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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brupje
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Re: [32bpp] Extra zoom levels Graphics

Post by brupje »

omg I really like those busses :P well done Teemes
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DeletedUser5
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Re: [32bpp] Extra zoom levels Graphics

Post by DeletedUser5 »

I like it. Really looks good. If everyone first post was like that...
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Teemes
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Re: [32bpp] Extra zoom levels Graphics

Post by Teemes »

Thanks guys for your kind replys and suggestions. And an extra Thank You to GeekToo for his extra zoom levels patch that makes these high detail graphics possible!
About the overexposition: the sprites were rendered using the standard lighting setup as found on the wiki. But maybe the reflectivitiy of the metal is set too high, I'll fiddle with the correponding sliders and see what I can come up with.
About the alignment Ben_Robbins_: I tried aligning the sprites by stopping this bus and a 8bpp one at a railway crossing, then comparing the results. But your method might work even better (actually, hats off to you for your train.tar! Rendering and aligning all thoese sprites must have been a tremendous effort!). Then again, as Mr. Worfs sprite generator looks very promising, I might just wait for that one to be released :D .

I'm off to spend easter with my family for the next few days, so don't expect any improvements for the bus in the next few days. A happy easter to everyone who's celebrating it!
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GeekToo
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Re: [32bpp] Extra zoom levels Graphics

Post by GeekToo »

Teemes, I've added your bus to the wiki: http://wiki.openttd.org/index.php/32bpp ... oom_Levels
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Re: [32bpp] Extra zoom levels Graphics

Post by Teemes »

Cheers for that, GeekToo. And thumbs up for your continuous effort to make the extra zoom levels patch even better. Actually, progress was too fast for me :shock: , as I've been working on a stumpy version of the Kirby Paul Tank engine (a.k.a. GWR Class 5700 Pannier Tank)...
Unfortunately, the prototype is some 9 meters long, so with the tendency of OTTD to shorten all vehicles (12.5 m oil tankers, anyone?), it doesn't look right when stretched to tile length. So it's more suitable for v9, until vehicles of variable length are possible :mrgreen:
This time, the engine sports company colours (made to fit ben_robbins wagons) and is aligned correctly (well, hopefully...). And as the default steam plumes don't fit, I also made new steam.
Again, change whatever you like, licence is included in the .tar files

BTW, a :bow: to brupje for his python script, which makes rendering much faster and easier!
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kirby_paul_tank.tar
(113.5 KiB) Downloaded 3427 times
two Pannier Tank engines joining efforts to pull a heavy wood train. Also featured: new steam
two Pannier Tank engines joining efforts to pull a heavy wood train. Also featured: new steam
Lenston Transport, 1st Aug 1950#1.png (1017.1 KiB) Viewed 12754 times
Last edited by Teemes on 06 Mar 2011 21:31, edited 3 times in total.
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Re: [32bpp] Extra zoom levels Graphics

Post by Teemes »

um, yeah, double post again because of 3 attachments limit... new steam, license included.

Now that I got that company colour thing figured out, maybe I'll update the bus next.
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steam.tar
Choo choo
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athanasios
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Re: [32bpp] Extra zoom levels Graphics

Post by athanasios »

I like the steam. Maybe a little bit more transparent?
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Teemes
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Re: [32bpp] Extra zoom levels Graphics

Post by Teemes »

Like this, athanasios? Now up to 20% more transparent, at absolutely no extra cost :wink: !
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Spot the difference!
Spot the difference!
Lenston Transport, 1st Aug 1950#2.png (614.56 KiB) Viewed 12092 times
steam2.tar
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peter1138
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Re: [32bpp] Extra zoom levels Graphics

Post by peter1138 »

http://rcswww.urz.tu-dresden.de/~menius ... -steam.jpg

Steam is not all that transparent...
He's like, some kind of OpenTTD developer.
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Re: [32bpp] Extra zoom levels Graphics

Post by Teemes »

Point well taken, peter. I'll just leave both versions here on the forums and let the download counter decide which one is more popular... however, these sprites have just been a quick one-hour GIMP job anyway, so I'll gladly remove them from my own data folder as soon as someone comes up with something that looks more like the real thing. Hmm, directional steam would be a nice thing to have... 8)
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Re: [32bpp] Extra zoom levels Graphics

Post by athanasios »

Well Peter, I prefer realism too, but a non transparent steam will block the view. Now I can see that both options have their merits.
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Re: [32bpp] Extra zoom levels Graphics

Post by Teemes »

I updated my Regal Bus. Now the offsets are fixed (thanks to GeekToo for pointing out how they work and to brupje for his blender_convert.exe in some other thread ) and it has full company colour... I'll update the wiki accordingly.

Edit: CC bug fixed for bus facing "North" (ID#3284)
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Just like Andy Warhol... well, almost...
Just like Andy Warhol... well, almost...
buscc.png (305.66 KiB) Viewed 11147 times
regal_bus_cc.tar
fixed version June 2008
(231 KiB) Downloaded 2421 times
Last edited by Teemes on 08 Jun 2008 12:11, edited 1 time in total.
zombie
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Re: [32bpp] Extra zoom levels Graphics

Post by zombie »

Hi.

You all are really great artist. With the extra zoom levels and your lovely 32bpp sprites OpenTTD looks so cool. But I have two questions:

1. In your screenshots the bus and truck stations are completely drawn in 32bpp. I downloaded sprites for these stations from the blender thread (Busstation and truck station). The buildings for these stations are painted properly but the tarmac of the bus and truck stations are still painted from 8bpp sprites. Where can I find these tarmac sprites? I use the road tiles without lines by Ben.

2. I like the temeprate grass sprites by Alltaken more than those by Ben but I can't find 32bpp road sprites with the grass by Alltaken. Has these been created yet or will they be created?

Please keep up the the good work.

Kind regards

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DeletedUser5
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Re: [32bpp] Extra zoom levels Graphics

Post by DeletedUser5 »

Answer on second question:

They're done, but actually I haven't got any time yet for them. I just need to copy road sprite, put it in the right place on tile and then code it. But I'll try to do them in this week.
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GeekToo
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Re: [32bpp] Extra zoom levels Graphics

Post by GeekToo »

Teemes wrote:I updated my Regal Bus.
Sorry for the late response (job has been quite demanding last weeks) but I really like those buses! Personally I like the red and yellow ones, but of course that's a matter of taste. It sure does look like you managed to master the company colours very well. Keep up the good work.
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Re: [32bpp] Extra zoom levels Graphics

Post by LordAzamath »

These busses are great. And I mean GREAT. Only one thing bothers me a bit.. You see the thin highlighted line in SW.. It's best seen in the red but.. It goes around the windows.. But all else than that - great :)
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
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Teemes
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Re: [32bpp] Extra zoom levels Graphics

Post by Teemes »

Frankly, I don't see what you mean. Here's a screenshot of the SW view. Can you please specify where the glitch is?
GeekToo wrote:Keep up the good work.
Thanks, I'll try! :)
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sw.png
sw.png (45.29 KiB) Viewed 10424 times
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LordOfThePigs
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Re: [32bpp] Extra zoom levels Graphics

Post by LordOfThePigs »

I think he means the thin Yellow line that runs all along the length of the bus on top of the windows, and on the front of the bus under the destination sign.

However, I think this line is intentional. But I guess it doesn't hurt to make it slightly wider just to make it a little more obvious.
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Re: [32bpp] Extra zoom levels Graphics

Post by Roujin »

Isn't that the second company color?
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Teemes
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Re: [32bpp] Extra zoom levels Graphics

Post by Teemes »

Yup, that line is intentional. It's part of the Transport of London livery, which I based my first version on (that's why it's originally red, too...). If you want to see the prototype, have a look here (external link).
Roujin wrote:Isn't that the second company color?
Second company colour is not possible at the moment, AFAIK. The reason it looks different in the blue version of the bus is that it is included in the mask for the first company colour.
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