32bit Extra Zoom Graphics Works In Progress
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- Tycoon
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Re: [32bpp] Extra zoom levels Graphics
I have updated the cadaver's TAR file with his latest model. I have modified it a bit with GIMP.
- Attachments
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- cadaver_houses.tar
- TAR file.
- (653.5 KiB) Downloaded 252 times
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- Screenshot.
- pisitos.JPEG (80.29 KiB) Viewed 1062 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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Re: [32bpp] Extra zoom levels Graphics
the modifications made with gimp are interesting but there are still details that need to be fixed.
the hole for the round window doesn't appear in phase 2.a tall flat like this must have a rain gutter.
the top of the building looks like an arrow ,the original doesn't look like this.
maybe you wanted to make chimneys,but i think they are really too small.
ZxBiohazardZx made suggestions about windows that i think were judicious(looks good but the windows look odd...
either add balcony railings or smallen the concrete-ish slabs underneath the windows).
if the objective of the 32b project is not to make models that fit with original sprites and real principles of building construction we can use the
infinity of models available in the net in many format.
the hole for the round window doesn't appear in phase 2.a tall flat like this must have a rain gutter.
the top of the building looks like an arrow ,the original doesn't look like this.
maybe you wanted to make chimneys,but i think they are really too small.
ZxBiohazardZx made suggestions about windows that i think were judicious(looks good but the windows look odd...
either add balcony railings or smallen the concrete-ish slabs underneath the windows).
if the objective of the 32b project is not to make models that fit with original sprites and real principles of building construction we can use the
infinity of models available in the net in many format.
- Attachments
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- flats.png (175.07 KiB) Viewed 7422 times
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- Tycoon
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Re: [32bpp] Extra zoom levels Graphics
This is the latest Northstar2 house, and the update of the building.
- Attachments
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- northstar2_houses_1.tar
- TAR file.
- (1.74 MiB) Downloaded 302 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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- Tycoon
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Re: [32bpp] Extra zoom levels Graphics
Two fountains by DirtY iCE and BerberJesus.
- Attachments
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- fountains_parks.tar
- TAR file, offsets and credits.
- (84.5 KiB) Downloaded 2033 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 some small airport tiles that I have been made some time ago. They are not perfect and They need some modifications, and I will try fix them in the future, but I leave all source files if someone wants modify it.
There are needed some elements, like buildings (left building must be small, It can't be taller than they own tile), water tower, windshock, fences...
There are needed some elements, like buildings (left building must be small, It can't be taller than they own tile), water tower, windshock, fences...
- Attachments
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- airport_small.tar
- TAR file
- (294.5 KiB) Downloaded 261 times
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- Tile without modifications.
- tile.png (42.17 KiB) Viewed 6900 times
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- 3962_z0.XCF.BZ2
- File from GIMP.
- (460.06 KiB) Downloaded 168 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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- Tycoon
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Re: [32bpp] Extra zoom levels Graphics
This file has the tram tracks that I have made with GIMP some weeks ago. They are far from perfect but They can be useful if someone wants code some trams.
- Attachments
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- tram_tracks.tar
- TAR file with offsets.
- (798.5 KiB) Downloaded 2836 times
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- Screenshot.
- screenshot.JPEG (229.78 KiB) Viewed 1051 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
Just a suggestion for the depo model. You should make the road go inside, plus put some objects on the inner sides, like tools, gas, ect. But that may just be unnecessary :/maquinista wrote:I have coded the other style road vehicles depots.
Also, I have created this download page with a different classification:
http://wiki.openttd.org/Talk:Maquinista ... oom_Levels
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- Tycoon
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Re: [32bpp] Extra zoom levels Graphics
I have coded the latest model from northstar2. Now is much better than the original, It doesn't look oversized.
- Attachments
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- northstar2_houses_1.tar
- TAR file.
- (1.92 MiB) Downloaded 431 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
Is there an up to date list anyway of all the sprites currently completed? The wiki is very incomplete!
Re: [32bpp] Extra zoom levels Graphics
Hey ! Have you seen the grass between the connection of the road and the bridge (near the station) ? There is a small grass stripe.maquinista wrote:This file has the tram tracks that I have made with GIMP some weeks ago. They are far from perfect but They can be useful if someone wants code some trams.
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- Tycoon
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Re: [32bpp] Extra zoom levels Graphics
I can't fix it because is a problem of the sourcecode. Bridge heads should use different ground sprites than empty ground.dbkblk wrote:Hey ! Have you seen the grass between the connection of the road and the bridge (near the station) ? There is a small grass stripe.maquinista wrote:This file has the tram tracks that I have made with GIMP some weeks ago. They are far from perfect but They can be useful if someone wants code some trams.
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
- planetmaker
- OpenTTD Developer
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Re: [32bpp] Extra zoom levels Graphics
Uhm... that should be solely an alignment problem, shouldn't it? I mean... just make the northern ramp of the bridge such, that it overlaps the grass of the ground tile... or what do I miss there?maquinista wrote:I can't fix it because is a problem of the sourcecode. Bridge heads should use different ground sprites than empty ground.
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Re: [32bpp] Extra zoom levels Graphics
The problem is that the grass extends beyond the edge of the tile, and the bridge head doesn't.
Melt with the Shadows,
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- Tycoon
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Re: [32bpp] Extra zoom levels Graphics
Yes. It would need four new slope tiles for bridge heads. These new four tiles would need changes in the code of OTTD, and I don't know how do it.Thief^ wrote:The problem is that the grass extends beyond the edge of the tile, and the bridge head doesn't.
There are lots of graphics changes needed in OTTD.
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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- planetmaker
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Re: [32bpp] Extra zoom levels Graphics
So... I guess that's the sprite which needs fixing then. The original one doesn't. And 32bpp is only a replacement for it; and if it - especially for the ground tiles - fails to stay within its bounding boxes - well, you see what happens. It's IMO not a failure of OpenTTD, but a failure of the graphics.Thief^ wrote:The problem is that the grass extends beyond the edge of the tile, and the bridge head doesn't.
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Re: [32bpp] Extra zoom levels Graphics
The original one doesn't overlap the edges because it's just a green square, not actual grass.
Melt with the Shadows,
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- planetmaker
- OpenTTD Developer
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Re: [32bpp] Extra zoom levels Graphics
Yes, I know. But then it's a short-coming or a bug of this 32bpp ground sprite to overlap.Thief^ wrote:The original one doesn't overlap the edges because it's just a green square, not actual grass.
Alternatively you can make the bridge slopes overlap properly.
In any case it's not the failure of OpenTTD, if the sprites coder fail on proper alignment or the tiles are drawn as such that alignment is bound to fail.
It probably would be moderately easy to shave off a few grass leaves at the edges.
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- Tycoon
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Re: [32bpp] Extra zoom levels Graphics
The problem is that bridge heads should use tiles like these two. Also, this only needs two new tiles, not four. These tiles can't replace the current landscape tiles because it would look strange.
Also, this is not only a problem of 32 bpp extra zoom levels, because If someone wants draw a new 8 bppground tile set with some height of the grass, he would get the same problem in bridges.
Also, this is not only a problem of 32 bpp extra zoom levels, because If someone wants draw a new 8 bppground tile set with some height of the grass, he would get the same problem in bridges.
- Attachments
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- New tile needed for bridge heads.
- ground_sprite_bridges.PNG (52.3 KiB) Viewed 5243 times
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- New tile needed for bridge heads.
- ground_sprite_bridges2.PNG (49.96 KiB) Viewed 5238 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
No, the people who create graphics should draw tiles that end where they are supposed to end, rather than overlapping the neighboring tiles.maquinista wrote:The problem is that bridge heads should use tiles like these two.
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Re: [32bpp] Extra zoom levels Graphics
Adding the overlapping part to the beginning of the next tile instead of the end of the tile itself should solve this problem nicely. Basically the same technique as I used on my Transrapid track set.
While that glitches a bit in case of the transrapid track set because of the large height difference, it should be perfectly fine with small height differences like this here grass.
While that glitches a bit in case of the transrapid track set because of the large height difference, it should be perfectly fine with small height differences like this here grass.
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