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Engine and loading of 32bpp graphics is now in trunk!

Posted: 14 Jun 2007 19:14
by Digitalfox
Hello to all OpenTTD users! :D

As of revision 10143 ( in trunk ), you can now load 32bpp graphics in OpenTTD!!

Links for some read on how it works:

32bpp blitters and renderers

http://blog.openttd.org/?p=15

32bpp on Wiki

http://wiki.openttd.org/index.php/32bpp

If you want to try this new engine grab a copy of a nightly:

http://www.openttd.org/nightly.php

Warning:

Any one who wants to code and use 32bpp graphics already made and available, please first ask permission from the artists in question..
These people have spent a lot of their time creating them and should be give the respect and the credit they deserve for their work :!:

PS.: ON revision 10161, a tool called PNGCodec was added, allowing to modify tEXt fields of PNGs (needed for 32bpp PNGs, to store x_offs and y_offs).
For more information have a look here in PNGCodec Topic: http://www.tt-forums.net/viewtopic.php?t=32684

Have fun.. :D

Posted: 14 Jun 2007 19:18
by TrueBrain
Also, for more information about the 32bpp format, you might want to read docs/32bpp.txt in the source. It still is a subject we work on, so expect changes and other features in the near future.

Posted: 14 Jun 2007 19:27
by pecet
I don't even know that OpenTTD has official blog :shock: So thanks for information... :D

Posted: 14 Jun 2007 19:42
by Chicago Rail Authority
Apologies if this has been asked and answered (feel free to remove this post if that's the case)...

Is there a planned release of any 32bpp packages from the Devs in the near-term, or is the plan to have the artists/coders working on other projects supply them as they develop?

Just wouldn't want to see anyone become upset if they spend time over the next few weeks/months re-working things like landscape, etc. if the devs have something already planned/in-progress to roll-out. Clearly the forums are blessed with many talented artists - be it pixel, photoshop, blender, etc. - want to make sure everyone stays enthused about things by not repeating others' efforts unnecessarily.
OTTD Dev Blog wrote:We won’t be doing a 3D version.

The graphics we as OpenTTD will supply, will always be close to TT graphics. We are not going renegade with some other kind of look and feel. We like TT as it is. (period!)
Fair enough :). Does this render the discussions about more balanced proportionality and sizing moot?

Posted: 14 Jun 2007 19:55
by TrueBrain
Chicago Rail Authority wrote:Apologies if this has been asked and answered (feel free to remove this post if that's the case)...

Is there a planned release of any 32bpp packages from the Devs in the near-term, or is the plan to have the artists/coders working on other projects supply them as they develop?

Just wouldn't want to see anyone become upset if they spend time over the next few weeks/months re-working things like landscape, etc. if the devs have something already planned/in-progress to roll-out. Clearly the forums are blessed with many talented artists - be it pixel, photoshop, blender, etc. - want to make sure everyone stays enthused about things by not repeating others' efforts unnecessarily.
We are setting up a website where we ask artists to post their 32bpp graphic next to the original 8bpp graphics. From this collection we will pick a subset and distribute it together with official OpenTTD releases. More about this soon.
Chicago Rail Authority wrote:
Fair enough :). Does this render the discussions about more balanced proportionality and sizing moot?
Yes.

Posted: 14 Jun 2007 20:00
by Chicago Rail Authority
TrueLight wrote:We are setting up a website where we ask artists to post their 32bpp graphic next to the original 8bpp graphics. From this collection we will pick a subset and distribute it together with official OpenTTD releases. More about this soon.
Thanks for the quick reply. It seems that there are many people who are itching to get started and see things get into the game ASAP. Glad to hear that you and the rest of the team have a structured approach ready to go. Sorry if posting the Q infringed on any element of surprise for the website :( - just thought that false-starts by eager artists/coders would be met with negative feedback. Personally, I'd prefer to see all the energy go towards positive results.

Posted: 14 Jun 2007 20:21
by TrueBrain
Chicago Rail Authority wrote:
TrueLight wrote:We are setting up a website where we ask artists to post their 32bpp graphic next to the original 8bpp graphics. From this collection we will pick a subset and distribute it together with official OpenTTD releases. More about this soon.
Thanks for the quick reply. It seems that there are many people who are itching to get started and see things get into the game ASAP. Glad to hear that you and the rest of the team have a structured approach ready to go. Sorry if posting the Q infringed on any element of surprise for the website :( - just thought that false-starts by eager artists/coders would be met with negative feedback. Personally, I'd prefer to see all the energy go towards positive results.
We have little secrets, I already announced it on the IRC channel, so don't worry about that. And yes, in the past a lot went wrong with 32bpp, so I am trying to be very careful in my steps, hoping that everyone enjoys creating and using 32bpp :) But this means that it goes a bit slow ;)

Posted: 14 Jun 2007 20:43
by Digitalfox
On revision 10161 it was added PNGCodec, a tool to modify tEXt fields of PNGs (needed for 32bpp PNGs, to store x_offs and y_offs).

Posted: 14 Jun 2007 20:52
by MarkyParky
Hello,

you write in the blog, that:
Currently you need to place your PNGs in data/sprites/!!grfname-without-extension!!/!!SpriteID-as-in-grf!!.png. If you enabled the 32bpp-blitter, it will try to find this file and load it. Soon we will add tar-support which allows you to pack this dir to a single file.
I didnt find anywhere how exactly can I enable the 32bpp blitter. Some new line to add to openttd.cfg? Thank you for help.

Posted: 14 Jun 2007 21:05
by Digitalfox
MarkyParky wrote:Hello,

you write in the blog, that:
Currently you need to place your PNGs in data/sprites/!!grfname-without-extension!!/!!SpriteID-as-in-grf!!.png. If you enabled the 32bpp-blitter, it will try to find this file and load it. Soon we will add tar-support which allows you to pack this dir to a single file.
I didnt find anywhere how exactly can I enable the 32bpp blitter. Some new line to add to openttd.cfg? Thank you for help.
I believe this is it "openttd has to be started with the param: -b 32bpp-simple "

Posted: 14 Jun 2007 22:00
by GeekToo
Great to see some progress on the 32 bpp project!

Eager to get it working, but I've got some questions:
-I svn-ed the latest trunk, configured and make-ed ( made ?) it. No problems so far.
-tried to replace sprite 2063 ( part of the lumbermill) so I created a directory data/trg1r/sprites with a 2063.png in it.
-started openttd with -b 32bpp-simple -d 1

The game started alright, but the new sprite did not show up.

So my questions are:
How do i find the correct grf-directory name, trg1r was the only one with a sprite 2063 in it?

How do I svn the PNGcodec tool, it did not show up in trunk?

The tar file loading is going to be implemented in the future, so I better not get rid of my 32bpp-tars?

Posted: 14 Jun 2007 22:47
by TrueBrain
GeekToo wrote:
-tried to replace sprite 2063 ( part of the lumbermill) so I created a directory data/trg1r/sprites with a 2063.png in it.
One has to learn to read ;) Dir is: data/sprites/trg1r
GeekToo wrote:
How do I svn the PNGcodec tool, it did not show up in trunk?
svn://svn.openttd.org/extra/pngcodec

Binaries will be published soon.
GeekToo wrote:
The tar file loading is going to be implemented in the future, so I better not get rid of my 32bpp-tars?
Depending on their content, you might want to move them outside your OpenTTD directory yes.

Posted: 15 Jun 2007 20:09
by GeekToo
TrueLight wrote:
One has to learn to read ;) Dir is: data/sprites/trg1r
I suppose so, sorry: I've got it working now
GeekToo wrote: How do I svn the PNGcodec tool, it did not show up in trunk?
svn://svn.openttd.org/extra/pngcodec

Works fine, thanks for the link

Well, I've just implemented the first 32bpp sprite, and seen it in action in the game.
Looks amazing, perfect job!!
Though I miss the 2 extra zoom levels, but maybe that will reappear in the future.

Keep up the good work ! Cant wait to spend the rest of my evening to add some more sprites.

Posted: 15 Jun 2007 21:16
by Digitalfox
GeekToo wrote:
TrueLight wrote:
One has to learn to read ;) Dir is: data/sprites/trg1r
I suppose so, sorry: I've got it working now
GeekToo wrote: How do I svn the PNGcodec tool, it did not show up in trunk?
svn://svn.openttd.org/extra/pngcodec

Works fine, thanks for the link

Well, I've just implemented the first 32bpp sprite, and seen it in action in the game.
Looks amazing, perfect job!!
Though I miss the 2 extra zoom levels, but maybe that will reappear in the future.

Keep up the good work ! Cant wait to spend the rest of my evening to add some more sprites.
Show us later ( when you have add some sprites ) some screenshot's so people start seeing in action 32bpp graphics and what they can do to the playing :)

Posted: 15 Jun 2007 21:44
by GeekToo
I definitely want to show screenshots when I've finished more sprites. But I think the right way to do that is to ask the artists permission first, since I'm more talented in coding than in graphics so I used some png from the 32bpp branch, which I think is fine for my personal use, but I don't want to publish them without explicit permission.

So, if any graphics artist is reading this, please give me permission to use some of the images to show some test screenshots.

Posted: 15 Jun 2007 23:00
by Ben_K
Geek, you may not have had much experience with a member called Sergey... but put it this way - its so refreshing to see you asking for permission before posting 32pp screenshots. Im sure many, many people and artists here appreciate the gesture :)

Posted: 16 Jun 2007 00:14
by Digitalfox
Ben_K wrote:Geek, you may not have had much experience with a member called Sergey... but put it this way - its so refreshing to see you asking for permission before posting 32pp screenshots. Im sure many, many people and artists here appreciate the gesture :)
I thought GeekToo, was referring to sprites made by him, or on another words 32bpp graphics made by him :wink:

GeekToo, it's nice to have people like you in this community :wink:

There are many 32bpp graphics for OpenTTD ( some finished and others not yet ), made by many artists here in the graphics forum and in OpenTTD Wiki, and i think it's nice to see this graphics that artists invested their time, being used for what they always wanted to see, a real openttd 32bpp game with their graphics ( not photoshop screenshot's ).. :)

However, i ask any one who wants to code and use 32bpp graphics already made and available, to please ask first permission from the artists in question..
These people have spent a lot of their time creating them and should be give the respect and the credit they deserve for their work :!:

We have now the opportunity, to make everything in the right way, so please do it right ;)

Posted: 16 Jun 2007 01:58
by Chicago Rail Authority
Nice post, DF - I also hope that other people follow the example set by GeekToo...

Posted: 16 Jun 2007 02:02
by Digitalfox
Chicago Rail Authority wrote:Nice post, DF - I also hope that other people follow the example set by GeekToo...
Thank you :D

Posted: 16 Jun 2007 02:07
by athanasios
Geek you have permission to code my following sprites (for non commercial reasons of course):
4650_z0.png
4674_z0.png
found here:
http://www.tt-forums.net/viewtopic.php?t=29156&start=0

* They are both toyland sprites replacements with corresponding ID (4650, 4674).
* Please do not use other sprites posted there as they generaly are recoloured originals so there are copyright issues which some members of this forum are very strick about.