32bit Extra Zoom Graphics Works In Progress
Moderator: Graphics Moderators
Re: [32bpp] Extra zoom levels Graphics
I believe the current forum limit is set to 4 MB, (not sure off hand though).
That said the rules do say 2MB though, could be out of date, again I'm not sure.
~ Lakie
That said the rules do say 2MB though, could be out of date, again I'm not sure.
~ Lakie
TTDpatch Developer 2005 - 2010 ~ It all started because of shortened vehicle not loading correctly, now look where I've gone with it!
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
Grfs coded ~ Finnish Train Set (Teaser) | Bm73 (Release 3) | Emu 680 (Release 3)| Glass Station (Release 1) | UK Roadset (Version 1.1a) | New Water Coasts (Version 7)
Pikka: "Lakie's a good coder, but before he'll add any feature to TTDP you have to convince him that you're not going to use it to destroy the world as we know it."
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- Tycoon
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Re: [32bpp] Extra zoom levels Graphics
Thanks. I have coded the latest sprites. The building by Tsjook doesn't have the snow sprite, but the building looks very good, and I think that It doesn't need C.C. mask. Also, the original building doesn't use CC colors.
The building by varivar looks very good also.
Their tree is very good, but maybe it needs some GIMP post processing, because the shadow maybe looks better if It is darker, This can be done with the curves tool, only in the shadow area.
The building by varivar looks very good also.
Their tree is very good, but maybe it needs some GIMP post processing, because the shadow maybe looks better if It is darker, This can be done with the curves tool, only in the shadow area.
- Attachments
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- Varivar_Temperate_houses.tar
- TAR file with the new 1x1residential.
- (1.24 MiB) Downloaded 2037 times
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- tsjook_houses.tar
- TAR file with the building modeled by Tsjook.
- (157.5 KiB) Downloaded 327 times
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- northstar2_houses_1.tar
- This file is updated because a sprite had wrong offsets.
- (1.92 MiB) Downloaded 1125 times
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.
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- Tycoon
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Re: [32bpp] Extra zoom levels Graphics
This is the tree coded, and a screenshot with three options for shadow:
Also, It could be interesting trying different setting in the render, in order to get a shadow like the other trees.
Please: This post should be moved to the Blender thread, because It is a bit off-topic here. This thread is for finished graphics, not for development discussions.
- Right: whithout changes.
- Middle: duplicating the layer, only the shadow area.
- Left: with curves tool, applied only in shadow area.
Also, It could be interesting trying different setting in the render, in order to get a shadow like the other trees.
Please: This post should be moved to the Blender thread, because It is a bit off-topic here. This thread is for finished graphics, not for development discussions.
- Attachments
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- trees.tar
- TAR file.
- (298 KiB) Downloaded 266 times
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- Screenshot modified with GIMP.
- tree_shadow.JPEG (151.79 KiB) Viewed 5593 times
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- Screenshot with previous trees.
- trees.jpg (116.38 KiB) Viewed 5593 times
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
Actually it does. There is a light brown color variation of this building in the game. Would be nice to keep that variation.maquinista wrote:Thanks. I have coded the latest sprites. The building by Tsjook doesn't have the snow sprite, but the building looks very good, and I think that It doesn't need C.C. mask. Also, the original building doesn't use CC colors.
Re: [32bpp] Extra zoom levels Graphics
I agree, and I have almost completed the mask. It needs testing though because it may be a bit ambitious.Varivar wrote:Actually it does. There is a light brown color variation of this building in the game. Would be nice to keep that variation.maquinista wrote:Thanks. I have coded the latest sprites. The building by Tsjook doesn't have the snow sprite, but the building looks very good, and I think that It doesn't need C.C. mask. Also, the original building doesn't use CC colors.
Will probably post that one with the snow sprites tomorrow. Nice to see you already coded the building but I hope you will be able to code it again soon.
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Re: [32bpp] Extra zoom levels Graphics
I didn't know this color variation.tsjook wrote:I agree, and I have almost completed the mask. It needs testing though because it may be a bit ambitious.Varivar wrote:Actually it does. There is a light brown color variation of this building in the game. Would be nice to keep that variation.maquinista wrote:Thanks. I have coded the latest sprites. The building by Tsjook doesn't have the snow sprite, but the building looks very good, and I think that It doesn't need C.C. mask. Also, the original building doesn't use CC colors.
Will probably post that one with the snow sprites tomorrow. Nice to see you already coded the building but I hope you will be able to code it again soon.
Last edited by maquinista on 01 Nov 2009 21:45, edited 1 time in total.
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
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Re: [32bpp] Extra zoom levels Graphics
Another update of Varivar's trees.
- Attachments
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- Varivar_trees.tar
- Trees.
- (443 KiB) Downloaded 518 times
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
Currently there are many abandoned sprites in the 32bpp full zoom, which can't be used for the final game. Those buildings only make the tables more complicated, that's why I'm cleaning it up. For now I'm putting those sprites on a special page, so they aren't completely gone: http://wiki.openttd.org/32bpp_abandoned_buildings. They might serve as an inspiration source for new buildings in the future.
Re: [32bpp] Extra zoom levels Graphics
I've coded the updated tropical buildings (with the already present bat file
). This file replaces Varivar_Tropical_houses_preview.tar

- Attachments
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- Varivar_Tropical_houses.tar
- replaces Varivar_Tropical_houses_preview.tar
- (600 KiB) Downloaded 1490 times
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- Tycoon
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Re: [32bpp] Extra zoom levels Graphics
They looks better.Varivar wrote:I've coded the updated tropical buildings (with the already present bat file). This file replaces Varivar_Tropical_houses_preview.tar
About trees: If You want try to model the tree of the streets, remember that It should have the border of the pavement:
http://www.flickr.com/photos/elinformal ... 395909618/
But this element can't be too wide, because It could overlap the asphalt surface, and there's only one sprite for the two sides of the streets.
How is called this element in English?
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 border between pavement and road is called the "kerb" (EDIT: curb in the U.S.), I'd probably call that the same thing.
Though not all trees in pavement have that, it just looks better with it.
Though not all trees in pavement have that, it just looks better with it.
Melt with the Shadows,
Embrace your destiny...
Embrace your destiny...
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Re: [32bpp] Extra zoom levels Graphics
Or 'gutter' here downunder.Thief^ wrote:The border between pavement and road is called the "kerb" (EDIT: curb in the U.S.), I'd probably call that the same thing.
Re: [32bpp] Extra zoom levels Graphics
You mean you don't have a gutter and a kerb?
Re: [32bpp] Extra zoom levels Graphics
I plan to draw the city trees. Maybe they will overlap the asphalt surface, because the 32bpp streets are a little bit wider than the 8bpp streets. So the trees on both sides on the road would need different offsets, but there's only one sprite.maquinista wrote:About trees: If You want try to model the tree of the streets, remember that It should have the border of the pavement:
http://www.flickr.com/photos/elinformal ... 395909618/
But this element can't be too wide, because It could overlap the asphalt surface, and there's only one sprite for the two sides of the streets.
I've drawn a new temperate tree, number 1660-1666. I tried to figure out how to calculate the offsets. I got something like:
- (Xaxis - shadow)/2
- (Yaxis - shadow)/2
by reading this.
I tried these on the trees coded by Maquinista, but the results didn't match. Can you help me with this?
- Attachments
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- tree1660_1666.zip
- UNCODED sprites
- (173.96 KiB) Downloaded 196 times
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- example
- 1663_z0.png (48.85 KiB) Viewed 4801 times
Re: [32bpp] Extra zoom levels Graphics
Yet again Lord Aro wrote:*drools*
AroAI - A really feeble attempt at an AI
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
Re: [32bpp] Extra zoom levels Graphics
Yeah, I wrote that bit a year ago. Unfortunately, the maths I described only works for the vehicle bounding boxes, and is often quite off. In the meantime, I've gotten used to using GIMP to calculate the offsets. Here is how it works:Varivar wrote:I've drawn a new temperate tree, number 1660-1666. I tried to figure out how to calculate the offsets. I got something like:
- (Xaxis - shadow)/2
- (Yaxis - shadow)/2
by reading this.
- take a screenshot of the game with the 8bpp sprite you want to replace, save the game, quit.
- give your 32bpp sprite some offsets with pngcodec, x_offs=0, y_offs=0 makes the math easiest.
- start OTTD, load your savegame, go to the same spot you used for the 8bpp screenshot, take a new screenshot, quit.
-Start GIMP, open both screenshots, copy one of the screenshots and paste it on top of the other, using layers.
-Set the opacity of the upper layer to a lower value, so you can see both layers at once, arrange them in a way so the rest of the image overlaps perfectly.
-Now, the only thing that differs is the new sprite, you'll see 2 semi-transparent spites, one 32bpp, one 8bpp.
-Measure the distance from one distinct feature in the 32bpp sprite to the same feature in the 8bpp sprite, for example the base of the tree.
-The x and y values are your new offsets (if you used x_offs=0, y_offs=0 as described above). In the example case -164 and -179
-pngcodec, and your done.
Takes 5-10 minutes, you can use it for however many sprites you can fit on one screen at once.
- Attachments
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- sorry, german version of GIMP
- gimp_method.png (402.32 KiB) Viewed 4774 times
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- example sprite with offsets
- 1663_z0.png (48.89 KiB) Viewed 4774 times
Re: [32bpp] Extra zoom levels Graphics
maybe you can use visual png codec to code your sprites.you can use some pictures in the same time.Varivar wrote:I plan to draw the city trees. Maybe they will overlap the asphalt surface, because the 32bpp streets are a little bit wider than the 8bpp streets. So the trees on both sides on the road would need different offsets, but there's only one sprite.
I've drawn a new temperate tree, number 1660-1666. I tried to figure out how to calculate the offsets. I got something like:
- (Xaxis - shadow)/2
- (Yaxis - shadow)/2
by reading this.
I tried these on the trees coded by Maquinista, but the results didn't match. Can you help me with this?
insert a sprite for the roads and a sprite for your trees.you'll be able to place them perfectly.
i think it's a very good tool for coding and i'm surprised that it's not very considered.
http://new.tt-forums.net/viewtopic.php? ... lit=visual made by coyoteelabs
hope it can help you.otherwise very nice trees.
- Attachments
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- visual_png_codec_v0_3.zip
- (531.79 KiB) Downloaded 185 times
Re: [32bpp] Extra zoom levels Graphics
Thanks for your help. I used visual png for the coding, it worked very good. Here are the trees coded (red and green version). I also improved the temperate office block (and coded it).
- Attachments
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- Varivar_trees.tar
- 2 new coded trees
- (1.04 MiB) Downloaded 270 times
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- Varivar_Temperate_houses.tar
- improved office block
- (1.24 MiB) Downloaded 317 times
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- example
- 1460_z0.png (80.86 KiB) Viewed 4725 times
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- Tycoon
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Re: [32bpp] Extra zoom levels Graphics
I code the trees with GIMP and the layer boundaries.
I load a reference tree in GIMP (full growth stage), and I drag and drop the other sprite in this Window. With the two images loaded, I align them WITH!!!!! the base of the trunk as reference. Also, I copy the bat file of the reference tree, and I modify then number of the sprites. In the GIMP window, I measure the difference between layers positions (see the rulers), and I add these differences to the BAT file.
The other stages of the tree are measured using the full grow stage as reference, with the same method.
The first tree was code using some screenshots and GIMP.
The most important detail: trunks bust be aligned, otherwise, the tree would change its position when It grows.
EDIT: Hyperion and Varivar: I didn't saw Your comments.
About PNG codec: I will try it, because It can load two sprites at the same time. This is useful to align a sprite using other coded sprite as reference.
Varivar: Nice building and new trees.
I load a reference tree in GIMP (full growth stage), and I drag and drop the other sprite in this Window. With the two images loaded, I align them WITH!!!!! the base of the trunk as reference. Also, I copy the bat file of the reference tree, and I modify then number of the sprites. In the GIMP window, I measure the difference between layers positions (see the rulers), and I add these differences to the BAT file.
The other stages of the tree are measured using the full grow stage as reference, with the same method.
The first tree was code using some screenshots and GIMP.
The most important detail: trunks bust be aligned, otherwise, the tree would change its position when It grows.
EDIT: Hyperion and Varivar: I didn't saw Your comments.
About PNG codec: I will try it, because It can load two sprites at the same time. This is useful to align a sprite using other coded sprite as reference.
Varivar: Nice building and new trees.
- Attachments
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- This is a screensthot of GIMP. The difference could be measured with the GIMP rulers.
Watch that the trees has their trunks aligned. - tree_align3.png (55.91 KiB) Viewed 4708 times
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- Nice forest.
- trees.jpeg (195.17 KiB) Viewed 1438 times
Last edited by maquinista on 12 Nov 2009 16:32, edited 1 time in total.
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
Maquinista, your tar is a a bit outdated, as it doesn't contain tree 1667-1673. Also it uses an old version of a tree (with weird pixels). Thanks for coding, but I already coded them earlier
. It wasn't as hard as I thought it would be.

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