OpenGFX - Graphics Base Set
Moderator: Graphics Moderators
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- Tycoon
- Posts: 1656
- Joined: 08 Jun 2007 08:00
Re: [8bpp] Graphics Replacement Project - Revived
Soeb, so FooBar's code worked? Good then I don't have to code it
Re: [8bpp] Graphics Replacement Project - Revived
Very nice, now I at least don't have to pay you guys
Re: [8bpp] Graphics Replacement Project - Revived
@Soeb: Well... personally I dislike your new selectors. I don't like the gray shading (maybe this is the reason why they look thicker than original ones).
Re: [8bpp] Graphics Replacement Project - Revived
It's not really my place to criticise but I feel I have to put across my distaste for the selector graphics. It seems to me that the gradient is the opposite of what it should be. I'd prefer to see the center of the lines being a lighter colour whilst the edges (also maybe a bit thinner) fading down to a darker colour.
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- Tycoon
- Posts: 1656
- Joined: 08 Jun 2007 08:00
Re: [8bpp] Graphics Replacement Project - Revived
Hmm.. I gave the selectors anotjer go.. I used the sprite which is your one point in that grf.. The point is that all corners of a tile would be covered with dots like this.. I haven't aligned them properly so that's why it's a little bit off and somewhere you cans see double sprites.
Soeb, what do you think?
The grf currently makes both possible, your set and my modification. It's controlled by grf parameters. EDIT: I'm thinking that maybe it's more useful to apply the same piece of code as in the advanced terraform patch (accepted into trunk and present in beta3), which does the same for raise/lower tools..
Soeb, what do you think?
The grf currently makes both possible, your set and my modification. It's controlled by grf parameters. EDIT: I'm thinking that maybe it's more useful to apply the same piece of code as in the advanced terraform patch (accepted into trunk and present in beta3), which does the same for raise/lower tools..
Re: [8bpp] Graphics Replacement Project - Revived
maybe a 3d effect on the squares...
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- selector.png (596 Bytes) Viewed 8608 times
Re: [8bpp] Graphics Replacement Project - Revived
666 posts in the topic muahahaa
Zephyris selector-as the rest of your sprites= "o_o woooow..." , but isn't something wrong with the right corner?
I would also like to see it on in-game screenshot to see how it fits the (O)TTD style.
Zephyris selector-as the rest of your sprites= "o_o woooow..." , but isn't something wrong with the right corner?
I would also like to see it on in-game screenshot to see how it fits the (O)TTD style.
Re: [8bpp] Graphics Replacement Project - Revived
Indeed that might look good...Zephyris wrote:maybe a 3d effect on the squares...
Would like to see it in game . (maybe change the white a bit? could be a bit to bright?)
The dots are also cool, but don't really feel like a whole...
I'd love to try out some things myself, but I would have to learn to mage grf's first . Maybe I'll do that one day
keep up the good work .
Re: [8bpp] Graphics Replacement Project - Revived
newFonts - Small Fonts v0.1
Complete new small font, now includes lower case...
Could anyone who understands how to insert letters with accents etc. in openttd please test the offsets/alignments of the more unusual characters. I know some of the symbols are the same in the new font, but there is only so much you can do in a 1 bit 5 x 3 image when you are trying to draw an ampersand/dollar sign/star/etc. Any suggestions on how to make them more unique are welcome, although I reckon these are essentially un-copyrightable...
Complete new small font, now includes lower case...
Could anyone who understands how to insert letters with accents etc. in openttd please test the offsets/alignments of the more unusual characters. I know some of the symbols are the same in the new font, but there is only so much you can do in a 1 bit 5 x 3 image when you are trying to draw an ampersand/dollar sign/star/etc. Any suggestions on how to make them more unique are welcome, although I reckon these are essentially un-copyrightable...
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- smallfontpreview.png (18.35 KiB) Viewed 8365 times
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- OpenGFX_-_newFonts_-_Small Fonts_v0.1.grf
- (4.78 KiB) Downloaded 1158 times
Re: [8bpp] Graphics Replacement Project - Revived
Sorry to double post, but I would rather not pollute my font release
Re:Nickman and Wookie
It was a very quick mockup - its not the correct size or anything, just a concept.
And a fun fact, the fonts alone make up 672/6990 = 9.6% of the original graphics!
Re:Nickman and Wookie
It was a very quick mockup - its not the correct size or anything, just a concept.
And a fun fact, the fonts alone make up 672/6990 = 9.6% of the original graphics!
- DeletedUser5
- Transport Coordinator
- Posts: 277
- Joined: 07 Oct 2007 15:10
Re: [8bpp] Graphics Replacement Project - Revived
The one by Zephyris will look like that. I'll give you a grf when I'll do other ones. And only if you like it.
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- Unnamed, 4th Jan 2000.png (5.46 KiB) Viewed 8103 times
Re: [8bpp] Graphics Replacement Project - Revived
Looks good Soeb, only the corners need some finishing touches .
Re: [8bpp] Graphics Replacement Project - Revived
You will always get a brightness difference at the edges because the outer edge will only be thickness 1, and the inners will be double thickness.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
Re: [8bpp] Graphics Replacement Project - Revived
The left and right corners will never work entirely correctly due to the sprite overlap...
Re: [8bpp] Graphics Replacement Project - Revived
I'm not talking about brightness, but it looks like there are some "holes" at the edges Don't know if that can be fixed?
Re: [8bpp] Graphics Replacement Project - Revived
Toyland infrastructure for lordazamath to code
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- Toyland Infrastructure 8bpp.png
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- Tycoon
- Posts: 1656
- Joined: 08 Jun 2007 08:00
Re: [8bpp] Graphics Replacement Project - Revived
Will be done tomorrow morning.. I'm too tired todayZephyris wrote:Toyland infrastructure for lordazamath to code
Re: [8bpp] Graphics Replacement Project - Revived
The offsets for the tunnels are the same as in newinfrastructure v0.2....
*edit* and what is sample.cat for? what does it contain? is it vital for the game?
*edit* and what is sample.cat for? what does it contain? is it vital for the game?
Re: [8bpp] Graphics Replacement Project - Revived
It contains the sound samples, and yes-and-no; OpenTTD won't load without it, but not having it won't disrupt gameplay, assuming you remove the places where Open tries to play a TTD sound.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
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- Tycoon
- Posts: 1656
- Joined: 08 Jun 2007 08:00
Re: [8bpp] Graphics Replacement Project - Revived
And in the general OpenTTD forum, there is a Sound Replacement Project going on by orudge..
EDIT: And should I use default windows palette or toyland?
EDIT2: And Zephyris, if you could post 1005-1010 then we would have junctions too, I think.. Similar for monorail and maglev
EDIT3: And Zephyris, you didn't give me all crossing sprites.. Those what have to blink are missing...
EDIT: And should I use default windows palette or toyland?
EDIT2: And Zephyris, if you could post 1005-1010 then we would have junctions too, I think.. Similar for monorail and maglev
EDIT3: And Zephyris, you didn't give me all crossing sprites.. Those what have to blink are missing...
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