Page 37 of 175

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 26 Jan 2008 12:00
by DeletedUser5
New version of electric sparks. Contains also electric sparks for power plants.
I don't see any comments on road reconstruction so I'll claim it as done.

---------------- removed because I've noticed some bugs in nfo code ----------------

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 27 Jan 2008 15:25
by Digitalfox
Once again congratulations to everybody who have commit work to this project of 8bpp replacement.. :o

But please don't let it stop or it may take months again until someone picks it again :mrgreen:

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 27 Jan 2008 15:54
by DeletedUser5
Contains electric sparks for electric engines and power plants and road reconstruction.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 27 Jan 2008 16:00
by LordAzamath
Digitalfox wrote: But please don't let it stop or it may take months again until someone picks it again :mrgreen:
I hope that doesn't come so quickly :)

As a proof.. I started working on rail depot again.. Pictures soon :)

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 27 Jan 2008 16:14
by Zephyris
I have been very busy recently (interviews :?), so just a little treat; US and UK style roads for LH and RH drive ready for coding.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 27 Jan 2008 17:13
by LordAzamath
Zeph, I'll do it :).. But is it supposed to be an external newgrf? So I can control things with parameters...

In meantime, I've finished architecture of the rail depot.. behold.. Now I believe only texturing is more to do (the hardest part :P )
structure.png
structure.png (3.53 KiB) Viewed 8863 times
madis

EDIT: Zephyris, You did understand that you had lot's of duplicates.. Yes? :P The tiles which have no sign of junction are same... For example..
uuh.gif
uuh.gif (2.58 KiB) Viewed 8854 times
madis

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 27 Jan 2008 17:27
by Zephyris
yeah, the way i am drawing them its easiest just to keep all the tiles in... really don't need to code all of them!

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 27 Jan 2008 17:33
by LordAzamath
BTW. I just remember I have drawn street lights twice.. (One time for WWOTTDGD party grf) but the other time for this http://www.tt-forums.net/viewtopic.php?f=33&t=35131

If BigBB finishes that patch, then maybe we have streetlights too.. Assuming it'll get to trunk once finished ;).. I drew them so we've got permission too :)

madis

EDIT: And I shall not draw more today :)
structure.png
structure.png (5.84 KiB) Viewed 8739 times
madis

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 29 Jan 2008 07:28
by CMircea
2 days with no posts gentlemen?

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 29 Jan 2008 07:47
by XeryusTC
Desolator wrote:2 days with no posts gentlemen?
It was weekend, let them have their rest.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 29 Jan 2008 23:03
by rbenevid
Soeb wrote:Contains electric sparks for electric engines and power plants and road reconstruction.
I've been playing with the new electric sparks and like them very much!

Will try the road reconstruction. I never use that option (I don't play with AI)

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 30 Jan 2008 00:30
by athanasios
Desolator wrote:2 days with no posts gentlemen?
Pretty bad...

So I converted toyland 4650 and 4674 from 32bpp to 8bpp. Since it is a color reduce don't expect too much. At least they look OK in high resolutions.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 30 Jan 2008 04:56
by DanMacK
Everything looking good guys :D I've got a few locos done, mostly were edits of my current and some earlier stuff. The F7s are drawn cmpletely from scratch, so you may notice a few differences from the original mockups. BTW, sorry I can't code these :P

More on the way soon.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 30 Jan 2008 05:00
by LordAzamath
Desolator wrote:2 days with no posts gentlemen?
It's because you didn't give me feedback on the depot:P Making all walls look like the textured one is easy.. But is it the right way? I dunno, if you don't tell me...

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 30 Jan 2008 09:18
by Zephyris
Re: DanMacK
I love the trains! I shall code them tonight, unless lordazmath has got there first :)

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 30 Jan 2008 10:37
by LordAzamath
Get them :D I hate messing with offsets for small things :P

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 30 Jan 2008 11:19
by Roujin
Ok, comments on the rail depot.

If it's supposed to be for the normal climates (non-toyland) - isn't it? - I think it has too many different colors.

Currently it has:
- Green on the sides
- a sort of dark brown/red on the windows (those are windows, right?)
- middle brown/red on the back and front
- light brown/red on the roof
- bright blue on the rooftop

I would drop atleast the middle brown/red on the back and front side and make it green like the sides - actually the lower right and upper center sprite in your post have this; only the textured ones have the middle brown/red color there...
Oh and the windows don't look right yet... maybe the color, maybe the number.. try playing around with them a little...

And a question:
Is the blue on the top going to be the cc? Or where will the cc be applied?

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 30 Jan 2008 11:28
by LordAzamath
Roujin wrote:Ok, comments on the rail depot.

If it's supposed to be for the normal climates (non-toyland) - isn't it? - I think it has too many different colors.

Currently it has:
- Green on the sides
- a sort of dark brown/red on the windows (those are windows, right?)
- middle brown/red on the back and front
- light brown/red on the roof
- bright blue on the rooftop

I would drop atleast the middle brown/red on the back and front side and make it green like the sides - actually the lower right and upper center sprite in your post have this; only the textured ones have the middle brown/red color there...
Oh and the windows don't look right yet... maybe the color, maybe the number.. try playing around with them a little...

And a question:
Is the blue on the top going to be the cc? Or where will the cc be applied?
The short sides aren't done yet :D
The blue on top is cc, because I don't want to make the ring on walls again, and there is no way to apply it in some other way for all the views
The front and back will be the same as other sides.. just they don't get direct light -> darker.

And I think I gotta improve the roof more.. The roofs don't tile.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 30 Jan 2008 11:54
by richk67
If we are having newgrf-enabled graphics, then I would like to see engine sheds change design over the years. Early engine sheds (in the UK) were brick, with main doors about 20% taller than engine, with roofline often very high, with large fanned vents to get rid of the steam.

Diesel sheds from 1970s-1990s were more utilitarian - and had lower doorways, and lower roofs as no steam venting was needed. Electric depots of the same era were similar.

Post 1990s, design became more of a factor, and newer sheds could be quite "architected" - or whatever its called. Fancy-like ;)

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 30 Jan 2008 15:31
by LordAzamath
Ok.. I have done enourmous work on extended road tiles code
http://pastebin.com/f76d79fa

I think that you, Zephyris, should add action07 and action10 to road sprites in infrastructure release, which will deactivate that part if Opengfx+ newInfrastructure Combined Roadset is loaded..
Currently grfID is LA24 [4c 41 32 34]

madis