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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maquinista
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

I have updated the file "brupje_houses_preview.tar". I have changed the name (brupje_houses.tar), modified the 1×1 cottage (It was too big), and optimized some sprites (removing some large transparent areas). I think that it should load a bit faster.

Also, I prefer overlapping ground tiles, They looks better when You bulldoze one tile, or in road ends.
Attachments
brupje_houses.tar
I have renamed it. You can delete the old file brupje_houses_preview.tar because It's outdated.
(1.13 MiB) Downloaded 2349 times
Overlapping tiles and not overlapping tiles.
Overlapping tiles and not overlapping tiles.
overlaptiles.JPEG (73.35 KiB) Viewed 10429 times
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Re: [32bpp] Extra zoom levels Graphics

Post by FooBar »

maquinista wrote:Also, I prefer overlapping ground tiles, They looks better when You bulldoze one tile, or in road ends.
I have to agree with that...

Unfortunately I fear that it's either the current glitches or this tile-change. Maybe only change it for tiles that are actually glitching and only in places where they glitch. Dunno how feasible that is though. Or how it ends up looking...
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

I have optimized these three files, I think that They should load faster, because I have removed some transparent areas.

FooBar wrote:
maquinista wrote:Also, I prefer overlapping ground tiles, They looks better when You bulldoze one tile, or in road ends.
I have to agree with that...

Unfortunately I fear that it's either the current glitches or this tile-change. Maybe only change it for tiles that are actually glitching and only in places where they glitch. Dunno how feasible that is though. Or how it ends up looking...
Maybe these files could be added only in the 32 bpp patch, in a different GRF file (maybe named 32bpp.GRF). This doesn't force changes in trunk.
Attachments
Varivar_arcticbuildings.tar
I have renamed it, It was named Varivar_arcticbuildings_preview.tar
(344.5 KiB) Downloaded 1667 times
Varivar_Temperate_houses.tar
I have renamed it, It was named Varivar_Temperate_houses_preview.tar
(1.01 MiB) Downloaded 597 times
northstar2_houses.tar
This file was not renamed.
(2.16 MiB) Downloaded 2423 times
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maquinista
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

I have coded the farm tiles, because they was one pixel moved up.
Attachments
farm1_Alltaken.tar
Farm tiles tar.
(818.5 KiB) Downloaded 1689 times
farm2_Alltaken.tar
Farm tiles tar.
(826.5 KiB) Downloaded 1260 times
farm3_Alltaken.tar
Farm tiles tar.
(838 KiB) Downloaded 1190 times
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maquinista
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

More TAR files.
Attachments
farm4_Alltaken.tar
Farm tiles tar.
(740.5 KiB) Downloaded 1052 times
farm5_Alltaken.tar
Farm tiles tar.
(891.5 KiB) Downloaded 1053 times
farm6_Alltaken.tar
Farm tiles tar.
(870 KiB) Downloaded 1035 times
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maquinista
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

Latest TAR files.
Attachments
farm7_Alltaken.tar
Farm tiles tar.
(920.5 KiB) Downloaded 1057 times
farm8_Alltaken.tar
Farm tiles tar.
(912 KiB) Downloaded 1093 times
farm9_Alltaken.tar
Farm tiles tar.
(837.5 KiB) Downloaded 1172 times
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maquinista
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

More updates and fixes:
Attachments
desert_rail_sprites.tar
TAR file, now with slopes.
(1.08 MiB) Downloaded 1785 times
tropical_rail_sprites.tar
TAR file, now with slopes.
(1.22 MiB) Downloaded 1316 times
desert_crossings.tar
If Wotans model some desert barriers, I will add them.
(150 KiB) Downloaded 1172 times
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maquinista
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

Two files more:
Attachments
desert.tar
Desert tiles, the wrong pixels has been fixed.
(1.17 MiB) Downloaded 1863 times
Desert_road_v2.tar
Fixed wrong pixels.
(620.5 KiB) Downloaded 1206 times
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maquinista
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

This is a update of the file industry_preview.tar

I has some files:
  • northstar2 fruit plantation
  • Wacki coal mine (1)
  • ZxBiohazardZx refinery tiles (1 and 2)
  • Two base tiles, based on Ben Robbins bare tiles.
I have scaled up the two first stages of the refinery tanks. The coal tiles are awesome, but I think that a brown color would fit better between other tiles. The fruit trees are awesome. Also, the coal mine buildings are good, but I haven't coded it.
Attachments
industry_preview.tar
Preview TAR file.
(634.5 KiB) Downloaded 316 times
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Re: [32bpp] Extra zoom levels Graphics

Post by northstar2 »

i sent a message in the post"33bpp megapack" because many trucks were missing in the pack.


maybe it should be useful to make a sorting of theses models(most of them are in blue) to have an updated pack of trucks.
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

Yes, there is too many problems with some trucks.
Attachments
leopard bus left.tar
Driving for the left side.
(111.5 KiB) Downloaded 230 times
leopard bus right.tar
Driving for the right side.
(111 KiB) Downloaded 230 times
Wacki_industries.tar
Optimized file. It should load faster.
(399 KiB) Downloaded 2038 times
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Ammler
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Re: [32bpp] Extra zoom levels Graphics

Post by Ammler »

Hello

I am wondering, why do you make the windows original graphics a dependency. I made locally some tests and of course failed with opengfx, as it doesn't have the same sprite numbers for the extra (newgrf) part, file openttd[w|d].grf. As this is a newgrf.

But why not coding all 32bpp graphics as NewGRFs? It would be very easy, if you still like to support 8bpp too, you could use the OpenGFX as template. I made a fast php script to show what I mean, here is example for the GUI, you have the nfo code at the bottom.
http://mz.openttdcoop.org/opengfx/newgr ... &t=329:340
(Edit: removed some sprites for a faster example)

pros:
- independent from base graphcis set (not just originals <-> opengfx, also the other formats like dos, dos_de or what ever.)
- openttdw.grf sprites doesn't depend on changes there anymore
- easy enable/disable the 32bpp graphics for debugging etc.

cons:
- Needs a newgrf, but that would allow to make 8bpp replacement in same step

If there is interests, I would uplaod a demo grf...

Greets
Ammler
Last edited by Ammler on 16 Jun 2009 19:55, edited 3 times in total.
maquinista
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

This is the Regal bus, but driving in the other side.
Attachments
regal_bus_right.tar
TAR file
(95 KiB) Downloaded 219 times
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maquinista
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

I have fixed a mask file, and I have changed the offsets. I think that it should fit better in the bus station. If You like it, I can change the offsets of the other buses.
Attachments
regal_bus_right.tar
TAR file.
(95 KiB) Downloaded 1926 times
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maquinista
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

I have created a small GRF file. It allows build some station tiles based on original sprites. It's like PGS bare tiles.
Attachments
defaul_tiles.grf
This is a small GRF file that allows build some station tiles with default game graphics.
(1.01 KiB) Downloaded 252 times
Screenshot of a station with a road vehicle depot.
Screenshot of a station with a road vehicle depot.
station_tiles1.JPEG (139.64 KiB) Viewed 1151 times
Screenshot.
Screenshot.
station_tiles2.JPEG (218.01 KiB) Viewed 1134 times
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maquinista
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

Some time ago I modeled some 32 bpp bridges. These bridges replaces the bridges from Total Bridge Renewal Set.

I think that is better use a new GRF with these new bridges. This only replaces the repeated default bridges, modeled by northstar2.

This new GRF file has three new bridges:
  • Truss bridge: allows a span of 8 tiles, and is enabled from the early years. It's not very well modeled and It looks a bit like... chocolate. :P
  • Concrete beam bridge: allow very large spans and higher speed. It can be built from 1980 and is a bit more expensive.
  • Urban bridge: is cheaper and slower (80 Km/h - 50 MPH). Better for cities. Thanks to the torus shape of Blender. :lol:
These properties can be changed if You suggest something better. Also, I have replaced the concrete bridge for roads because the original bridge looks a bit dangerous for road vehicles. This bridge also allows more tiles than the original (it was too short).

This bridge replacement set (New 32 bpp bridges) can't be used with toyland climate, because it takes some sprites for some new sprites. :( The translations doesn't work. I will upload the sourcecode files at the blender tread.

This file has a Creative Commons license (CC BY). You can use it and modify it without asking for permission.

I have used the northstar2 bridge entrances, adding a concrete base.
The concrete bridge for monorail is based on the original bridge of TTO.
The urban bridge for railways is based on the original road bridge from TBRS and this bridge in the Metro of Bilbao:
Inside: http://www.urbanrail.net/eu/bil/bil-urbinaga1.jpg
ImageImage
Attachments
32 bpp bridges.tar
TAR file with new GRF file.
(1.72 MiB) Downloaded 330 times
Screenshot with most of bridges. Truss bridge would look good on toyland.
Screenshot with most of bridges. Truss bridge would look good on toyland.
puentes_32.JPEG (235.49 KiB) Viewed 1141 times
Screenshot in game.
Screenshot in game.
puentes_32c.JPEG (284.43 KiB) Viewed 1113 times
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ArmEagle
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Re: [32bpp] Extra zoom levels Graphics

Post by ArmEagle »

I like them, a few notes though:
- The yellow one stands out a lot (brightness of color).
- Doesn't the green one have any connections between the half-circle spannings? In the example image then at least seem to have a horizontal bar near ground level. Though I could image to just add one in the top center.
- Do the ramps all have to have blue rims? What about using different colors for road/track?
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Leanden
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Re: [32bpp] Extra zoom levels Graphics

Post by Leanden »

Your also missing the fundamental cantilever and suspension bridges needed for any long crossings.
Image
maquinista
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

ArmEagle wrote:I like them, a few notes though:
- The yellow one stands out a lot (brightness of color).
- Doesn't the green one have any connections between the half-circle spannings? In the example image then at least seem to have a horizontal bar near ground level. Though I could image to just add one in the top center.
- Do the ramps all have to have blue rims? What about using different colors for road/track?
I will use green rims in railway. I have these two ramps coded, I only need replace the sprites.
I will decrease a bit the saturation of the yellow and green bridges, the horizontal bar could be interesting, but the bridge is not a copy, It only takes the idea.
Leanden wrote:Your also missing the fundamental cantilever and suspension bridges needed for any long crossings.
I haven't replaced all suspension or cantilever bridges.
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Re: [32bpp] Extra zoom levels Graphics

Post by cid.67 »

maybe it could be possible to use the northstar2 suspension and cantilever bridges,with different colors to fit with your models?
i don't know if it's hard or long to render theses sprites with other colors and assembly them but it's just an idea.
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