Question about 32bpp graphics
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- NekoMaster
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Question about 32bpp graphics
Ive been wondering, since I can't do 3D stuff my self at the moment, would it be possible to say, use 32bpp sprites that are just double the resolution of 8bpp sets (32x12 > 64x24) I wanted to try doing something different by doubling the size of the sprites and using the extra resolution to add a bit more detail. The sprites are still pixle based and have the same orientations as the smaller 32x12 sprites
Would this work or would I have to make my sprites a certain size to work with 32bpp?
Would this work or would I have to make my sprites a certain size to work with 32bpp?
Proud Canadian
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- Tycoon
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Re: Question about 32bpp graphics
If you're still using palletized sprites, you don't need 32bpp - you just need 8bpp extra zoom!
http://newgrf-specs.tt-wiki.net/wiki/NM ... ve_sprites
Notice:
2x zoom but still 8bpp - perfectly legal combination.
... unless you're trying to make the sprites more detailed on 1x zoom, in which case I'm not sure you can even do that.
http://newgrf-specs.tt-wiki.net/wiki/NM ... ve_sprites
Notice:
Code: Select all
alternative_sprites(foster_express_set, ZOOM_LEVEL_IN_2X, BIT_DEPTH_8BPP, "opengfx_generic_trams1.pcx")
... unless you're trying to make the sprites more detailed on 1x zoom, in which case I'm not sure you can even do that.
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Re: Question about 32bpp graphics
Well part of using 32bpp was also for having access to more color for more details since 8bpp is palletised and so theres only so many colors you can use. at 64x24 size, the extra resolution and color depth are actually really nice
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Re: Question about 32bpp graphics
Right, if you want to do away with the palette, then sure, you can use 32bpp, at whatever zoom level you want. In either 8bpp or 32bpp, the 1x zoom tile size in pixels is still the same, though: 64 x 31.
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Re: Question about 32bpp graphics
So at 64x31 size, it would work for 32bpp? That would be nice since its easier to add details in pixle sprites at that res and you can make Standard gauge and narrow gauge trains look like standard or narrow gaugeSupercheese wrote:Right, if you want to do away with the palette, then sure, you can use 32bpp, at whatever zoom level you want. In either 8bpp or 32bpp, the 1x zoom tile size in pixels is still the same, though: 64 x 31.
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Re: Question about 32bpp graphics
To the best of my knowledge, whatever size the existing 1x zoom sprite you've got is, that is the size of the sprite that is drawn on the screen at 1x zoom, regardless of bit depth. You cannot take it and double its size and use it for 1x zoom, only 2x.
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Re: Question about 32bpp graphics
The size of the sprite and the color depth (8bpp paletted or 32bpp) are completely independent. You can have 32bpp graphics for the normal zoom level and 8bpp grahpics for 4x zoom-in. The only requirement is that every NewGRF needs to have 8bpp normal-zoom graphics, all other graphics variants are optional.
- planetmaker
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Re: Question about 32bpp graphics
While it will be awkward, if that's not the case, sizes need not match exactly between 8bpp and 32bpp. Each zoom level and colour depth has its own sprite sizes and offsets. Take a look at zBase (which uses OpenGFX as its 8bpp base) , if you need inspiration and ideas. Of course ground tile sprite sizes are kinda fixed.Supercheese wrote:To the best of my knowledge, whatever size the existing 1x zoom sprite you've got is, that is the size of the sprite that is drawn on the screen at 1x zoom, regardless of bit depth. You cannot take it and double its size and use it for 1x zoom, only 2x.
EDIT: Yexo was faster
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Re: Question about 32bpp graphics
Right, what I mean is if you do take that sprite, double its size, and try to use it at the same zoom level, it will show up twice as big, and thus look terribly awkward, no?
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- planetmaker
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Re: Question about 32bpp graphics
Yes, sure. If you try to implement 2x or even 4x sprites for the 1x zoom level it will glitch like hell as tile sizes (and every other assumption along that line) don't change just because you use a too big sprite - whatever offsets you give them.Supercheese wrote:Right, what I mean is if you do take that sprite, double its size, and try to use it at the same zoom level, it will show up twice as big, and thus look terribly awkward, no?
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Re: Question about 32bpp graphics
Ok so heres a demo of the idea, though it was done a little fast so its not as good as some other stuff I made
Its suppose to be narrow gauge so the stuff is a little smaller then Standard gauge (probably more like a Switcher or Road Switcher hauling a couple narrow gauge hoppers)
Its suppose to be narrow gauge so the stuff is a little smaller then Standard gauge (probably more like a Switcher or Road Switcher hauling a couple narrow gauge hoppers)
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Proud Canadian
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Re: Question about 32bpp graphics
I just experiment with 2xZOOM and 8bpp in my set.Supercheese wrote:2x zoom but still 8bpp - perfectly legal combination.
This is my open wagon in normal zoom:
http://dev.openttdcoop.org/projects/pkp ... x/408w.png
...and its version for 2xZOOM but still 8bpp (the bown is done, the blue is under development yet):
http://dev.openttdcoop.org/projects/pkp ... 08w-x2.png
The violet pixels are recoloured later to current cargo colours.
The result in the game is very nice.
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Re: Question about 32bpp graphics
Well I guess my idea is out the window, those 2x Zoom sprites look really good. Though it would be nice if other sets could get extra zoom graphics or 32bpp stuff (I think it would be nice to play NARS2 in 32bbp)TadeuszD wrote:I just experiment with 2xZOOM and 8bpp in my set.Supercheese wrote:2x zoom but still 8bpp - perfectly legal combination.
This is my open wagon in normal zoom:
http://dev.openttdcoop.org/projects/pkp ... x/408w.png
...and its version for 2xZOOM but still 8bpp (the bown is done, the blue is under development yet):
http://dev.openttdcoop.org/projects/pkp ... 08w-x2.png
The violet pixels are recoloured later to current cargo colours.
The result in the game is very nice.
Proud Canadian
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- Tycoon
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Re: Question about 32bpp graphics
There's one coming up, but the 32 bpp are used mostly to get the colors right.
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Re: Question about 32bpp graphics
I love this, very nice pixel pushing. Are you thinking of doing a test of the 256px tile size too?TadeuszD wrote:...and its version for 2xZOOM but still 8bpp (the bown is done, the blue is under development yet):
http://dev.openttdcoop.org/projects/pkp ... 08w-x2.png
Re: Question about 32bpp graphics
I'm not saying "no", but now it will be a lot of work for me...Zephyris wrote:Are you thinking of doing a test of the 256px tile size too?
Re: Question about 32bpp graphics
Since Simutrans has several 128 sized pixel sets with larger engines which are open source, you may want to get some test vehicles from them too:
http://japanese.simutrans.com/index.php ... FTrain%201
http://japanese.simutrans.com/index.php ... FTrain%201
http://simutrans.svn.sourceforge.net/vi ... /vehicles/
http://japanese.simutrans.com/index.php ... FTrain%201
http://japanese.simutrans.com/index.php ... FTrain%201
http://simutrans.svn.sourceforge.net/vi ... /vehicles/
I like to look at great maps and see how things flow. A little like a finished model railway, but it is evolving and actually never finished. http://www.simutrans.com
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