Better draw a new sprite than flipping/mirroring FF one.Sergej_S wrote:I show variant replaceable control panel for a musical player
32bpp toolbar / openttd.grf replacements
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- athanasios
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Re: I show variant replaceable control panel for a musical
http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
I show a kind of Russian bus Laz-695 1956 of release
My theme in next time have closed, therefore I write here.
I show a kind of Russian bus Laz-695 1956 of release,
In scale 7x.
The author of model - Denis , Russia.
The new mathematical model is used
For movement on the crossed district...
Check of job of model I recommend to do(make) on assembly OpenTTD 32bpp, thus
It is necessary to switch on a mode of real acceleration...
Enable realistic acceleration for road vehicles - ON
Disable road vehicle speed limit - OFF
Appearance and the characteristics are shown on a real copy of the screen.
The graphic images of the following magnificent artists are used 32-bit:
Alltaken , New Zealand
Aracirion ,
Athanasios , Greece
BerberJesus , Germany
Brupje , Netherlands
Czestmyr , Czechia
Denis , Russia
Dmh_mac , Netherlands
Dylan , England
Thgergo , Hungary
Wacki , Czechia
ZxBiohazardZx , Netherlands
The files GRF/TAR by the size 248 Кб can be taken in archive here:
http://lidars.narod.ru/Files/OpenTTD/Laz695w.rar
Recommended kind of a line for testing new algorithm of movement on crossed
The districts can be seen here http://lidars.narod.ru/Index.files/Page3111.htm
Sergej
I show a kind of Russian bus Laz-695 1956 of release,
In scale 7x.
The author of model - Denis , Russia.
The new mathematical model is used
For movement on the crossed district...
Check of job of model I recommend to do(make) on assembly OpenTTD 32bpp, thus
It is necessary to switch on a mode of real acceleration...
Enable realistic acceleration for road vehicles - ON
Disable road vehicle speed limit - OFF
Appearance and the characteristics are shown on a real copy of the screen.
The graphic images of the following magnificent artists are used 32-bit:
Alltaken , New Zealand
Aracirion ,
Athanasios , Greece
BerberJesus , Germany
Brupje , Netherlands
Czestmyr , Czechia
Denis , Russia
Dmh_mac , Netherlands
Dylan , England
Thgergo , Hungary
Wacki , Czechia
ZxBiohazardZx , Netherlands
The files GRF/TAR by the size 248 Кб can be taken in archive here:
http://lidars.narod.ru/Files/OpenTTD/Laz695w.rar
Recommended kind of a line for testing new algorithm of movement on crossed
The districts can be seen here http://lidars.narod.ru/Index.files/Page3111.htm
Sergej
- Attachments
-
- I show a kind of Russian bus Laz-695 1956 of release,
In scale 7х - OpenTTD_32bpp_8942_Laz695_7x.png (409.87 KiB) Viewed 10163 times
- I show a kind of Russian bus Laz-695 1956 of release,
Re: I show a kind of Russian bus Laz-695 1956 of release
There was a reason for that Sergej. So please stop posting those screenshots (probably that was the reason for closing your topics).Sergej_S wrote:My theme in next time have closed, therefore I write here.
Sergej
It's getting annoying already to see your posts in all topics. It was interesting at the beginning but not anymore.
And some advice: If you want to be part of this forum - learn english !!!
(i really hope you can understand that)
OTTDCoop NewGRF Pack|Different sets of GRFs for TTDPatch (some of them work in OTTD) - 1|- 2|GRF sets for OTTD|OTTD nightly
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
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- Ben_Robbins_
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- Location: Abu Dhabi, UAE
Sergej_S:
Your topic was locked for the stated reasons. Please learn from it, and don't just see it as nothing more than an inconvenience on your part, and continue as you were, but in other peoples threads.
Athanasious requested here: http://www.tt-forums.net/viewtopic.php?p=554310#554310 ...that you do not post other sprites, but stay on topic. You have ignored this completely. It is clear that your intention is to show off the other graphics as you have made very few changes to the icon bar over your last few posts. (See attached).
1) Stay on topic, and use the topic for what it was intended for.
2) Re-read the reasons your last topic was closed and do not continue to do as you were doing for some of those points.
If you continue to add unnecessary things to a conversation, your input will be split off and locked.
Your topic was locked for the stated reasons. Please learn from it, and don't just see it as nothing more than an inconvenience on your part, and continue as you were, but in other peoples threads.
Athanasious requested here: http://www.tt-forums.net/viewtopic.php?p=554310#554310 ...that you do not post other sprites, but stay on topic. You have ignored this completely. It is clear that your intention is to show off the other graphics as you have made very few changes to the icon bar over your last few posts. (See attached).
1) Stay on topic, and use the topic for what it was intended for.
2) Re-read the reasons your last topic was closed and do not continue to do as you were doing for some of those points.
If you continue to add unnecessary things to a conversation, your input will be split off and locked.
- Attachments
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- repeat.PNG (104.65 KiB) Viewed 9947 times
Ben
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- Tycoon
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I have a question. Why aren't button graphics like in one of the mock-ups used?
(posted earlier in this topic: http://www.tt-forums.net/viewtopic.php?p=543822#543822 )
(posted earlier in this topic: http://www.tt-forums.net/viewtopic.php?p=543822#543822 )
OTTDCoop NewGRF Pack|Different sets of GRFs for TTDPatch (some of them work in OTTD) - 1|- 2|GRF sets for OTTD|OTTD nightly
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
Suggested by athanasios in this topic I've taken a look at the loading of the toolbar sprites.
Basically the problem is that the button sprites are loaded in zoomlevel 2 ( the default level). When they are in the tars, with a name like xxx_z0.png, they are resized twice: the software tries to load the xxx_z2.png, when it doesnt find it, it tries to find level 1, and downscales it by a factor 2. If that is not present, it tries level 0. That is the reason why the button sprites are shown only 5 bits high.
There is a workaround for this:
add a zoom level 2 png to a tar: xxx_z2.png
specify the size of the icon times 4 in the info file. This must be done because the info file specifies the size for zoom level 0.
So for the 22 px buttons, that would be 88. No need for rescaling the graphics itself.
Examples in the tars: Graphics are by JOED, see also http://homepage.mac.com/jbadcock/openttd/openttd.html
Note: the 28 px icons dont fit nice in the buttons, for that a code change in main_gui will be needed.
Note 2: This only works in the branch 32 bpp, not in the 32bpp in trunk
Basically the problem is that the button sprites are loaded in zoomlevel 2 ( the default level). When they are in the tars, with a name like xxx_z0.png, they are resized twice: the software tries to load the xxx_z2.png, when it doesnt find it, it tries to find level 1, and downscales it by a factor 2. If that is not present, it tries level 0. That is the reason why the button sprites are shown only 5 bits high.
Actually it is a mistake, you can load 28 or 22 px toolbar buttons.Sergej_S wrote: In this case I should say once again - me the badges GUI - complete set - are necessary
In a format 80 * 80 * 32-bit!!!
It not a mistake!!!
There is a workaround for this:
add a zoom level 2 png to a tar: xxx_z2.png
specify the size of the icon times 4 in the info file. This must be done because the info file specifies the size for zoom level 0.
So for the 22 px buttons, that would be 88. No need for rescaling the graphics itself.
Examples in the tars: Graphics are by JOED, see also http://homepage.mac.com/jbadcock/openttd/openttd.html
Note: the 28 px icons dont fit nice in the buttons, for that a code change in main_gui will be needed.
Note 2: This only works in the branch 32 bpp, not in the 32bpp in trunk
- Attachments
-
- toolbar_gt.tar
- toolbar, 28 px
- (60 KiB) Downloaded 269 times
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- toolbar_149.tar
- toolbar 22 px
- (50 KiB) Downloaded 238 times
Last edited by GeekToo on 06 Jul 2007 23:38, edited 2 times in total.
- athanasios
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You deserve a big BRAVO for the workaround.
Everything works fine, and you spared a lot of wasted bytes.
(I don't understand why code needs to resize/zoom toolbars. These are supposed to stay the same. Suppose this was neglected...)
Everything works fine, and you spared a lot of wasted bytes.
(I don't understand why code needs to resize/zoom toolbars. These are supposed to stay the same. Suppose this was neglected...)
http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
Thanx.athanasios wrote:You deserve a big BRAVO for the workaround.
Everything works fine, and you spared a lot of wasted bytes.
(I don't understand why code needs to resize/zoom toolbars. These are supposed to stay the same. Suppose this was neglected...)
I agree the code should not resize the toolbar / button sprites. I guess the developers concentrated on the game sprites, and not the GUI sprites. Because the tar loader make no difference between the two kinds of sprites, you have had this problem.
Because there exist two classes of sprites: rescalable and not rescalable ones, i think the sprite loader should support this: e.g. if the png file ends with
z0 or z2 it is a scalable sprite, if the z0, z1 etc postfix is not present, the sprite should not be rescaled. Just a thought, another way could be to mention it in the info file explicitly.
Re: 32bpp toolbar / openttd.grf replacements
I show variants GUI Toolbar for the version OpenTTD 32bpp.
The minimally necessary version - OpenTTD 32bpp 10143.
Graphics by Joed , Australia
Specially for those who likes old, classical interface TTD !
I show appearance of a variant of the game menu for version OpenTTD 32bpp 10143 and is more senior.
Graphics by Joed , Australia
Variant of a window of management of vehicles for version OpenTTD 32bpp
Graphic representations are taken from a free collection of the icons found on the Internet.
The style name - Mac OS
The recommended is minimum necessary version - OpenTTD 32bpp 10143 also is more senior.
The archival file for version OpenTTD 32bpp can be found on a site in section of Game / New sets of the interface.
The instruction on installation in archive.
Sergey.
The minimally necessary version - OpenTTD 32bpp 10143.
Graphics by Joed , Australia
Specially for those who likes old, classical interface TTD !
I show appearance of a variant of the game menu for version OpenTTD 32bpp 10143 and is more senior.
Graphics by Joed , Australia
Variant of a window of management of vehicles for version OpenTTD 32bpp
Graphic representations are taken from a free collection of the icons found on the Internet.
The style name - Mac OS
The recommended is minimum necessary version - OpenTTD 32bpp 10143 also is more senior.
The archival file for version OpenTTD 32bpp can be found on a site in section of Game / New sets of the interface.
The instruction on installation in archive.
Sergey.
Re: 32bpp toolbar / openttd.grf replacements
Yet another Sergey thread where he uses old files (ie, the toolbar) to show new drawings without mentioning the author (ie, the trucks).
Sergey, we know about the toolbar. Stop posting old files. People have told you before - If you only want people to see the toolbar, show ONLY the toolbar and not anything else, like trucks.
Sergey, we know about the toolbar. Stop posting old files. People have told you before - If you only want people to see the toolbar, show ONLY the toolbar and not anything else, like trucks.
Re: 32bpp toolbar / openttd.grf replacements
And for the toolbar for the 32 bpp trunk file format, it was already present on this forum:
http://www.tt-forums.net/viewtopic.php?p=601588#p601588
http://www.tt-forums.net/viewtopic.php?p=601588#p601588
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- Engineer
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Re: 32bpp toolbar / openttd.grf replacements
Hello, i have a question. How can I add the toolbar graphics into the game? All files linked bellow are pure TAR files. No GRF. If I put the file into the newgrf folder and edit the cfg under [newgrf], then I get the error message about non GRF record in cfg file.
Is somewhere the GRF file to download?
I want it, because my original toolbar (using zBase 32bpp graphics with ExtraZoom complete graphic GRF) is showing wrongly (is so big, i suppose because one of picture is so big - see attachment)
Thank you.
Is somewhere the GRF file to download?
I want it, because my original toolbar (using zBase 32bpp graphics with ExtraZoom complete graphic GRF) is showing wrongly (is so big, i suppose because one of picture is so big - see attachment)
Thank you.
- Attachments
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- Wrong size my toolbar (zBase + ExtraZoom GRF)
- my_toolbar.png (38.19 KiB) Viewed 783 times
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