if you try both ways, with a uniform neutral-density gray 32bpp and a changing 8bpp mask image and / or vice versa with a 32bpp sprite and a neutral-density 8bpp mask file.

The result is like a superposition of the two. EDIT: And when I first created pota-ghat I didn't find the result exactly intuitive either. Really play with the palette colours put in the mask image to see the effects - they make a big difference. But after all, one can work with that not too badly

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Re: "L85" OpenTTD graphics replacement

Post by lukasz1985 » 15 May 2014 13:10

Hmm... ok. Maybe I'll have to give it a second try..

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Re: "L85" OpenTTD graphics replacement

Post by lukasz1985 » 16 May 2014 13:47

Trees:

http://s29.postimg.org/w0ghmbb8l/preview_trees.png

For grf, as always look into first message in this topic.

Any comments appreciated.

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Re: "L85" OpenTTD graphics replacement

Post by Pingaware » 16 May 2014 14:23

So far, this is by far my most favourite set of 32-bit graphics. It's the only one I feel which captures the feel of the original/OGFX. Keep up the good work and I look forward to the completion!

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Re: "L85" OpenTTD graphics replacement

Post by lukasz1985 » 16 May 2014 15:16

@Pingaware Good, you like it, if you have any suggestions, post them.


Here is a screenshot of what's coming - cars, they show the target scale of the graphics. This gives a good feel how things will work.

Image

Have a nice day :)

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