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"publishedAt": "2026-02-28T17:25:14.000Z",
"site": "https://www.tt-forums.net",
"tags": [
"https://github.com/GraionDilach/opengfx-towns",
"Universal Climate Houses (also available on BaNaNaS)",
"Graion Dilach"
],
"textContent": "With the release of OpenGFX2 and OpenTTD 15.0 switching the default settings, OpenGFX started to fade away. I thought I could attempt to breathe some new life into it through this. Considering that a fair portion of OpenGFX buildings were inherited from UK Town Set, I merged the two sets together and used UKTS stats where applicable.\n\nPure NML source code and assets are available at https://github.com/GraionDilach/opengfx-towns - this project doesn't use Python code generators or C preprocessors. The ogfx and uktownset subfolders include unedited original sprites from their sources, with all the edits separated into the extension folders. The gfx subfolder is mostly used for frankeinstein industry derivations, toyland conversions and the like and I included aseprite sources everywhere after my workstyle evolved to properly use layers. Everything is obviously GPLv2.\n\nScreenshot examples\n\n\n[+] Spoiler\n\n\n\nFeatureset:\n\n\n * Reasonable extended cargo support (generally, all flats accept both foods and goods, Temperate houses accept food, all Toyland shops and offices accept both fizzy drinks and candy) utilizing the 16 cargo I/O feature. 1 2 3\n * Allow either a sensible subselection or all combinations of vanilla and NewCC color gradients on both company and structure remap to bypass TTD 4-color-variations limit where possible. 1 2 3\n * External parameter over stadium and church count. 1 2 3\n * Optionally protect multicell buildings inside inner town zones from town autoreplacement to prevent them being heavily underrepresented in an ongoing game. 1 2 3\n * Allow mixing various climates together. 1 2\n * Options to control how Hotels should handle Tourists (requires an external cargo NewGRF including them e.g. ECS or Wannaroo). 1 2\n * Rework ground sprites so that all ground sprites are composited from an overlay on top of a baseset sprite to prevent drawing artifacts appearing on the edges of cells against extra-zoom basesets. 2 3\n * Fix quantization errors and utilize struct remap on structures which could either use such in original TTD/OpenGFX2 or dominated by remapable colors. 2 3\n * Enable unused houses and frames scattered around the files. 2\n * OpenGFX2 Toyland complementing option - limit additions to Toyland roster to only the buildings already redrawn in OpenGFX2. 2\n * Add new buildings derived from selected industry structures and similar objects to towns. (Note, some of these buildings require selected cargos to be available.) 2\n * Various additional snow, transparency or construction frames. 2\n * Split each building class into their individual buildings for a better integration with the place building tool. 3\n * Landscape selection to allow customizing the grass shade against OpenGFX2 or OpenGFX+ Landscape. 3\n\nFeatures marked as 1 are shared with Universal Climate Houses (also available on BaNaNaS), 2 are differences compared against OpenGFX and 3 are such against UKTS 2.2.\n\nMany thanks for Zephyris and all the other OpenGFX contributors for the base sprites (also Zephyris for the Full English road-aware NML snippet and the OpenGFX2 tropic shack-like dirt puddle outlines, which was the only OGFX2 aspect I copied over), EmperorJake for releasing his NewCC color gradients in GPLv2, making them license-compatible and thereby available for includsion, PikkaBird for Suburban Renewal Houses, where I took some ideas from and remade them using OpenGFX sprites (statue-on-bush, dual-colored cinema) and 2TallTyler for some example NML code and tutorials.\n\nOpenGFX+ Towns need OpenTTD 15.0 or equvivalent because I bypassed the pre-15.0 256 houses limit and available on BaNaNaS.\n\n==============================================================================================\n\nI apologise for doing this in a vacuum. I'm not online on TTD Discord servers and I haven't really lurked these boards for years. This was something I did as a break after getting back to the game on my own and playing with OpenGFX2 HD locally (and seeing how 8bpp houses using their own ground tiles cause graphic artifacts at the edge of tiles on extra-zoom). Generally speaking, there are still a few aspects I could work on, that being some buildings still lacking snow frames (the shopping mall and some of my own unfinished ports), the toyland additions could have wrapping frames (that includes the piggy bank too) and the UKTS-derivate offices currently don't use structure remap (because I decided to release the project before I go through all of them to fix the quantization errors, something I'm honestly not looking forward to), but overall the project is ~80% done and I consider presentable enough to release it for now (and honestly, I got a bit tired from the constant pixel-pushing).\n\nMy responses here might be sporadic, but I frequently check GitHub, so it's more likely to catch me there. If I shouldn't use the OpenGFX+ branding, I'll try to come up with something better.\n\nThank you!\n\nStatistics: Posted by Graion Dilach — 28 Feb 2026 17:25\n\n* * *",
"title": "Graphics Releases • [OTTD] OpenGFX+ Towns",
"updatedAt": "2026-02-28T17:25:14.000Z"
}