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OpenGFX2

Posted: 14 Jul 2023 10:34
by Zephyris
Presenting OpenGFX2!
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253749866-1adabdf4-baf8-48b2-ae35-279c3d808d0e.png (204.32 KiB) Viewed 10046 times
Download
Get the latest releases at Github: https://github.com/zephyris/opengfx2/releases

It's not available in the in-game content system, at least not yet...

What is it?
You can think of OpenGFX2 as a few things:

OpenGFX "directors cut". I drew a lot of OpenGFX; the landscape, infrastructure tiles, most industries, most towns/houses, original trees, etc. I think it's OK, but not great. OpenGFX2 is my chance to make an improved coherent base set.

OpenGFX 32bpp. Lots of OpenGFX sprites started life as full RGB images, then converted to the 8bpp palette. OpenGFX2 is a chance to revive and use those source images.

OpenGFX Extra Zoom. I want to play OpenTTD on big screens more zoomed in. zBase was my foundational attempt to get an extra zoom graphics set off the ground... But community interest to build on this foundation never materialised. OpenGFX2 is a chance to make a more original TTD graphics/pixel art-style extra zoom base set.

What is the ultimate goal?
I'm not 100% sure, but probably a "classic" 1x zoom 8bpp base set, and a "high definition" 4x zoom 32bpp base set. Maybe it'll replace OpenGFX, maybe it won't.

Can I help?
Help would be greatly appreciated! Particularly spotting and reporting bugs on Github, helping with 4x zoom sprites, or helping turning sprite generating scripts into transferable tools.

Re: OpenGFX2

Posted: 15 Jul 2023 00:28
by kamnet
Is it planned that these will be drop-in replacements for OpenGFX as a base set, selectable from the main menu?

Re: OpenGFX2

Posted: 15 Jul 2023 07:53
by Zephyris
I'd like it to be... Stylistically it is what I wanted to achieve. A question is whether it's worth merging all the updated graphics into the OpenGFX repo, ie. Just update it.

Re: OpenGFX2

Posted: 15 Jul 2023 19:02
by kamnet
If it works on OpenTTD 1.0.0, then I don't see why the repo cannot be updated with the new sprites.

If so, can we also submit a PR for OpenTTD to modify the settings so that we can select 8/32 bpp and grid/gridless rather than using a NewGRF to change that?

Re: OpenGFX2

Posted: 15 Jul 2023 21:23
by Zephyris
It should be backwards compatible, I think... Its more than just sprites though, there's a bunch of sprite generation code which I'm not sure belongs in the OpenGFX repo. Needs some thought...

Re. Gridless settings, discord consensus seems to be newgrf parameter support for the "extra" newgrf of the base set is the way to go.

Re: OpenGFX2

Posted: 16 Jul 2023 04:12
by kamnet
Zephyris wrote: 15 Jul 2023 21:23 It should be backwards compatible, I think... Its more than just sprites though, there's a bunch of sprite generation code which I'm not sure belongs in the OpenGFX repo. Needs some thought...
Then perhaps its better to just keep it in its own repo and offer it as an upgrade for those who want it.
Zephyris wrote: 15 Jul 2023 21:23 Re. Gridless settings, discord consensus seems to be newgrf parameter support for the "extra" newgrf of the base set is the way to go.
Meh. I'm always rooting for being able to get rid of NewGRFs when possible, but I also see the benefit of using it instead of letting mission creep corrupt the core code too much.

In that case... could you expand the utility of the Settings NewGRF by incorporating features from OpenGFX+ Landscape? I specifically very much use the "Temperate grass in arctic climate" parameter, along with setting snowline boundaries and tunnel/foundations.

Re: OpenGFX2

Posted: 16 Jul 2023 11:23
by Zephyris
All very possible, foundations could already be coded from existing sprites. IIRC I've already done the snowline using different climate grass, tunnels would be trivial, etc.

*edit*

Thinking about base set settings, I think I'd consider:
* Cursor style
* Gridlines on ground, ground and water or neither
* Foundation style for each non-toyland climate (for temperate, arctic or tropical)
* Grass variant (temperate, arctic or tropical) for each non-toyland climate
* Trees (temperate, arctic or tropical non-cactus/agave) for each non-toyland climate
* Whether to use stylistic variants for road/rail cargoes per climate (eg. arctic-specific coal lorry/wagon)
* Tunnel style per infrastructure type
* Abutments vs. Sloped bridge ramps

Do these make sense as base set settings? Anything else?

Re: OpenGFX2

Posted: 29 Aug 2023 17:38
by McBorer
Looks very nice, but cursor is even bigger than original. Should be smaller or 'OpenGFX' cursor set as default to enjoy EZ in server games. Anyway, great work. :bow: :bow: :bow:

Re: OpenGFX2

Posted: 30 Aug 2023 08:38
by _dp_
I made a grf with OpenGFX1 GUI sprites that you can use a as static. It includes cursor and ez buttons.

Re: OpenGFX2

Posted: 30 Aug 2023 15:05
by McBorer
Wow! Thank you very much, but what I meant was that when playing on public servers you cannot use your own grf. Even though I have 'OpenGFX2 settings' set to 'OpenGFX-style, yellow', when playing on the server (like n-ice or BTPro) this large cursor returns. So another grf won't help either, I meant the smaller default cursor in baseset itself. I'm sorry for wasting your time and thank you for effort. Your work in game is impressive. Thx

Re: OpenGFX2

Posted: 30 Aug 2023 16:45
by kamnet
McBorer wrote: 30 Aug 2023 15:05 Wow! Thank you very much, but what I meant was that when playing on public servers you cannot use your own grf. Even though I have 'OpenGFX2 settings' set to 'OpenGFX-style, yellow', when playing on the server (like n-ice or BTPro) this large cursor returns. So another grf won't help either, I meant the smaller default cursor in baseset itself. I'm sorry for wasting your time and thank you for effort. Your work in game is impressive. Thx
A static NewGRF is one that is loaded before you join a game. To do this, first load the NewGRF by itself and then save it. Exit the game, open your openttd.cfg file and then copy then line from the [newgrf] section and paste
it into the [static-newgrf] sections. Save the file, restart the game and now it will load every time you join a multiplayer server.

This can only be done with certain newgrfs, they must ONLY change how the graphics look and replace the default sprites in the game. If the NewGRF does anything else then it cannot be added as a static NewGRF.

Re: OpenGFX2

Posted: 30 Aug 2023 17:16
by Zephyris
For now it is a pain, hopefully we can get base set parameter support in the future... That would depreciate the settings grf, but I'm afraid for now we're stuck with it.

Re: OpenGFX2

Posted: 30 Aug 2023 17:19
by McBorer
It works!!! _dp_ & kamnet Thank You!!!

Re: OpenGFX2

Posted: 08 Oct 2023 14:55
by Limyx826
Will you include OpenGFX BigGUI features into this? I quite like the 1.5x icons as it is the most comfortable for my monitor resolution.

Re: OpenGFX2

Posted: 10 Oct 2023 04:39
by Revenge_of_KioTheDev
Limyx826 wrote: 08 Oct 2023 14:55 Will you include OpenGFX BigGUI features into this? I quite like the 1.5x icons as it is the most comfortable for my monitor resolution.
yes this sounds like good idea

Re: OpenGFX2

Posted: 10 Oct 2023 08:56
by makar0niasty
EDIT: Ignore me...somehow had a wrong impression. Logo has not changed between 0.1 and 0.2.

Re: OpenGFX2

Posted: 10 Oct 2023 12:16
by Zephyris
Limyx826 wrote: 08 Oct 2023 14:55 Will you include OpenGFX BigGUI features into this? I quite like the 1.5x icons as it is the most comfortable for my monitor resolution.
It's on my list of things I'd like to include, but starting with 2x icons...

Re: OpenGFX2

Posted: 10 Oct 2023 15:44
by Limyx826
Zephyris wrote: 10 Oct 2023 12:16 It's on my list of things I'd like to include, but starting with 2x icons...
Cool, will wait for it.

Re: OpenGFX2

Posted: 18 Nov 2023 19:13
by Rapha_493
Wanted to ask: would there be any OpenGFX+ equivalent to OpenGFX2?

Re: OpenGFX2

Posted: 19 Nov 2023 12:33
by Digitalfox
Zephyris I just want to say, THANK YOU!

Finally some light at end of the tunnel for a full 4X Zoom set.