OpenGFX - Graphics Base Set
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Re: [8bpp] Graphics Replacement Project - OpenGFX
You don't need to use parameters for the driving side, there is is an action7 variable for that (86)., but apart from that looks good
I may just include the new roads in the newinfrastructure and add a parameter for 0 = default roads, 1 = UK-like roads, 2 = US-like roads. The current coding work you have done will slot nicely into that...
I may just include the new roads in the newinfrastructure and add a parameter for 0 = default roads, 1 = UK-like roads, 2 = US-like roads. The current coding work you have done will slot nicely into that...
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Re: [8bpp] Graphics Replacement Project - OpenGFX
EDIT: OOPS.. Deleted the post content accidentally The code would be something like this then...
Code:
EDIT2:
EDIT3:
EDIT4: Ok. This code is dynamic now and action0A's can be added with real sprites. gone through linter, which didn't complain, so I guess it's ok now.. Will add sprites tomorrow.
Now structure is in place.
Code:
EDIT2:
EDIT3:
EDIT4: Ok. This code is dynamic now and action0A's can be added with real sprites. gone through linter, which didn't complain, so I guess it's ok now.. Will add sprites tomorrow.
Code: Select all
// Automatically generated by GRFCODEC. Do not modify!
// (Info version 7)
// Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
0 * 4 36 00 00 00
1 * 185 08 07 "LA24OpenGFX newInfrastructure Combined Roadset v0.1" 00 "OpenGFX newInfrastructure Combined Roadset v0.1. Extension to NewInfrastructure roads. Graphics by Zephyris, coded by LordAzamath." 00
2 * 6 07 83 01 02 03 09 //Action07, skip Toyland to label 09 (end)
//Parameter0=0 ==> Default roads
//Parameter0=1 ==> US style roads
//Parameter0=2 ==> UK style roads
3 * 9 0D 00 80 FF 00 \d0 //Action0D -> set default parameter0 to 0 -> Default roads
4 * 9 07 00 04 \7! \d0 00 //Action07 -> if parameter0 isn't equal to 0 then skip default road to label 00
//current road here
//current road here
5 * 42 10 00 "Skip to here if param0 isn't equal to 0" 00 // Action10, end of default road. 00
6 * 9 07 00 04 \7! \d1 00 //Action07 -> if parameter0 isn't equal to 1 then skip US style road to label 00
//US style road here | both
//paved road
7 * 6 07 83 01 03 00 02 //Skip to label 02 if not temperate
//temperate
8 * 32 10 02 "Skip to here if not temperate" 00 //Label02
9 * 6 07 83 01 03 01 02 //Skip to label02 if not arctic
//arctic
10 * 29 10 02 "Skip to here if not arctic" 00 //Label02
11 * 6 07 83 01 03 02 02 //Skip to label12 if not tropic
//tropic
12 * 29 10 02 "Skip to here if not tropic" 00 //Label02
//US style road here | right
//Action07 right side
13 * 6 07 86 01 00 04 01
//paved road
14 * 6 07 83 01 03 00 02 //Skip to label 02 if not temperate
//temperate
15 * 32 10 02 "Skip to here if not temperate" 00 //Label02
16 * 6 07 83 01 03 01 02 //Skip to label02 if not arctic
//arctic
17 * 29 10 02 "Skip to here if not arctic" 00 //Label02
18 * 6 07 83 01 03 02 02 //Skip to label12 if not tropic
//tropic
19 * 29 10 02 "Skip to here if not tropic" 00 //Label02
//Action10 end right side
20 * 41 10 01 "Skip to here if not right side traffic" 00 //Label01
//US style road here | left
//Action07 left side
21 * 6 07 86 01 01 04 01
//paved road
22 * 6 07 83 01 03 00 02 //Skip to label 02 if not temperate
//temperate
23 * 32 10 02 "Skip to here if not temperate" 00 //Label02
24 * 6 07 83 01 03 01 02 //Skip to label02 if not arctic
//arctic
25 * 29 10 02 "Skip to here if not arctic" 00 //Label02
26 * 6 07 83 01 03 02 02 //Skip to label12 if not tropic
//tropic
27 * 29 10 02 "Skip to here if not tropic" 00 //Label02
//Action10 end left side
28 * 40 10 01 "Skip to here if not left side traffic" 00 //Label01
29 * 42 10 00 "Skip to here if param0 isn't equal to 1" 00 // Action10, end of US style road. 00
30 * 9 07 00 04 \7! \d2 00 //Action07 -> if parameter0 isn't equal to 2 then skip UK style road to label 00
//UK style road here | both
//paved road
31 * 6 07 83 01 03 00 02 //Skip to label 02 if not temperate
//temperate
32 * 32 10 02 "Skip to here if not temperate" 00 //Label02
33 * 6 07 83 01 03 01 02 //Skip to label02 if not arctic
//arctic
34 * 29 10 02 "Skip to here if not arctic" 00 //Label02
35 * 6 07 83 01 03 02 02 //Skip to label12 if not tropic
//tropic
36 * 29 10 02 "Skip to here if not tropic" 00 //Label02
//UK style road here | right
//Action07 right side
37 * 6 07 86 01 00 04 01
//paved road
38 * 6 07 83 01 03 00 02 //Skip to label 02 if not temperate
//temperate
39 * 32 10 02 "Skip to here if not temperate" 00 //Label02
40 * 6 07 83 01 03 01 02 //Skip to label02 if not arctic
//arctic
41 * 29 10 02 "Skip to here if not arctic" 00 //Label02
42 * 6 07 83 01 03 02 02 //Skip to label12 if not tropic
//tropic
43 * 29 10 02 "Skip to here if not tropic" 00 //Label02
//Action10 end right side
44 * 41 10 01 "Skip to here if not right side traffic" 00 //Label01
//UK style road here | left
//Action07 left side
45 * 6 07 86 01 01 04 01
//paved road
46 * 6 07 83 01 03 00 02 //Skip to label 02 if not temperate
//temperate
47 * 32 10 02 "Skip to here if not temperate" 00 //Label02
48 * 6 07 83 01 03 01 02 //Skip to label02 if not arctic
//arctic
49 * 29 10 02 "Skip to here if not arctic" 00 //Label02
50 * 6 07 83 01 03 02 02 //Skip to label12 if not tropic
//tropic
51 * 29 10 02 "Skip to here if not tropic" 00 //Label02
//Action10 end left side
52 * 40 10 01 "Skip to here if not left side traffic" 00 //Label01
53 * 42 10 00 "Skip to here if param0 isn't equal to 2" 00 // Action10, end of UK style road. 00
54 * 26 10 09 "Skip to here if Toyland" 00 // Action10, label for first action07. 09
Re: [8bpp] Graphics Replacement Project - OpenGFX
And on a slightly lighter note, look what I came across when coding DanMacK's trains...
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Re: [8bpp] Graphics Replacement Project - OpenGFX
Now everyone will expect you to create a loco smiley set for forums.... ;D
Re: [8bpp] Graphics Replacement Project - OpenGFX
hehe, never noticed that Since the Turbo train in the NARS is a combination of myself and Pikka's work, I just got permission from him to use it. Below is the Turner Turbo with matching coach and mail cars.
Hmmm, maybe I should look at doing the Toyland locos too
**EDIT** - Added File
Hmmm, maybe I should look at doing the Toyland locos too
**EDIT** - Added File
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Last edited by DanMacK on 30 Jan 2008 21:13, edited 1 time in total.
Regards,
Dan MacKellar
================
Projects in Progress
North American Renewal Train Set Topic,Canadian Train Set Website, Canadian Train Set Development Topic, Finnish Train Set Website,Visit my Train Gifs Site
CN Boxcar drawn by Dave Hersrud
Dan MacKellar
================
Projects in Progress
North American Renewal Train Set Topic,Canadian Train Set Website, Canadian Train Set Development Topic, Finnish Train Set Website,Visit my Train Gifs Site
CN Boxcar drawn by Dave Hersrud
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Re: [8bpp] Graphics Replacement Project - OpenGFX
Below? humm... You forgot to attach
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Re: [8bpp] Graphics Replacement Project - OpenGFX
Yep. Time for digging up your "Toyland Renewal Set" and graphics_master's "Toyland Station Set".DanMacK wrote:Hmmm, maybe I should look at doing the Toyland locos too
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Re: [8bpp] Graphics Replacement Project - OpenGFX
Thought you might might like to know that you have a few GRF ID conflicts with your GRFs LA, you use 414C313* a bit too much
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Re: [8bpp] Graphics Replacement Project - OpenGFX
One more building!
EDIT: 4 or 5 pixels run away and I put them back in place.
EDIT: DO NOT USE THIS. Final sprite in next page.
EDIT: 4 or 5 pixels run away and I put them back in place.
EDIT: DO NOT USE THIS. Final sprite in next page.
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Last edited by athanasios on 03 Feb 2008 22:53, edited 2 times in total.
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Re: [8bpp] Graphics Replacement Project - OpenGFX
I know.. There was a problem with depots.. Athanasios editied my road depot and changed the number... And then I changed the numberAntBUK wrote:Thought you might might like to know that you have a few GRF ID conflicts with your GRFs LA, you use 414C313* a bit too much
The main thing is that the big releases (complete sets) have unique.. And the last piece of code is LA24... I think I haven't reached there before.. But maybe I'll start all over using MA** (Madis Aasmäe)...
And as per request, I'll soon convert my tropical bank to 8bpp, make some pixel randomisation and present it... So we have something until better comes along.
madis
Re: [8bpp] Graphics Replacement Project - OpenGFX
Only one? I've found twoZephyris wrote:And on a slightly lighter note, look what I came across when coding DanMacK's trains...
And if you can't find them, here's a picture with one in red and the other in yellow:
Re: [8bpp] Graphics Replacement Project - OpenGFX
I guess the toyland trains are finished already
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Re: [8bpp] Graphics Replacement Project - OpenGFX
One guy is greeting you:
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Re: [8bpp] Graphics Replacement Project - OpenGFX
I have finished the road thingy
OpenGFX+ newInfrastructure Combined Roadset v0.1
Features:
- New US style road, fits to OpenGFX grass/snow/desert tiles
- New UK style road, fits to OpenGFX grass/snow/desert tiles
- GRF obeys to left/right side of road, which you have set
- Climate specific
Parameters
- param0=0 => Whichever road set you have, that will stay
- param0=1 => Road is US styled (excluding level crossing/bridges/tunnels)
- param0=2 => Road is UK styled (excluding level crossing/bridges/tunnels)
--Notes--
Zephyris, to include it to infrastructure, fill the place with the default opengfx road. And then replace the road part in infrastructure one with the one you got
The nfo for Zephyris: The pcx for Zephyris (had to change some things): The grf for you: Sorry for this big delay, but I got some major flaws into the code, which took long time to repair.
madis
EDIT: I think I'll reverse the list in the second post, so newer grfs will come first
OpenGFX+ newInfrastructure Combined Roadset v0.1
Features:
- New US style road, fits to OpenGFX grass/snow/desert tiles
- New UK style road, fits to OpenGFX grass/snow/desert tiles
- GRF obeys to left/right side of road, which you have set
- Climate specific
Parameters
- param0=0 => Whichever road set you have, that will stay
- param0=1 => Road is US styled (excluding level crossing/bridges/tunnels)
- param0=2 => Road is UK styled (excluding level crossing/bridges/tunnels)
--Notes--
Zephyris, to include it to infrastructure, fill the
Code: Select all
//Current road goes here
//Current road goes here
The nfo for Zephyris: The pcx for Zephyris (had to change some things): The grf for you: Sorry for this big delay, but I got some major flaws into the code, which took long time to repair.
madis
EDIT: I think I'll reverse the list in the second post, so newer grfs will come first
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Re: [8bpp] Graphics Replacement Project - OpenGFX
And the two anim. screenies
madis
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Re: [8bpp] Graphics Replacement Project - OpenGFX
Sorry for triple post
But I have something to say.. I used Zephyris' tree sprites, his transition form rainforest terrain to desetr, and my own aritstic skills and created this.. It's supposed to be fruit plantation.. I hope Zephyris, you don't mind, that I used your graphics
Anyway, because there is one tile only for plantation, it tiles horrible much.. This is what I got now.. EDIT: other possible solution: EDIT: Now without the cross... It's more similar to original. And I can make it so too, that the darker ones will be rubber and lighter fruit.. but I need some feedback
madis
But I have something to say.. I used Zephyris' tree sprites, his transition form rainforest terrain to desetr, and my own aritstic skills and created this.. It's supposed to be fruit plantation.. I hope Zephyris, you don't mind, that I used your graphics
Anyway, because there is one tile only for plantation, it tiles horrible much.. This is what I got now.. EDIT: other possible solution: EDIT: Now without the cross... It's more similar to original. And I can make it so too, that the darker ones will be rubber and lighter fruit.. but I need some feedback
madis
Re: [8bpp] Graphics Replacement Project - OpenGFX
athanasios:
Not sure if your buildings needed coding, but I was bored
Edit: Link removed, see page 40.
Not sure if your buildings needed coding, but I was bored
Edit: Link removed, see page 40.
Last edited by buttercup on 05 Feb 2008 00:07, edited 1 time in total.
Re: [8bpp] Graphics Replacement Project - OpenGFX
Will the white tower block in the above toyland pic be used for other climates? It looks as though it would fit perfectly in all the other climates.
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Re: [8bpp] Graphics Replacement Project - OpenGFX
ooo, I toyland picture that's nice to look at. I think the orange/brown building needs a little more contrast, (left hand side darker), but apart from that it's really nice. I would actually play that.
Ben
Re: [8bpp] Graphics Replacement Project - OpenGFX
Nice progress guys!
Re: Lordazamath
Chop and change all my graphics as much as you want...
Re: athanasios
I agree that the orange needs some more contrast, but otherwise good!
Re: Lordazamath
Chop and change all my graphics as much as you want...
Re: athanasios
I agree that the orange needs some more contrast, but otherwise good!
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