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Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 11 Feb 2008 21:59
by athanasios
Roujin: I also favor the existing color scheme, because toyland is poor in sprites and will look monotonous if you make only green trees. Please make full use of the changing colors in trees. Just make sure that there are not many brigh colors that disturb the eye. Trunk could be a bit brighter as Zephyris suggested.

regards
athanasios

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 11 Feb 2008 22:55
by DanMacK
Here are a couple of fixes to previously drawn sprites and a couple of direct replacement locos for the Kelling and the MJS.

The Wood car I posted wasn't loaded in the diagonals and I had a couple of extra black pixels on my F7.

Also, I drew a double end cab unit and a boxcab diesel (modified from Zephyris' goods van :P) for the double ended units.

Hope this helps.

Toyland trains next.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 11 Feb 2008 23:14
by thgergo
DanMacK wrote:Here are a couple of fixes to previously drawn sprites and a couple of direct replacement locos for the Kelling and the MJS.

The Wood car I posted wasn't loaded in the diagonals and I had a couple of extra black pixels on my F7.

Also, I drew a double end cab unit and a boxcab diesel (modified from Zephyris' goods van :P) for the double ended units.

Hope this helps.

Toyland trains next.
Thanks for the sprites they look really nice... Ill code them tomorrow, as well your updated rail carriages. Keep up nice work :)
7of9 wrote:
thgergo wrote:I have coded DanMacK`s arctic Locos, but i have encountered some problems with it:
The Kelling 3100, and the MJS 1000. Those two Locos have 4 views in original TTD, so if I want to add the other full 8 sprites, ill have to use more than an action A spriteswap... Also, supporting the Turner turbo passanger, and mail overrides needs more than replacing the default sprites. So here is my question, should I make them work with more advanced newgrf coding, or the sprites should be redesigned?
Lastly shall I update the "newVehicles - Rail v0.2" grf with DanMacK`s locos, or make a seperate grf file?

If u want, just send me the .nfo (s) and .pcx'es, and ill add them to what i already have made... or i can send u what i have made...
I`ll decode the 0.2 version then add my lines then recode it as 0.3... Also ill update the wagon graphic with the ones by DanMacK. Would be this way okey for you?
Zephyris wrote: I'm not quite happy with your \ and _ offsets, it looks like they need to be 1 px higher to me, not sure how it compares to the old graphics though, some of them had very interesting alignments!
I have used the default carriages to get the corresponding offsets. The "_" y offset, shouldnt be increased, since it appears on the purchase engines window, only the echanced replacement could have seperate graphic for that window...

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 12 Feb 2008 02:22
by athanasios
Nice locos DanMacK. :]

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 12 Feb 2008 02:55
by buttercup
Zephyris wrote:Buttercup, if you want a real challenge you can try and code my wip river sprites... I have now idea how the images I have done correspond to the sprites in the grf, it would be a lot of chopping and offsetting!
Edit: New version available, see a bit further down...

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 12 Feb 2008 03:03
by DanMacK
Noticed another oopsie with the coal cars - Didn't extend the | views like I did on the other cars. Fixed version below. Also noticed I had the stripe on the \ view of the food car too low.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 12 Feb 2008 05:36
by Trond
Zephyris wrote:And a gentle reminder, please update the wiki/tracking table as you make more graphics...

I have no idea about the codes at wiki, so please do claim me the forest and buoy if you have the time. Forest gfx by you, and buoy gfx by lepkka :)

Re: Cargo Icons

Posted: 12 Feb 2008 08:15
by Trond
DanMacK wrote:Was just playing around and decided to do up some cargo icons. Didn't see they were claimed yet. All are there except Toyland. The paper, wood and steel are from Zephyris' trains :) All others drawn by hand.

Enjoy. Toyland will be done later.
Sorry for doublepost, but wouldnt mix the two :roll:

I decided I would try to code these, and they look good and all, but... I get into some problems. I'm not sure, but I think my problems may be releated to palette, as some of the icons dont look same in game and outside. Could this be becoz I use the 8bpp palette (same as original gamefiles) and DanMacK painted these in 32bpp? So when I convert them I get some pixels using colors that shouldnt be used for objects?? Like CC or something like that?

If so, how do I fix it? Retouch the odd pixels? Load another palette that will work in game?

I have to say tough, the passenger icon looks very nice in my game :D

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 12 Feb 2008 08:28
by Zephyris
Re: Trond
I think you need palconvert to convert the animated colours into the normal colour equivalent...

Palconvert - Palette converter for action colours, converts action colours to normal colours. In the command line:
"palconvert <pcxname>" - converts target PCX action colours to normal colours.
"palconvert <pcxname> -C" - converts target PCX action colours to normal colours, not altering company colours.

Re: DanMacK
Awesome! :D

Re: Buttercup
I am going to draw some new sloped water tiles, they will be based on these ones provided by leppka - these would make a good placeholder. Is it quite easy to code rivers? You did that really fast! I think I will make the other climate river/canal graphics too, I'm not entirely happy with my artwork but someone else may want to tweak it.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 12 Feb 2008 08:49
by Trond
Thanx Zephyris, I actually tought of that... but then I took a SS of the mail icon ingame and blew it up in PSP and the problem was that the grey colors used in the mail icon doesnt come out very well on the dark grey backround of the station windows, so in fact there where nothing wrong like I first tought :roll: its noot easy beeing noob :lol:

So I guess I should rather ask DanMacK: you wanne change a bit on the mailicon so it comes out better? If you look at the screenshot in a 500% zoom you will see what I mean I think... (eventough its much more visible ingame...)

EDIT: Done coding all the cargo icons, now would be a good time to do those toyland icons DanMacK ;) And I would probably have to start a toyland game, wich will be my first ever... oh my eyes... 8)

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 12 Feb 2008 11:00
by DanMacK
New Mail Icon - Revised Will do the Toyland ones tonight

One note regarding generic trams as well. I personally think the Generic Tram Set should serve as a base for release for the advanced graphics. Maybe add an early tram (I can do that :D)

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 12 Feb 2008 12:02
by Trond
Great DanMacK! :bow:

Here's a fast preview without the toyland icons. Let me know if anything needs fixing or something ^^

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 12 Feb 2008 12:14
by Zephyris
The generic tram set shamelessly copies the original graphics, so use of its graphics should be avoided. The code, however, is definately available.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 12 Feb 2008 12:28
by Wolf01
since rivers are being worked, why don't draw them like small falls instead of only rocks (http://en.wikipedia.org/wiki/Image:Tambo_river.jpg)? it will give to the game a little more eyecandy, also because there are too many rocks on the river, or maybe full falls too, which looks good when the fall is larger than one tile, this intended to be an extension of current slopes, not to replace all them

and another thing, will rivers support different graphics with height difference (like over the snowline)? because we might draw also these kind of rivers: http://en.wikipedia.org/wiki/Image:R%C3 ... onso_2.jpg

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 12 Feb 2008 12:45
by peter1138
Wolf01 wrote:and another thing, will rivers support different graphics with height difference (like over the snowline)?
The rivers feature does indeed support this.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 12 Feb 2008 13:09
by Zephyris
And I will be providing the graphics soon! I would like to make the rivers above the snow line lined with ice, something like this, and make the rivers in the desert lined with grass... It may be a bit of a challenge!

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 12 Feb 2008 13:39
by buttercup
New version:
riverbanks2.png
riverbanks2.png (131.65 KiB) Viewed 5508 times
riverbanks.grf
(11.37 KiB) Downloaded 1219 times
Perhaps it's a little late to be saying this, but is there any chance the flat water graphics could be made to not flow in a specific direction? It doesn't look right when an isolated patch of water just flows for no particular reason, and it doesn't quite fit with the sloped water tiles either.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 12 Feb 2008 15:09
by DanMacK
I'll use the GTS as inspiration then :D

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 12 Feb 2008 15:28
by Zephyris
Re: buttercup
There is, as far as i know, now way to let the rivers/canals have different flat water graphics to the sea, and there is definately no way for the game to know which way the river would be flowing. You could push for a patch, but to be honest I don't see the devs being very interested in including it in trunk...

Re: DanMacK
When drawing the new tram graphics make them slightly longer, like the trains, so they fit together better when the tram is traveling straight...

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 12 Feb 2008 16:12
by buttercup
Zephyris wrote:Re: buttercup
There is, as far as i know, now way to let the rivers/canals have different flat water graphics to the sea, and there is definately no way for the game to know which way the river would be flowing. You could push for a patch, but to be honest I don't see the devs being very interested in including it in trunk...
Sorry, what I meant was "would lepkka mind if we edited his flat water sprites so that they don't flow in any particular direction?"

That is if there is sufficient interest to do so...