32bit Extra Zoom Graphics Works In Progress
Moderator: Graphics Moderators
Re: [32bpp] Extra zoom levels Graphics
I think the beams going from the arch to the bridge deck are too thick. Making them thinner and adding more detail (like rivets, railings etc) would make the bridge much more realistic.
Take a a look at these pictures:
Take a a look at these pictures:
Coders wanted: DSB Litra E in 2cc - DSB Litra A in 2cc
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Unless stated otherwise all works published by me on these forums is covered by a Creative Commons Attribution Non-commercial share-alike License. Please PM me if you are interested in obtaining a different license.
Re: [32bpp] Extra zoom levels Graphics
i'm replicating the orginal bridges, not making real world ones.
Re: [32bpp] Extra zoom levels Graphics
Fair point, however, i guess you don't have to replicate them 1:1
In my opinion the beams going from the arch to the bridge deck could be a little less thick, more or less like in the third picture of wotan's post.
But they do look good, and of course it is your choice.
Keep up the good work
In my opinion the beams going from the arch to the bridge deck could be a little less thick, more or less like in the third picture of wotan's post.
But they do look good, and of course it is your choice.
Keep up the good work
Re: [32bpp] Extra zoom levels Graphics
You still have a lot of artistic license when going from a 64 px wide tile to a 256 px wide tile.Slye_Fox wrote:i'm replicating the orginal bridges, not making real world ones.
Coders wanted: DSB Litra E in 2cc - DSB Litra A in 2cc
Unless stated otherwise all works published by me on these forums is covered by a Creative Commons Attribution Non-commercial share-alike License. Please PM me if you are interested in obtaining a different license.
Unless stated otherwise all works published by me on these forums is covered by a Creative Commons Attribution Non-commercial share-alike License. Please PM me if you are interested in obtaining a different license.
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Re: [32bpp] Extra zoom levels Graphics
I have updated the file Wacki_Tropical_houses_preview.tar. Now It has 10 sprites more and some sprites have been updated. I will update the wiki. I have coded other temperate sprites, but I will wait when their authors allow me to publish it in the forum.
Also, ArmEagle sent me a interesting script that keeps the offsets when a sprite is modified:
Also, ArmEagle sent me a interesting script that keeps the offsets when a sprite is modified:
ArmEagle wrote:(...)
Name the following something like 'pngcodecconvert.bat' and put it 'next' to pngcodec.exe. Then pass it either 'code' or 'createoff' and a path (to your sprites). 'createoff' will use pngcodec to take out all attributes and store it in the pngcodec.off file (in that path). Then you can edit (one of) your sprites and run it with 'code' [path] to set all attributes back.
Only 'issue' I still have with this thing, is that it stores the complete path in that file, not just the filename. But Windows Batch is a finicky thing, this is all I managed . It's slightly more useful than just a batch file though.
If you like it, feel free to post it in some 32bpp-zoom thread (though it would rock if that one issue could be taken out).
Code: Select all
@ECHO OFF SET OFFSETFILE=pngcodec.off IF [%1] EQU [] GOTO HELP IF %1 EQU code (IF [%2] NEQ [] (GOTO CODE) ELSE ( ECHO ** Error: No path. ECHO. GOTO HELP )) IF %1 EQU createoff (IF [%2] NEQ [] (GOTO createoff) ELSE ( ECHO ** Error: No path. ECHO. GOTO HELP )) GOTO QUIT :HELP ECHO %0 code path [offsetfile] ^| createoff path [offsetfile] ^| help ECHO. ECHO - code uses the file pngcodec.nfo in the given path to pngcodec all listed files accordingly. ECHO - createoff creates the file pngcodec.nfo with all offsets of the pngs in the given path. GOTO QUIT :CODE REM is a custom filename set? IF [%3] NEQ [] (SET OFFSETFILE=%3) REM chck whether file exists IF NOT EXIST %2\%OFFSETFILE% ( ECHO Error. %OFFSETFILE% does not exist. ECHO. GOTO HELP ) ECHO pngcodec files in %2\%OFFSETFILE% FOR /f "tokens=1,* delims=/ " %%a IN (%2/%OFFSETFILE%) DO ( IF [%%a] NEQ [] ( IF %%a NEQ # ( pngcodec r %%a %%b ) ) ) GOTO QUIT :createoff REM is a custom filename set? IF [%3] NEQ [] (SET OFFSETFILE=%3) ECHO Create nfo. DEL %2\%OFFSETFILE% FOR /R %2 %%a IN (*.png) DO ( FOR /F "tokens=1,*" %%y IN ('pngcodec.exe l %%a') DO ECHO %%a %%z >> %2\%OFFSETFILE%" ) ECHO %2/%OFFSETFILE% written. GOTO QUIT :QUIT
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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Re: [32bpp] Extra zoom levels Graphics
I have coded two models more:
- 1×1 stumpy by BerberJesus
- Two houses by Dmh_mac and GeekToo
- Attachments
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- 1517-1518.tar
- Houses
- (59 KiB) Downloaded 432 times
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- licence2.txt
- Creative commons license of 1517-1518.tar
- (451 Bytes) Downloaded 767 times
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- 1499-1500.tar
- 1×1 stumpy by BerberJesus
- (58.5 KiB) Downloaded 3111 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
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Re: [32bpp] Extra zoom levels Graphics
Here is two screenshots.
- Attachments
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- Screenshot with two houses. It would be interesting a tool to place buildings tile by tile in scenario editor.
- houses.jpg (52.68 KiB) Viewed 8220 times
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- Houses.
- houses1.jpg (27.7 KiB) Viewed 8215 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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- PouncingAnt
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Re: [32bpp] Extra zoom levels Graphics
Any chance you could get the shadow of the house to fall onto the road? I dunno if that's possible, but I seem to remember trees with shadows that overlapped other tiles some time back.
It looks pretty cool as it is, but especially with the lower image, the contrast between the pavement and the ground around the left side of the house(s) is a bit too sharp, in my opinion.
It looks pretty cool as it is, but especially with the lower image, the contrast between the pavement and the ground around the left side of the house(s) is a bit too sharp, in my opinion.
NB: the below challenges are still open for submission, so feel free to perform necromancy on them!
Try the PouncingAnt National Monopoly Challenge
Or even better, the PouncingAnt National Monopoly Challenge 2
Or better still, the PouncingAnt National Monopoly Challenge 3
Or, the PouncingAnt National Monopoly Challenge 4
Or try my scenario instead!
-(A lazy) OpenTTD Japanese Translator-
-(A lazy) PNGcodec user-
"You get what you pay for, so pay attention!"
Patches:
Company Station Stats
Try the PouncingAnt National Monopoly Challenge
Or even better, the PouncingAnt National Monopoly Challenge 2
Or better still, the PouncingAnt National Monopoly Challenge 3
Or, the PouncingAnt National Monopoly Challenge 4
Or try my scenario instead!
-(A lazy) OpenTTD Japanese Translator-
-(A lazy) PNGcodec user-
"You get what you pay for, so pay attention!"
Patches:
Company Station Stats
Re: [32bpp] Extra zoom levels Graphics
I' ve made a 32bit version of the tropical flat #4
The balconies of this building should be in company colors, but i have no idea how to do that. Can someone here help me?Re: [32bpp] Extra zoom levels Graphics
http://wiki.openttd.org/index.php/Creat ... ny_Colours
But I think there are at least 2 recolour concepts: company colours and recoloration by use of different palettes(in 8bpp), like industry roofs and buildings. Since the flats are not owned by a company, I don't know if CC mask work in that case
But I think there are at least 2 recolour concepts: company colours and recoloration by use of different palettes(in 8bpp), like industry roofs and buildings. Since the flats are not owned by a company, I don't know if CC mask work in that case
Re: [32bpp] Extra zoom levels Graphics
Thanks for the link, I' ll just try it out and I hope I will succeed.GeekToo wrote:http://wiki.openttd.org/index.php/Creat ... ny_Colours
But I think there are at least 2 recolour concepts: company colours and recoloration by use of different palettes(in 8bpp), like industry roofs and buildings. Since the flats are not owned by a company, I don't know if CC mask work in that case
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I' ve tried it, but there' s a problem. In the section "Automated generation of mask files" stays: "Select the mask mode in the blender_render.py by commenting out the normal mode and "commenting in" the mask mode." (line 9). This screenshot shows that. But on my computer the script looks like this: 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?
- edit2 -
In the attachment are renders from four angles in three zoom modes. I would be very happy if someone here is able to code them for the game. - edit: fixed a light related problem -
- edit3 -
Blend file included.
- Attachments
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- 1x1_flats_trop4_blend.zip
- (554.63 KiB) Downloaded 249 times
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- 1x1_flats_trop4.zip
- (605.62 KiB) Downloaded 266 times
Re: [32bpp] Extra zoom levels Graphics
I need some asistance in makeing the bridges
I'm not any good at skining, and unable to resize the .pngs without looseing the alpha layer.
I'm not any good at skining, and unable to resize the .pngs without looseing the alpha layer.
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Re: [32bpp] Extra zoom levels Graphics
Try it with GIMP, PSP, Photoshop... They can work with alpha layers.Slye_Fox wrote:I need some asistance in makeing the bridges
I'm not any good at skining, and unable to resize the .pngs without looseing the alpha layer.
Also, You can upload your PNG here.
Also, I have coded the new Varivar's models and updated the file with Wacki's models, They are very good:
- Attachments
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- Wacki_Tropical_houses_preview.tar
- TAR file.
- (1.4 MiB) Downloaded 326 times
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- Varivar_Tropical_houses_preview.tar
- TAR file updated.
- (188 KiB) Downloaded 298 times
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- Screenshot
- tropical.JPEG (277.59 KiB) Viewed 1157 times
Last edited by maquinista on 11 Aug 2008 16:36, edited 2 times 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.
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Re: [32bpp] Extra zoom levels Graphics
Thanks a lot, they are very cool indeed. I see that I have to make the building stages of my buildings.maquinista wrote:Also, I have coded the new Varivar's models and updated the file with Wacki's models, They are very good:
Re: [32bpp] Extra zoom levels Graphics
I have photoshop, that looses the alpha layer.
And uploading the .png's dosn't help with skinning the models.
And uploading the .png's dosn't help with skinning the models.
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?
- Attachments
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- 4604_z0.png (74.79 KiB) Viewed 6599 times
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- 4610_z0.png (102.24 KiB) Viewed 6601 times
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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
- Attachments
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- Varivar_Tropical_houses_preview.tar
- TAR file update.
- (183 KiB) Downloaded 269 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
Whoops, my bad. 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!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
- Attachments
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- 12,5m_default.zip
- (203.57 KiB) Downloaded 1463 times
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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
Thanks . I know it is a bit confusing that my buildings are spread through two threads, which is my fault . From now I will post them here.athanasios 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 version . I' ll try it today.Teemes wrote:Whoops, my bad. 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!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
- edit -
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.
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