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Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 15 Feb 2008 11:42
by Zephyris
Re: George
Ahhh, river bugs. There are many, and some insurmountable!
I am strongly against redrawing the coasts to match the rivers, I love lepkkas shores! A redraw would reduce the obviousness of the bugs, but could not remove them, try the rivers with the default terrain to see what I mean.

In my modified version of your screenshot:
1. Pink circles: Completely unavoidable, and possibly worthy of a bug report. The river tiles, despite being at sea level and bordered by 3 water tiles still have "corners".
2. Green circles: IMO the correct behaviour. Ideally i would like an altitude varaction2 property for canals which lets you alter the bank graphics when sloping down to sea level, which would allow seamless transistion from river bank to shore. May cause bugs with other sea level rivers though.
3. Peach circle: Debatably the correct behaviour, but an altitude varaction2 property would allow shore graphics to be given to sea level river banks like this one for a more consistent look...

I'll have a proper look at the bugs and see if I can suggest a suitable patch to fix them, redrawing graphics won't particularly help....

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 15 Feb 2008 12:20
by peter1138
Zephyris wrote:Ideally i would like an altitude varaction2 property for canals
Like the one that is already there?

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 15 Feb 2008 12:25
by Zephyris
Is that the "height above ground" property mentioned here? In that case I shall make some riverbanks for sea level, with banks like the coastline, and hopefully get a nice transition on the sloped banks down to sea level...

*edit* What about this "bug":
1. Pink circles: Completely unavoidable, and possibly worthy of a bug report. The river tiles, despite being at sea level and bordered by 3 water tiles still have "corners".
I can see the logic used: It is a river tile, so has river banks. If there is land on the adjacent tile (including diagonally adjacent) draw the appropriate riverbank. Is there any way to tweak this so seawater overrides drawing of banks adjacent (excluding diagonally adjacent) to them?

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 15 Feb 2008 15:02
by Raumkraut
Here we go then, a full set of signal lights for all climes! :D
Working from Soeb and buttercups' previous GRFs (and nsignalsw.grf), I've managed to mash together the GRF myself. :)

Have I missed anything?

-- Edit --
Fixed the Toyland signals - ta buttercup. :)

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 15 Feb 2008 17:14
by George
Zephyris wrote:Re: George
Ahhh, river bugs. There are many, and some insurmountable!
I am strongly against redrawing the coasts to match the rivers, I love lepkkas shores!
Well, IMHO they do not fit these rivers, so I'd like not to see them this way
Zephyris wrote:A redraw would reduce the obviousness of the bugs, but could not remove them, try the rivers with the default terrain to see what I mean.
They fit better than Lepkka's ones and I suppose it should be possible to provide a version that fits even better.
Zephyris wrote:I'll have a proper look at the bugs and see if I can suggest a suitable patch to fix them, redrawing graphics won't particularly help....
I think because river sprites expand shore to the water, sea shore should behave (look) the same.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 15 Feb 2008 18:03
by buttercup
Zephyris, this is what the canals look like at the moment:
canals.png
canals.png (107.35 KiB) Viewed 5516 times
Raumkraut, in the Toyland signal GUI, the pre-signals are misaligned by a pixel:
signalgui.png
signalgui.png (3.9 KiB) Viewed 5504 times

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 15 Feb 2008 18:10
by DeletedUser21
I posted this earlier also but I think I posted it in transparent. :tongue:

Anyway, weren't the canal and lock graphics already original sprites since those were made by the community and not by Chris Sawyers team :?: :)

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 15 Feb 2008 18:36
by buttercup
As I understand it, the existing canals and locks were based on the original game textures. Since the textures need to be remade, so too do the canals and locks.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 15 Feb 2008 19:12
by richk67
Would it be possible to have the river banks somewhat more irregular? At the moment, its all straight lines, and looks a lot like brown-edged canals. A bit more irregularity - like the coastlines have, would look superb.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 15 Feb 2008 19:24
by lepkka
George wrote:
Zephyris wrote:Re: George
Ahhh, river bugs. There are many, and some insurmountable!
I am strongly against redrawing the coasts to match the rivers, I love lepkkas shores!
Well, IMHO they do not fit these rivers, so I'd like not to see them this way
Zephyris wrote:A redraw would reduce the obviousness of the bugs, but could not remove them, try the rivers with the default terrain to see what I mean.
They fit better than Lepkka's ones and I suppose it should be possible to provide a version that fits even better.
Zephyris wrote:I'll have a proper look at the bugs and see if I can suggest a suitable patch to fix them, redrawing graphics won't particularly help....
I think because river sprites expand shore to the water, sea shore should behave (look) the same.
Previous versions of my shores will fit, the ones not using the 05 0d action. But then all the work made by lakie its useless. I't going backwards. I strongly recommend changing rivers code, just a different riverbank for sea-line shores.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 15 Feb 2008 19:30
by lepkka
richk67 wrote:Would it be possible to have the river banks somewhat more irregular? At the moment, its all straight lines, and looks a lot like brown-edged canals. A bit more irregularity - like the coastlines have, would look superb.
that's possible, but won't fit with any (mine or others) irregular shores: they need the sea to be drawn on the sloped-beached tiles

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 16 Feb 2008 06:21
by Trond
Nice job on the signals Raumkraut! Now I hope someone will soon make a new headquarter for us :wink:

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 16 Feb 2008 06:50
by DanMacK
Revised Battery Icon

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 16 Feb 2008 07:02
by Trond
New version with the revised battery icon.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 16 Feb 2008 10:17
by LordAzamath
Purno wrote:Would my TGV graphics be of any use for this set?

(and perhaps there's more interesting stuff at http://users.tt-forums.net/2cc/sprites/ )
Ofcourse :)
I'm starting to code it now, if I may :)

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 16 Feb 2008 10:45
by Trond
Talking abot that... Did anyone agree on how the sets should be? Just a pure GFX replacement with no stats altered, or one with new stats? My preference is the first one... I think we shall stay true to that part of the game (for now?) and just replace the graphics with better gfx (and for the question of copyrights).. DanmacK have also made a lot of gfx for trains I believe...

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 16 Feb 2008 12:28
by LordAzamath
Trond wrote:Talking abot that... Did anyone agree on how the sets should be? Just a pure GFX replacement with no stats altered, or one with new stats? My preference is the first one... I think we shall stay true to that part of the game (for now?) and just replace the graphics with better gfx (and for the question of copyrights).. DanmacK have also made a lot of gfx for trains I believe...
hmm.. Ok I think you are right.. So I made a little actionA sprite replacement :)
tim.png
tim.png (11.71 KiB) Viewed 4829 times
OpenGFX_-_newVehicles_TIM--TGV_v0.1.grf
(1.59 KiB) Downloaded 1255 times
the livery override and that stuff will come as opengfx+ and will be a new engine, not actionA.
madis

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 16 Feb 2008 18:08
by Addi
Can't you make one big board at the normal signals (and not two round boards)? like at the screen.
Two round boards looks ugly for me...

and I think the presignals should have the same high than the normal signals...

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 16 Feb 2008 18:56
by DeletedUser5
It looks good for me. And no - pre-signals need to be higher then the signals.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 16 Feb 2008 20:35
by uzurpator
Regarding vehicle replacement.

Firstly, we need to acknolwedge that the new vehicle set must be built on top of the existing ones to remain backward compatible with old savegames. For instance we can add more locos, but the replacements for vanilla ttd locos must remain on their place ID wise and more or less stat wise.

This creates a problem with tenders (minor one) and tractive effort (more important one).

Should we add generations of train cars, or just add time based livery change (better because it is simpler)?
Should car/loco lengths differ or be set at 8/8? (test for compatibility is required)
Should we keep rail/mono/mag? Should the next tech outplace the previous? Or should all lines be expanded?

We can use 2CC, trunk ottd supports it.

There is a chance that we are going to have a significant increase in free IDs, so how many locos do we want (LOTS, of course :P)

Which start date we want to use? 1900? 1800? 1850?

Now which theme we want to use for each climate?
Temprate - Europe/Russia?
Arctic - North America?
Tropic - South America/Africa/India/Australia?

Now - planes are still missing, we need ships, more of them...

The keyword is compatibility tho - we can expand, but cannot remove anything from vanilla TTD.