32bit Extra Zoom Graphics Works In Progress
Moderator: Graphics Moderators
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- Tycoon
- Posts: 1829
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Re: [32bpp] Extra zoom levels Graphics
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.
Also, I prefer overlapping ground tiles, They looks better when You bulldoze one tile, or in road ends.
- Attachments
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- 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 You can delete the old file brupje_houses_preview.tar because It's outdated.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 2408 times
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- Overlapping tiles and not overlapping tiles.
- overlaptiles.JPEG (73.35 KiB) Viewed 11268 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
I have to agree with that...maquinista wrote:Also, I prefer overlapping ground tiles, They looks better when You bulldoze one tile, or in road ends.
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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- Tycoon
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Re: [32bpp] Extra zoom levels Graphics
I have optimized these three files, I think that They should load faster, because I have removed some transparent areas.
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.FooBar wrote:I have to agree with that...maquinista wrote:Also, I prefer overlapping ground tiles, They looks better when You bulldoze one tile, or in road ends.
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...
- Attachments
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- Varivar_arcticbuildings.tar
- I have renamed it, It was named Varivar_arcticbuildings_preview.tar
- (344.5 KiB) Downloaded 1715 times
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- Varivar_Temperate_houses.tar
- I have renamed it, It was named Varivar_Temperate_houses_preview.tar
- (1.01 MiB) Downloaded 639 times
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- northstar2_houses.tar
- This file was not renamed.
- (2.16 MiB) Downloaded 2476 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
I have coded the farm tiles, because they was one pixel moved up.
- Attachments
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- farm1_Alltaken.tar
- Farm tiles tar.
- (818.5 KiB) Downloaded 1734 times
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- farm2_Alltaken.tar
- Farm tiles tar.
- (826.5 KiB) Downloaded 1341 times
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- farm3_Alltaken.tar
- Farm tiles tar.
- (838 KiB) Downloaded 1255 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
More TAR files.
- Attachments
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- farm4_Alltaken.tar
- Farm tiles tar.
- (740.5 KiB) Downloaded 1111 times
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- farm5_Alltaken.tar
- Farm tiles tar.
- (891.5 KiB) Downloaded 1100 times
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- farm6_Alltaken.tar
- Farm tiles tar.
- (870 KiB) Downloaded 1078 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
Latest TAR files.
- Attachments
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- farm7_Alltaken.tar
- Farm tiles tar.
- (920.5 KiB) Downloaded 1106 times
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- farm8_Alltaken.tar
- Farm tiles tar.
- (912 KiB) Downloaded 1162 times
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- farm9_Alltaken.tar
- Farm tiles tar.
- (837.5 KiB) Downloaded 1230 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
More updates and fixes:
- Attachments
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- desert_rail_sprites.tar
- TAR file, now with slopes.
- (1.08 MiB) Downloaded 1838 times
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- tropical_rail_sprites.tar
- TAR file, now with slopes.
- (1.22 MiB) Downloaded 1361 times
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- desert_crossings.tar
- If Wotans model some desert barriers, I will add them.
- (150 KiB) Downloaded 1228 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 files more:
- Attachments
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- desert.tar
- Desert tiles, the wrong pixels has been fixed.
- (1.17 MiB) Downloaded 1910 times
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- Desert_road_v2.tar
- Fixed wrong pixels.
- (620.5 KiB) Downloaded 1252 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 is a update of the file industry_preview.tar
I has some files: 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.
I has some files: 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
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- industry_preview.tar
- Preview TAR file.
- (634.5 KiB) Downloaded 348 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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- northstar2
- Engineer
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Re: [32bpp] Extra zoom levels Graphics
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.
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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- Tycoon
- Posts: 1829
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Re: [32bpp] Extra zoom levels Graphics
Yes, there is too many problems with some trucks.
- Attachments
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- leopard bus left.tar
- Driving for the left side.
- (111.5 KiB) Downloaded 265 times
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- leopard bus right.tar
- Driving for the right side.
- (111 KiB) Downloaded 252 times
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- Wacki_industries.tar
- Optimized file. It should load faster.
- (399 KiB) Downloaded 2085 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
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
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.
Town Names:


Still work in progress: OpenGFX or/and OpenSFX - Please help!
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- Tycoon
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Re: [32bpp] Extra zoom levels Graphics
This is the Regal bus, but driving in the other side.
- Attachments
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- regal_bus_right.tar
- TAR file
- (95 KiB) Downloaded 255 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
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
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- regal_bus_right.tar
- TAR file.
- (95 KiB) Downloaded 1983 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
I have created a small GRF file. It allows build some station tiles based on original sprites. It's like PGS bare tiles.
- Attachments
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- defaul_tiles.grf
- This is a small GRF file that allows build some station tiles with default game graphics.
- (1.01 KiB) Downloaded 286 times
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- Screenshot of a station with a road vehicle depot.
- station_tiles1.JPEG (139.64 KiB) Viewed 1990 times
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- Screenshot.
- station_tiles2.JPEG (218.01 KiB) Viewed 1973 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
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:
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


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.
- 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.
This bridge replacement set (New 32 bpp bridges) can't be used with toyland climate, because it takes some sprites for some new sprites.

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
- Attachments
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- 32 bpp bridges.tar
- TAR file with new GRF file.
- (1.72 MiB) Downloaded 365 times
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- Screenshot with most of bridges. Truss bridge would look good on toyland.
- puentes_32.JPEG (235.49 KiB) Viewed 1980 times
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- Screenshot in game.
- puentes_32c.JPEG (284.43 KiB) Viewed 1952 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
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?
- 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?
Re: [32bpp] Extra zoom levels Graphics
Your also missing the fundamental cantilever and suspension bridges needed for any long crossings.
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- Tycoon
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Re: [32bpp] Extra zoom levels Graphics
I will use green rims in railway. I have these two ramps coded, I only need replace the sprites.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 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.
I haven't replaced all suspension or cantilever bridges.Leanden wrote:Your also missing the fundamental cantilever and suspension bridges needed for any long crossings.
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
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.
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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