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Messages - Zephyris

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Graphics / Re: Complete graphics replacement
« on: January 13, 2014, 08:52:48 AM »
That looks great, I am very happy to share any sprites I make for CorsixTH under those terms. Please add my sprites to the repo, and I hope I can make more I in the future!

Graphics / Re: Complete graphics replacement
« on: January 05, 2014, 07:54:10 PM »
A GPL license is popular for 100% compatibility with code... but I would suggest one of the creative commons ones would work well; because of they are designed with artistic content also in mind. GPL is probably the safest choice. I am happy either way!

Graphics / Re: Complete graphics replacement
« on: September 08, 2013, 08:05:55 PM »
Part 1: Ground tiles from VBLK-0
The first 80 sprites :)

Graphics / Re: Complete graphics replacement
« on: September 07, 2013, 08:29:50 AM »
Finally got all the sprites exported! Overall a complete graphics replacement looks pretty manageable. Here's how I see it breaking down:
These are probably the simplest to redraw, but also the ones where there is most potential future desire for alteration to make things like translation or GUI modification easier. Pixel art certainly seems to be the way forward for these ones. As these are a separate 'module' of graphics which are not integral to the rest of the game I probably won't touch these ones yet.

2. Environment: VBLK-0. 222 sprites.
These environment sprites are the basic ground tiles, walls and outside objects. The biggest chalenge here (and it is not a big challenge) is making sure everything tesselates correctly. I would again err towards pixel graphics, to keep the tesselation working well, possibly layered with 3D renderings for the objects which decorate outside tiles.

3. Objects: VSPR-0. ~500 sprites?
The main set of sprites can be broken into two halves; people and objects. The two interact a lot though! Many of these are static objects which would be simple to make by 3D rendering. I would err towards simulating a pixel graphics style though, i.e. no anti aliasing, high contrast, and dark 1px outlines, to match with the style of the people graphics.

4. People: VSPR-0. ~2500 sprites?
These will certainly be the hardest to draw mostly because standard body sprites are reused and layered with different head, animation and injury sprites. These I think will be vastly easier to draw as pixel graphics to keep the same body/head alignments...

There is one remaining major technical question: All the sprites have particular sizes and (presumably) alignments. Is there any way to modify the expected size and alignment to assist getting them into the game? Or is it better to copy size and alignment when redrawing?

Graphics / Re: Complete graphics replacement
« on: September 06, 2013, 06:21:02 PM »
This may be a stupid question, but how do you use the sprite/animation viewer? The sprite viewer doesn't let me scroll through or export the sprites, and the animation viewer doesn't seem to be able to load any data whosoever! I feel I must be doing something stupid...

*edit* It seems I'm using an older version, were these issues updated at some point?

*edit2* Ah. Ok. So the animation browser doesn't need to be directed to the animations folder :)

Graphics / Complete graphics replacement
« on: September 03, 2013, 11:03:21 PM »
Hi all,

If any of you are following OpenTTD or FreeRCT development you might have seen my name floating around... I am the guy behind most of the "OpenGFX" project to make a 100% free graphics set for OpenTTD (link 1 link 2) and "zBase" (link 1 http://calculatedimages.blogspot.co.uk/2013/01/openttd-32bpp-making-massive-graphics.html]link 2[/url]) which was a massive update to higher resolution, higher bit depth graphics.

I have been a fan of TH for ever, and would love to help get CorsixTH its own free graphics set... I would also be really keen on making new features like new diseases/treatments/rooms possible... But I need a bit of help to get started!

1. Is there a sprite browser, and how do I use it? Even better are there any sprite sheets which can be downloaded?
2. What format do the original graphics use? Is it 8 bit paletted images? Or 32bit images? Do things like sprite recolouring happen?

With that info I can get to work... I genuinely think a complete graphics replacement is an achievable project, after all I managed to make zBase in 3 months.

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