32bit Extra Zoom Graphics Works In Progress

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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DeletedUser5
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Re: [32bpp] Extra zoom levels Graphics

Post by DeletedUser5 »

So soon there will appear more new graphics.

maquanista: Thanks for noting it. Fixed tars:

@EDIT: Ben_Robbins_: Do you allow modifying your graphics? I had a great idea to make a shore ( just to make game looking a bit better ).
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farm7_Alltaken.tar
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Re: [32bpp] Extra zoom levels Graphics

Post by Ben_Robbins_ »

Soeb: You can edit work that I have posted the .tar's of. For shores I have put them on hold until the sea tiles are done...

Just wondering what the general opinion is on 'the direction that the lines/ridges across the field go' is. In the originals they remained level so curved around the hill to some degree, but for Alltaken's they are in 1 direction. Personally I can see advantages with each, but should I do the same as Alltaken's or the original style? Alltaken's style would be considerably easier, but doesn't define the shape of the hill so clearly. It also allows the lines to link tiles better...
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Re: [32bpp] Extra zoom levels Graphics

Post by DeletedUser5 »

Do it as you want. And something quickly drawn with GIMP ( your soil (lightened) and Alltaken's grass ). Still needs a lot of work but something is better then nothing.
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Ninburg Transport, 7th Aug 2001.png
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Re: [32bpp] Extra zoom levels Graphics

Post by RSpeed tycoonfreak »

I noticed something on the new 32bpp roads, when you build one way roads the arrows look really good: like they are painted on the road, same as the lines.
But when you're building one way roads that are going up or downwards the arrows look like they are floating in the air (see screenshot).
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32bpp test game, 26 Nov 1986.png
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Re: [32bpp] Extra zoom levels Graphics

Post by mph »

This also happens without the 32bpp graphics. I guess it is not so noticable with those little green arrows, but if you use say...the NA road set, it is noticable. I think there are only two sprites to choose from for the arrows you see. All I can say is avoid having one way arrows onslopes!
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Re: [32bpp] Extra zoom levels Graphics

Post by Ben_Robbins_ »

RSpeed tycoonfreak: If you had taken the liberty and read back a few pages you would have noticed that the sprites where made but await coding, as like in the originals there are only flat sprites. Check here. Please read a little before posting...

Soeb: I'm not asking permission, I'm asking for opinion...!

For sand it should get lighter as you go up the beach as the sand is dryer. Then there would be quite a definite line where the grass/soil starts.
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Re: [32bpp] Extra zoom levels Graphics

Post by DeletedUser5 »

Ben_Robbins_ wrote:Soeb: I'm not asking permission, I'm asking for opinion...!

For sand it should get lighter as you go up the beach as the sand is dryer. Then there would be quite a definite line where the grass/soil starts.
I know. Well, I'd like to see something more like original.

I'll try to do something with it.
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Re: [32bpp] Extra zoom levels Graphics

Post by DeletedUser5 »

So here's soil: 0%, 33% and 66%. Base tiles by Ben_Robbins_. Everything else by Alltaken.

Question to Ben_Robbins_: Why your sprites are for example 256x128 when last row is always empty?
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Re: [32bpp] Extra zoom levels Graphics

Post by Ben_Robbins_ »

No idea what that question means... Are you referring to the png's being larger than the sprite requires? I did this to some so as to make them multiples of 4 which made shrinking them for z1/2 work better for a few reasons.

On the wiki can you merge all the field-spites into one group, because it's rather messy having them all separate in different boxes.
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Re: [32bpp] Extra zoom levels Graphics

Post by DeletedUser5 »

Yeah exactly that. But when I was resizing Alltaken's graphics some time ago it was resized right.
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Re: [32bpp] Extra zoom levels Graphics

Post by Ben_Robbins_ »

I assume if you are referring to resizing Alltakens work, then you mean doubling it in size. That isn't the same because doubling any whole number results in a whole number, where as, in shrinking it, the same cannot be said.
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Re: [32bpp] Extra zoom levels Graphics

Post by DeletedUser5 »

No I didn't mean doubling but shrinking. so Alltaken's work is 256x127 after resizing is 128x64 and 64x32. Using GIMP. So I don't see a problem.
Also why I would doubling size of Alltaken's work. All of it I have is in 256px. Only few things aren't.
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Re: [32bpp] Extra zoom levels Graphics

Post by Ben_Robbins_ »

That's odd, I didn't remember him rendered those sprites to the current scale. Anyway, I resized in paint.net using nearest-neighbour for the soil, so the effect may have been different. I didn't really think about it greatly, I just did it as it worked. If there is some issue with that, feel free to re-crop all the sprites now there done.
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Re: [32bpp] Extra zoom levels Graphics

Post by DeletedUser5 »

Well I have them in the current scale. Either I couldn't code those graphics correctly. Soon there will be some roads. I hope because it's the hardest part.
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Re: [32bpp] Extra zoom levels Graphics

Post by GeekToo »

Wow, I did not check this thread for a couple of days cause I'm solving some problems with the longer trains. Very nice to see this is becoming a fairly active thread.

The size of the sprites is not really an issue: if the sprites are too big( at the bottom) they will get overwritten by the next row anyway, at the cost of a very small performance penalty.
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Re: [32bpp] Extra zoom levels Graphics

Post by DeletedUser5 »

After some time something was done. So here's it: city roads. Two tars: one for those who drive on left, one for those who drive on right. Ignore problem with slopes. It isn't possible to fix it ( I learned how to render, but I still don't know how to modify in blender ).
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Re: [32bpp] Extra zoom levels Graphics

Post by Teemes »

edit: this file is outdated. The newer version can be found on the next page of this thread (scroll way down)


Original post
Hi everybody!

I like the way these new 32bpp graphics are turning out, so after quietly lurking for quite some time (creepy, isn't it :wink: ), I decided to come out of hiding and have a go with blender myself. So after a loong weekend of staring at cubes and vertices and fiddling with numerous buttons I started to get the hang of it. So now I give you:
The AEC... err... MPS Regal Bus (TD class)

The .tar contains all neccessary .png files. These are already pngcodec'd so it is ready to use, although no company colours are applied and some offsets may be a bit... well... off (aligning road vehicles is an enormous pain in the neck). The bus is to scale, but slightly longer than the 8bpp default buses. This is not much of an issue with road vehicles, but if a "stumpy" version is preferred, please let me know... OR: Make it yourself 8) , because I'm releasing these files (plus the blend file) under the CC-by-sa-3.0-license (i.e. you can do just about anything with it as long as you mention that I'm the creator of the original files. At least that's what I think it says - I'm no lawyer), as I don't know how much time I can spend for this hobby besides my regular job.

EDIT: Hmm, 3 attachment maximum, guess I have to double post for the .blend file
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license.txt
The CreativeCommons license
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regal_bus.tar
.tar file (outdated!)
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the unfortunate village of Kendingbury is flooded with buses as Teemes wants to show off his creation
the unfortunate village of Kendingbury is flooded with buses as Teemes wants to show off his creation
Kendingbury Transport, 13th Jul 1950.png (820.17 KiB) Viewed 15953 times
Last edited by Teemes on 12 May 2008 21:05, edited 1 time in total.
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Teemes
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Re: [32bpp] Extra zoom levels Graphics

Post by Teemes »

there you go...
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Re: [32bpp] Extra zoom levels Graphics

Post by GeekToo »

Thanks Teemes,

I like it ( though a little overexposed maybe ), and I really like you're contributing on you're first post. So, welcome, and I've seen a lot of worse first posts.
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Re: [32bpp] Extra zoom levels Graphics

Post by Ben_Robbins_ »

Very nice work Teemes... I agree to GeekToo's point, but also the alignment's aren't quite correct. I found 1 easy way to sort this for trains is stick the new sprite between 2 old ones and align it in the centre. For Road vehicles make a traffic jam. The l -- are slightly trickier though. You can see which way it needs to be shifted by the way the vehicle either jolts or leaches forward. The colour is beautiful though, makes it a pleasure to play.
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