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Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 26 Jun 2008 16:20
by LordAzamath
Ok. In that case maybe let's do that your locos will be arctic and his will be tropic?

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 26 Jun 2008 18:40
by Mchl
LordAzamath wrote:Ok. In that case maybe let's do that your locos will be arctic and his will be tropic?

I'll vote for this solution! The more, the merrier.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 26 Jun 2008 19:59
by thgergo
Also, I have already coded the arctic locos, and wagons too from DanMack, the wagons were originally by Zephyris.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 26 Jun 2008 20:50
by buttercup
thgergo wrote:Also, I have already coded the arctic locos, and wagons too from DanMack, the wagons were originally by Zephyris.
Oops, so you have (back on page 45 for those who missed it).

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 27 Jun 2008 00:19
by athanasios
I think its time to have single grf for grf replacements before things get overcomplicated and we end doing double work.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 27 Jun 2008 10:01
by Zephyris
It would be really good if some people could "adopt" the vehicle and town GRFs to manage them and get them into a completed state, ie. code them, see what's missing and find people to draw the missing graphics...

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 27 Jun 2008 15:38
by DJ Nekkid
LordAzamath wrote:OpenGFX - newTrains Arctic/Tropic -
tropic-arctic.png
I know it's supposed to be only tropic, but to make it arctic also, it lacks only coal, livestock and paper, if it'd possible be so kind and draw those too, we could have Tropic AND arctic ready. Currently only Tropical and Arctic climates ae changed. action7 prevents from Temperate and Toyland, so Zephyris' wagons are still handy for them.
tropic2.grf
And if someone completes maglev trains, allow them for Tropic and Arctic too, then those trains are complete. Everything here is ActionA, for I see no point of doing Action1, 2, 3, 0 chains :P
I did make the Chimaera Action A grf on page 30 or something :)

it might need some re-aligning with the wagons tho :)

Perhaps in/over the weekend, i got a GiG tomorrow, but i also have 2 weeks holliday :)

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 28 Jun 2008 23:56
by Red*Star
After a long pause I had now again some time to work on sprites. Since on the wiki pages it looked like the waypoints being not ready, I've done a quick draft of them. If they *are* already done, then maybe I've overlooked something in the forum... in that case we have two sorts of waypoints, well, why not ;)

The fence looks ugly as it is now, but I thought I *had* to add something in company colors... dunno... I think I will change that.


PS: Maybe I'll get also the still-WIP nautic sprites ready in the next week(s).

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 29 Jun 2008 10:35
by Zephyris
That would be awesome, keep up the good work!

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 29 Jun 2008 20:08
by DJ Nekkid
hi all...

i have a tiny bit of constructive criticicm ...

We had a small discussion/conclution in the opengfx community today, and it seems like the signals are a bit small and slightly unnoticable, especially, imho, the backwards in the | direction and the \ direction ... when viewed from the behind...

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 30 Jun 2008 06:16
by athanasios
Maybe we wait till YAPP makes it into trunk?

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 30 Jun 2008 21:21
by Mchl
athanasios wrote:Maybe we wait till YAPP makes it into trunk?
huh? how does YAPP inclusion affects signal graphics?

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 30 Jun 2008 22:01
by Zephyris
I think he meant yet another path-based signalling (which would require graphics)...

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 01 Jul 2008 00:07
by athanasios
YEP! :lol:
That's what I had in mind.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 01 Jul 2008 15:23
by DJ Nekkid
well, someone put it on the "to do"-list then :) or i could try to draw something myself ;)

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 05 Jul 2008 12:57
by Grolsch
Maybe it's an idea to update the startpost of this thread... Hasn't been done for a long time.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 05 Jul 2008 21:29
by athanasios
4668 patiently waiting to be coded. :mrgreen:

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 06 Jul 2008 01:34
by buttercup
Here you go:
toylandpreview.grf
(15.07 KiB) Downloaded 844 times
toyland8.png
toyland8.png (67.86 KiB) Viewed 5046 times
We're up to 8 toyland buildings now (I think that's about half, not including all the construction stages).

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 06 Jul 2008 08:35
by Tesseract
please, in OpenGFX_-_newTerrain_v0.4.grf (http://www.tt-forums.net/viewtopic.php?p=658082#p658082) could you to compile .grf to me without ocean (water) out of map edges?! Pleazzze. That`s all ok in the newTerrain - but I hate this option...

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 06 Jul 2008 13:48
by athanasios
Buttercup it seems that you are omnipresent! Thanks a lot.
Now I don't know what to use for construction stages. Even if we do something similar to original with paper wrap and use CC for variety, it is still a bit monotonous. I was thinking of wooden boxes. Any ideas, and art work :mrgreen: , are welcome.

Also I am of the opinion to drop the idea of an expanded 8bpp OpenGFX. Is it not better to draw directly in 32bpp? I mean 8bpp OpenGFX is needed for getting rid of the original grfs and keep the standards. Why should we stick to 8bpp for a + grf? It will be much much easier to create variations of the OpenGFX sprites, mainly by recoloring parts of the sprite. 8bpp has its limitations. A ghost sprite in gray could appear in the + grf with the message use 32bpp.