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.

Moderator: Graphics Moderators

Varivar
Traffic Manager
Traffic Manager
Posts: 255
Joined: 07 Aug 2008 17:31
Location: The Netherlands
Contact:

Re: [32bpp] Extra zoom levels Graphics

Post by Varivar »

maquinista wrote:I have coded It, and It is a very good model.
Varivar: remember that the other building (sprites 4420-4423) only needs the building, the ground is shared with the building that I coded.
I've done the other building. I've rendered the complete version and the snow version without ground, but with shadows.
Attachments
1x1 houses #1 uncoded.zip
All sprites.
(162.47 KiB) Downloaded 193 times
4422_z0.png
4422_z0.png (36.78 KiB) Viewed 7215 times
User avatar
brupje
Transport Coordinator
Transport Coordinator
Posts: 288
Joined: 03 Oct 2006 07:17
Location: The hague, Netherlands

Re: [32bpp] Extra zoom levels Graphics

Post by brupje »

maquinista wrote:I have added the latest models. A ground shadow would be better in the futuristic tower, but I think that It is good enough. I prefer a custom building placement tool with construction stages.

The desert roads are 1 pixel down, It creates some random pixels in the borders.
great job, I like it :P
Attachments
Schermafdruk.png
(1.84 MiB) Downloaded 294 times
boekabart
Transport Coordinator
Transport Coordinator
Posts: 333
Joined: 25 Aug 2005 09:44
Location: Eindhoven, Netherlands

Re: [32bpp] Extra zoom levels Graphics

Post by boekabart »

brupje wrote:great job, I like it :P
About the futuristic tower: It seesm to be rendered from a wrong angle, it doesn't look good in the screenshot...
ArmEagle
Traffic Manager
Traffic Manager
Posts: 151
Joined: 01 Jan 2007 14:28

Re: [32bpp] Extra zoom levels Graphics

Post by ArmEagle »

boekabart wrote:
brupje wrote:great job, I like it :P
About the futuristic tower: It seesm to be rendered from a wrong angle, it doesn't look good in the screenshot...
The sides on the cubes are parallel to the sides of other buildings.

I guess it's the bottom part (the columns and floors) that's throwing you off. The front side of the bottom is indeed not parallel. But I guess that's somehow meant to be like that.
User avatar
brupje
Transport Coordinator
Transport Coordinator
Posts: 288
Joined: 03 Oct 2006 07:17
Location: The hague, Netherlands

Re: [32bpp] Extra zoom levels Graphics

Post by brupje »

boekabart wrote:
brupje wrote:great job, I like it :P
About the futuristic tower: It seesm to be rendered from a wrong angle, it doesn't look good in the screenshot...
Don't know what you mean exactly, but it's shown as intended.
maquinista
Tycoon
Tycoon
Posts: 1828
Joined: 10 Jul 2006 00:43
Location: Spain

Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

I have finished some landscape tiles.
Attachments
artic_grass_bumpygrass_withlines_allzooms.tar
Modified temperate tiles.
(2.82 MiB) Downloaded 2526 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
Varivar
Traffic Manager
Traffic Manager
Posts: 255
Joined: 07 Aug 2008 17:31
Location: The Netherlands
Contact:

Re: [32bpp] Extra zoom levels Graphics

Post by Varivar »

maquinista wrote:I have finished some landscape tiles.
They look nice, good work! :)
ArmEagle wrote:
boekabart wrote:
brupje wrote:great job, I like it :P
About the futuristic tower: It seesm to be rendered from a wrong angle, it doesn't look good in the screenshot...
The sides on the cubes are parallel to the sides of other buildings.

I guess it's the bottom part (the columns and floors) that's throwing you off. The front side of the bottom is indeed not parallel. But I guess that's somehow meant to be like that.
I think it looks weird because there aren't shadows on the ground. You should render the building with the ground plane set to "OnlyShadow".
maquinista
Tycoon
Tycoon
Posts: 1828
Joined: 10 Jul 2006 00:43
Location: Spain

Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

I have updated the crossings TAR file (blue asphalt surface), and added the new roads.
Attachments
crossings_wotan_02.tar
File
(1.16 MiB) Downloaded 3549 times
artic roads.tar
File
(1020 KiB) Downloaded 1762 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
maquinista
Tycoon
Tycoon
Posts: 1828
Joined: 10 Jul 2006 00:43
Location: Spain

Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

Some rails for arctic climate:
Attachments
arctic rails.tar
Rails.
(1.14 MiB) Downloaded 483 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
Varivar
Traffic Manager
Traffic Manager
Posts: 255
Joined: 07 Aug 2008 17:31
Location: The Netherlands
Contact:

Re: [32bpp] Extra zoom levels Graphics

Post by Varivar »

maquinista wrote:I have updated the crossings TAR file (blue asphalt surface), and added the new roads.
maquinista wrote:Some rails for arctic climate:
Good work, Maquinista, the Arctic climate is developing fast now :) .

I've drawn a Temperate city building, the 1x1 courtyard flats. I'll draw the construction stages too. The zip file contains the blend file.
Attachments
wip
wip
1x1 Courtyard flats.png (60.91 KiB) Viewed 6405 times
1x1 Courtyard flats.blend.zip
Contains the blend file.
(1.63 MiB) Downloaded 208 times
User avatar
brupje
Transport Coordinator
Transport Coordinator
Posts: 288
Joined: 03 Oct 2006 07:17
Location: The hague, Netherlands

Re: [32bpp] Extra zoom levels Graphics

Post by brupje »

ArmEagle wrote:
boekabart wrote:
brupje wrote:great job, I like it :P
About the futuristic tower: It seesm to be rendered from a wrong angle, it doesn't look good in the screenshot...
The sides on the cubes are parallel to the sides of other buildings.

I guess it's the bottom part (the columns and floors) that's throwing you off. The front side of the bottom is indeed not parallel. But I guess that's somehow meant to be like that.
I think it looks weird because there aren't shadows on the ground. You should render the building with the ground plane set to "OnlyShadow".[/quote]

Here's a shadow render
Attachments
futuristicshadow_z0.png
(18.83 KiB) Downloaded 154 times
User avatar
brupje
Transport Coordinator
Transport Coordinator
Posts: 288
Joined: 03 Oct 2006 07:17
Location: The hague, Netherlands

Re: [32bpp] Extra zoom levels Graphics

Post by brupje »

Hangingflat building, stage 1 & 2
Attachments
hangingflat_stage1_z0.png
hangingflat_stage1_z0.png (41.24 KiB) Viewed 6346 times
hangingflat_stage2.png
hangingflat_stage2.png (89.76 KiB) Viewed 6342 times
Roujin
Tycoon
Tycoon
Posts: 1884
Joined: 08 Apr 2007 04:07

Re: [32bpp] Extra zoom levels Graphics

Post by Roujin »

Varivar wrote:
maquinista wrote:I have updated the crossings TAR file (blue asphalt surface), and added the new roads.
maquinista wrote:Some rails for arctic climate:
Good work, Maquinista, the Arctic climate is developing fast now :) .

I've drawn a Temperate city building, the 1x1 courtyard flats. I'll draw the construction stages too. The zip file contains the blend file.

No windows on the inner side?
* @Belugas wonders what is worst... a mom or a wife...
<Lakie> Well, they do the same thing but the code is different.

______________
My patches
check my wiki page (sticky button) for a complete list

ImageImage
ImageImageImageImageImageImageImage
User avatar
brupje
Transport Coordinator
Transport Coordinator
Posts: 288
Joined: 03 Oct 2006 07:17
Location: The hague, Netherlands

Re: [32bpp] Extra zoom levels Graphics

Post by brupje »

First attempt at hangingglass building :)
Attachments
hangingglass_z0.png
hangingglass_z0.png (132.36 KiB) Viewed 1023 times
User avatar
athanasios
Tycoon
Tycoon
Posts: 3138
Joined: 23 Jun 2005 00:09
Contact:

Re: [32bpp] Extra zoom levels Graphics

Post by athanasios »

A simple question though: "How do people enter the building?"
I think this should be fixed.
http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.


I prefer to be contacted through PMs. Thanks.
User avatar
Arathorn
Tycoon
Tycoon
Posts: 6937
Joined: 30 Nov 2002 17:10

Re: [32bpp] Extra zoom levels Graphics

Post by Arathorn »

A little rope ladder dangling from the bottom. :wink:
maquinista
Tycoon
Tycoon
Posts: 1828
Joined: 10 Jul 2006 00:43
Location: Spain

Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

Varivar wrote:
maquinista wrote:I have coded It, and It is a very good model.
Varivar: remember that the other building (sprites 4420-4423) only needs the building, the ground is shared with the building that I coded.
I've done the other building. I've rendered the complete version and the snow version without ground, but with shadows.
I have coded them:
Attachments
Varivar_arcticbuildings_preview.tar
TAR file.
(349 KiB) Downloaded 780 times
brupje_houses_preview.tar
TAR file.
(1.14 MiB) Downloaded 257 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
Varivar
Traffic Manager
Traffic Manager
Posts: 255
Joined: 07 Aug 2008 17:31
Location: The Netherlands
Contact:

Re: [32bpp] Extra zoom levels Graphics

Post by Varivar »

maquinista wrote:I have coded them:
Thanks. I found a bug in "brupje_houses_preview.tar". The futuristic tower has wrong offsets, and it doesn't colorize good. I didn't have this problem in the previous tar with Brupjes houses.
Attachments
bug
bug
bug.png (465.61 KiB) Viewed 883 times
User avatar
brupje
Transport Coordinator
Transport Coordinator
Posts: 288
Joined: 03 Oct 2006 07:17
Location: The hague, Netherlands

Re: [32bpp] Extra zoom levels Graphics

Post by brupje »

athanasios wrote:A simple question though: "How do people enter the building?"
I think this should be fixed.
How would they in the original image? Why is it a problem?

I'm open to suggestions though, but the only way seems to be the yellow tubes. And they are not wide enough for a person :P
User avatar
habell
Transport Coordinator
Transport Coordinator
Posts: 374
Joined: 04 Mar 2004 12:47
Location: Veenendaal, The Netherlands

Re: [32bpp] Extra zoom levels Graphics

Post by habell »

maquinista wrote:Image
The desert roads are 1 pixel down, It creates some random pixels in the borders.
I don't see this error.
Desert road test
Desert road test
desert_road_test.png (273.52 KiB) Viewed 5998 times
So don't know how to correct it :?

I can only re-upload the files and hope it's corrected.
Attachments
Desert_road_v2.tar
desert roads. re-upload
(663.5 KiB) Downloaded 796 times
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: audigex and 5 guests