32bit Extra Zoom Graphics Works In Progress
Moderator: Graphics Moderators
Re: [32bpp] Extra zoom levels Graphics
When I look to that screenshot, I see that my buildings are too low, compared with Wacki' s models. So I've made them a bit higher. The tropical flat #3 has more detail now.
I have a question for Maquinista: how did you made the mask file? With Gimp or something similar?
I have a question for Maquinista: how did you made the mask file? With Gimp or something similar?
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Re: [32bpp] Extra zoom levels Graphics
Yes, I have made it with GIMP:
http://wiki.openttd.org/index.php/Creat ... ny_Colours
http://wiki.openttd.org/index.php/Creat ... ny_Colours
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- Varivar_Tropical_houses_preview.tar
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- [list][*]Why use PNG screenshots in 8 bpp games.
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Re: [32bpp] Extra zoom levels Graphics
Whoops, my bad.varivar wrote:The lines where I have to comment in the mask mode is missing. Other parts looks different too. Seems I have a different version of the script (mine is from the link on this page). Any ideas where to get the right version?


Edit: also updated the wiki
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Re: [32bpp] Extra zoom levels Graphics
Varivar: Now that I see this thread, I take back what I said in the other thread about the roof. Your roof is excellent.
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"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
Re: [32bpp] Extra zoom levels Graphics
Thanksathanasios wrote:Varivar: Now that I see this thread, I take back what I said in the other thread about the roof. Your roof is excellent.


Thanks for posting the right versionTeemes wrote:Whoops, my bad.varivar wrote:The lines where I have to comment in the mask mode is missing. Other parts looks different too. Seems I have a different version of the script (mine is from the link on this page). Any ideas where to get the right version?When I created the tutorial, I modified the available .blend file to include the python script, but didn't release the updated file as I wanted to get clearance from both the author of the python script (brupje, got clearance from him) and the original author of the default .blend file (Aracirion, I think). Unfortunately, I never heard from Aracirion, and then I got distracted (haven't contributed much, lately). Anyway, as Aracirion's .blend file has been released numerous times because it was used as the template for most .blend files you find on the forums - which has never been an issue - maybe I've been overly reluctant. So here you go, the modified .blend file with the updated Python script. Keep up the great work!
Sorry for confusing you!
Edit: also updated the wiki

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How do I open the python script? i can' t find it

Last edited by Varivar on 14 Aug 2008 08:16, edited 1 time in total.
Re: [32bpp] Extra zoom levels Graphics
Hmm, about the first (2 floor) building: I think that ladder is a bit too much/big. The hatch could easily be about half the height/width. Maybe just make it a closed hatch?Varivar wrote:When I look to that screenshot, I see that my buildings are too low, compared with Wacki' s models. So I've made them a bit higher. The tropical flat #3 has more detail now.
I have a question for Maquinista: how did you made the mask file? With Gimp or something similar?
Re: [32bpp] Extra zoom levels Graphics
In the window subset selector in the "user preferences" (marked with a red circle), select the "render" window subset. The script should appear in a window on the right side of the screen.varivar wrote:How do I open the python script? i can' t find it.
You can also open a "Text Editor" type window and select the blenderrender_annotated file. Place the text cursor in the first line of the script and hit Alt-P to execute the script (or select file->execute python script in the same window).
Happy rendering!

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Re: [32bpp] Extra zoom levels Graphics
Thanks for your explanation, but I still can't find the part where I have to comment out the normal mode and "comment in" the mask mode. For now i have used Maquinista's mask file.Teemes wrote:In the window subset selector in the "user preferences" (marked with a red circle), select the "render" window subset. The script should appear in a window on the right side of the screen.
You can also open a "Text Editor" type window and select the blenderrender_annotated file. Place the text cursor in the first line of the script and hit Alt-P to execute the script (or select file->execute python script in the same window).
Happy rendering!
I've drawn the construction stages of tropical flat #4, but I can' t find the building stage sprites of tropical flat #3 in the GRF files. Doesn't tropical flat #3 have building stages?
I've made the hatch smaller. I kept it open, because.. that looks better to me.ArmEagle wrote:Hmm, about the first (2 floor) building: I think that ladder is a bit too much/big. The hatch could easily be about half the height/width. Maybe just make it a closed hatch?
Thanks a lot, Maquinista, for coding my previous buildings!
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Re: [32bpp] Extra zoom levels Graphics
It's right here, mate, in the red circle. The hash (#) indicates code that has been commented out. Delete the one in front of mode="mask" and add one in front of mode="normal". You're now in mask mode. Don't forget to put the text cursor back into the first line of the script before you execute it. Keep up the good artwork!varivar wrote:Thanks for your explanation, but I still can't find the part where I have to comment out the normal mode and "comment in" the mask mode.

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Re: [32bpp] Extra zoom levels Graphics
Sorry, I had opened the wrong version. Now I have the right version and everything works. Thanks a lot!Teemes wrote:It's right here, mate, in the red circle. The hash (#) indicates code that has been commented out. Delete the one in front of mode="mask" and add one in front of mode="normal". You're now in mask mode. Don't forget to put the text cursor back into the first line of the script before you execute it. Keep up the good artwork!varivar wrote:Thanks for your explanation, but I still can't find the part where I have to comment out the normal mode and "comment in" the mask mode.

Re: [32bpp] Extra zoom levels Graphics
I made a vehicle depot in Sketch Up 
My first publicated 3D graphic
Edit: I attached the 3DS file in the rar and the textures, i cant use blender :S
Edit2: Now i include the train depot

My first publicated 3D graphic

Edit: I attached the 3DS file in the rar and the textures, i cant use blender :S
Edit2: Now i include the train depot
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Re: [32bpp] Extra zoom levels Graphics
I don't think Sketchup is a good program to make graphics, because it doesn't have a render function. You should learn to use Blender or another program that can render models. On the wiki is a page which 3d model programs can be used (I can't give you the link, because the wiki is down atm) You can try importing your model in Blender and then render it. Importing 3ds files in Blender is possible.djpety94 wrote:I made a vehicle depot in Sketch Up
My first publicated 3D graphic
Edit: I attached the 3DS file in the rar and the textures, i cant use blender :S
Your model doesn't look bad, but it lacks detail. Also the roof texture doesn't look good (the roof texture of both). The brick texture is scaled too big.
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Re: [32bpp] Extra zoom levels Graphics
I have coded the building and fixed the bug.
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- Varivar_Temperate_houses_preview.tar
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Sorry if my english is too poor, I want learn it, but it isn't too easy.
- [list][*]Why use PNG screenshots in 8 bpp games.
[*]Caravan site New Industry. · Spain set. · Some spanish trains for locomotion[*]Favourites:GRVTS · ECS · FIRS
Re: [32bpp] Extra zoom levels Graphics
The wiki is now up, i found the link, and i try to understandVarivar wrote: I don't think Sketchup is a good program to make graphics, because it doesn't have a render function. You should learn to use Blender or another program that can render models. On the wiki is a page which 3d model programs can be used (I can't give you the link, because the wiki is down atm) You can try importing your model in Blender and then render it. Importing 3ds files in Blender is possible.

Re: [32bpp] Extra zoom levels Graphics
Also, I think we already have one if not multiple depot models.
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Re: [32bpp] Extra zoom levels Graphics
Where?Jupix wrote:Also, I think we already have one if not multiple depot models.
Re: [32bpp] Extra zoom levels Graphics
Buried somewhere in the 32bpp thread probably 
Edit: well, also seems to have been added in the wiki.

Edit: well, also seems to have been added in the wiki.
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Re: [32bpp] Extra zoom levels Graphics
OkJupix wrote:Buried somewhere in the 32bpp thread probably

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Re: [32bpp] Extra zoom levels Graphics
Yes, but It has not been updated in the last two years.Jupix wrote:Also, I think we already have one if not multiple depot models.

Sorry if my english is too poor, I want learn it, but it isn't too easy.
- [list][*]Why use PNG screenshots in 8 bpp games.
[*]Caravan site New Industry. · Spain set. · Some spanish trains for locomotion[*]Favourites:GRVTS · ECS · FIRS
Re: [32bpp] Extra zoom levels Graphics
So i countinue the depots, or not?maquinista wrote:Yes, but It has not been updated in the last two years.Jupix wrote:Also, I think we already have one if not multiple depot models.
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