I have no idea how much it was, but I can only imagine it was an awful lot! Thanks from me!First, ridiculous amount of kudos for Peter for putting the extra-zooms in trunk I think I am entitled to say that I really know how much effort you must have put into it.
New Graphics - Blender ".blend" thread (Works In Progress)
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- SwissFan91
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Re: New Graphics - Blender ".blend" thread
Re: New Graphics - Blender ".blend" thread
petern wrote:Same set up with OpenGFX, which doesn't suffer from the images being "2px below the rails":
For me, the OpenGFX trains still look like they are running below the rails rather than on them :/
I've stopped working on the trains at the moment and I am current working on getting a generic train chassis created in Blender that can be used for any train body (not including steam). The chassis is being based on the detail I can get from the Floss 47 model and I'm going to scale a box on the top of it to try and match the 8bpp graphics dimensions. We will then be able to see exactly how this looks in those proportions (though my belief is still that the current 32bpp EZ sprites are going to look better, but I said I would give it a go). Once there is some agreement on the scale of the sprites then I will create a generic wagon chassis in the same manner. This will mean that we will be able to easily recreate/rerender all the train and wagon sprites fairly easily to an agreed scale and have Blender sources for them all so that the community can take them and improve things.
I am doing this based on the assumption that the EZ sprite format and the EZ CC mask blending will make it into the trunk and that we will need some rapid graphics development for trains and NewGRF train sets that are of a rendered quality (please stop me if this is not the case).
Attached is a render of the current state of the generic train chassis.
Re: New Graphics - Blender ".blend" thread
+1 to this! Should've started with thatGeekToo wrote:First, ridiculous amount of kudos for Peter for putting the extra-zooms in trunk

Re: New Graphics - Blender ".blend" thread
I deliberately didn't mention the CC because that's a totally separate issue to sprite scale.Zephyris wrote:anyway I think the bigger issue is the CC algorithm...
We've tried various algorithms and none were a satisfactory improvement on simple non-interpolated scaling; they'd all leave gaps between tiles causing glitches, for example.GeekToo wrote:I will nag about using some kind of scale2x or other algorithm for showing extra zooms, iso duplicating pixels,
Remember we're looking down on the track from the sky, the rail is a pixel high by a pixel deep (it makes sense at 1xXotic750 wrote:For me, the OpenGFX trains still look like they are running below the rails rather than on them

My work-in-progress implementation on extra-zoom sprites has some extra restrictions on sprite size and offsets that GeekToo's version does not, namely that the size and offsets of each zoom level must precisely match the fully zoomed size, e.g. 16x8 → 8x4 → 4x2 or 31x17 → 16x9 → 8x5 (numbers are rounded up). This is no real drawback as any needed padding can be added with transparent pixels, but it makes many things in the code much simpler.Xotic750 wrote:I am doing this based on the assumption that the EZ sprite format and the EZ CC mask blending will make it into the trunk and that we will need some rapid graphics development for trains and NewGRF train sets that are of a rendered quality (please stop me if this is not the case).
I have not tackled the recolouring system yet, but whatever is implemented needs to keep 8bpp sprites working the same, and must work for all recolouring in the game, not just CC.
He's like, some kind of OpenTTD developer.
Re: New Graphics - Blender ".blend" thread
And now I have a candidate colouring algorithm (bear in mind these sprites aren't designed for it):

Full-size: http://fuzzle.org/~petern/ottd/cc3.png
Full-size: http://fuzzle.org/~petern/ottd/cc3.png
He's like, some kind of OpenTTD developer.
- CryingCorvus
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Re: New Graphics - Blender ".blend" thread
Hi all! Don't know if you still care about this because I'm bit backward in topic but I thought I'll upload Oil platform anyway
Some suggestions? Some opinions? Maybe I should leave it as it is? Or someone already made Oil Platform?
Some suggestions? Some opinions? Maybe I should leave it as it is? Or someone already made Oil Platform?
Last edited by CryingCorvus on 23 Dec 2011 17:58, edited 1 time in total.
Re: New Graphics - Blender ".blend" thread
Keep going, obviously much better!petern wrote:And now I have a candidate colouring algorithm (bear in mind these sprites aren't designed for it):
Full-size: http://fuzzle.org/~petern/ottd/cc3.png
Could you please try with these sprites: http://jupix.info/openttd/gfxdev-repo/i ... file&id=68
I frequently used those to test recolours, they have a nice gradient background that will trigger overflows if the algorithm is not OK.
Re: New Graphics - Blender ".blend" thread
That looks fantastic! Possibly nudge the brightness down slightly (but only slightly!) to match the 8bpp graphics slightly better? Really nice though.petern wrote:And now I have a candidate colouring algorithm (bear in mind these sprites aren't designed for it):
Re: New Graphics - Blender ".blend" thread
omononompetern wrote:And now I have a candidate colouring algorithm (bear in mind these sprites aren't designed for it):
<snip>
Full-size: http://fuzzle.org/~petern/ottd/cc3.png
Moar please!

AroAI - A really feeble attempt at an AI
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
Re: New Graphics - Blender ".blend" thread
In my opinion it is up to artists to produce art that works with the recolouring system, not for me to fudge the algorithm. As an example, the 32bpp GRVTS vehicles are way brighter than the 32bpp rail vehicles. It's thus not possible to accommodate all existing graphics, and probably all will need some recoding.
The technique I've got here is deliberately simple, and relies on controlled 'overflow'. The pixel brightness in the source 32bpp image max(r, g, b), no complex methods, is multiplied against the rgb values of the recolour. If a colour overflows, it is clamped to 255 and the over colours are raised to increase the brightness. The brightness threshold is 64; values below 64 will give a darker shade, 64 will keep the brightness, and over 64 will increase the brightness.
Hue and saturation are completely ignored, for simplicity and performance reasons.
The technique I've got here is deliberately simple, and relies on controlled 'overflow'. The pixel brightness in the source 32bpp image max(r, g, b), no complex methods, is multiplied against the rgb values of the recolour. If a colour overflows, it is clamped to 255 and the over colours are raised to increase the brightness. The brightness threshold is 64; values below 64 will give a darker shade, 64 will keep the brightness, and over 64 will increase the brightness.
Hue and saturation are completely ignored, for simplicity and performance reasons.
He's like, some kind of OpenTTD developer.
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Re: New Graphics - Blender ".blend" thread
Very nice! If nobody has something to point, I will code them.CryingCorvus wrote:Hi all! Don't know if you still care about this because I'm bit backward in topic but I thought I'll upload Oil platform anyway
Some suggestions? Some opinions? Maybe I should leave it as it is? Or someone already made Oil Platform?

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: New Graphics - Blender ".blend" thread
Since everyone is happy with your oil rig, I coded and released it:CryingCorvus wrote:Hi all! Don't know if you still care about this because I'm bit backward in topic but I thought I'll upload Oil platform anyway
Some suggestions? Some opinions? Maybe I should leave it as it is? Or someone already made Oil Platform?
http://jupix.info/openttd/gfxdev-repo/i ... ile&id=313
This is a screenshot. the helicopter stops at the centre of the helipad.
- Attachments
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- Oil rig coded.
- Oil_rig.jpg (88.54 KiB) Viewed 7227 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: New Graphics - Blender ".blend" thread
Hi, nice work with the engines, love them all but there is a little problem with the pantograph at the SH30-40 engines. It shuld be more like grayish not white and should look like in the pics that I put below.Xotic750 wrote:Ok, here are my updated (v2.0) SH125 and UU37, they have been slightly resized to give a better perception of proportion in both normal and extra zoom graphics. As a result, they look slightly under sized in extra zoom and slightly over sized in normal but it's the best I can get with a "1 size fits all" project. I am also releasing my replacement for the SH30 and SH40. All sources are available from the OpenTTD 32bit graphics development file repository and you are free to do with them as you please.
http://www.vectorsite.net/Yvltr_4m.jpg
http://en.wikipedia.org/wiki/File:Stras ... ograph.jpg
P.S. It's just a tip, to look a bit more realistic.

Btw. hase anyone started to make the monorail engines and vagons ?
Re: New Graphics - Blender ".blend" thread
Thanks, I will be revisiting the models to rework them a little in the future.alfred35 wrote: Hi, nice work with the engines, love them all but there is a little problem with the pantograph at the SH30-40 engines. It shuld be more like grayish not white and should look like in the pics that I put below.
http://www.vectorsite.net/Yvltr_4m.jpg
http://en.wikipedia.org/wiki/File:Stras ... ograph.jpg
P.S. It's just a tip, to look a bit more realistic.![]()
There doesn't appear to be any shadow under the Oil Rig? Otherwise, really nice.maquinista wrote:Very nice! If nobody has something to point, I will code them.CryingCorvus wrote:Hi all! Don't know if you still care about this because I'm bit backward in topic but I thought I'll upload Oil platform anyway
Some suggestions? Some opinions? Maybe I should leave it as it is? Or someone already made Oil Platform?
Nicepetern wrote:And now I have a candidate colouring algorithm (bear in mind these sprites aren't designed for it):
Full-size: http://fuzzle.org/~petern/ottd/cc3.png

Can you tell me what the best material colour is to apply the CC masks over (programatically/mathematically speaking), so they give the closest match to the company colour? Just the hex value for the colour would be great and then I will use it in my materials in future.
Re: New Graphics - Blender ".blend" thread (Works In Progres
The colour doesn't matter, just the brightness. I'd use a grey myself, brightness depending on what's needed...
He's like, some kind of OpenTTD developer.
- CryingCorvus
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Re: New Graphics - Blender ".blend" thread (Works In Progres
@Xotic750
I'm not sure there's suppose to be any shadow under the oil platform. This thing is huge and definitely shadow would go far behind the sprite. Its just a remake of the old Oil Platform
I'm not sure there's suppose to be any shadow under the oil platform. This thing is huge and definitely shadow would go far behind the sprite. Its just a remake of the old Oil Platform
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Re: New Graphics - Blender ".blend" thread
Hi, congratulations for your trains! Very very nice ...keep up the good work!!!!Xotic750 wrote:And here is a screenshot of all the current 32bpp extra zoom graphics trains.
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Re: New Graphics - Blender ".blend" thread (Works In Progres
Hi guys...
Are there any buildings ready to use to replace the old and horrible 8bpp stadium?I'm satisfied even with a not completed version...
Are there any buildings ready to use to replace the old and horrible 8bpp stadium?I'm satisfied even with a not completed version...
Re: New Graphics - Blender ".blend" thread (Works In Progres
There have been WIPs (this is the latest) but no downloadable release as of yet.
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Re: New Graphics - Blender ".blend" thread (Works In Progres
I remember this work..it is 2 years old..it is beautiful, why isn't coded yet?Jupix wrote:There have been WIPs (this is the latest) but no downloadable release as of yet.
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