32bpp GRVTS and eGRVTS [updated 05/07/2011, now a 32bpp GRF]

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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Zephyris
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32bpp GRVTS and eGRVTS [updated 05/07/2011, now a 32bpp GRF]

Post by Zephyris » 08 Feb 2010 17:32

32bpp sprites for GRVTS and eGRVTS

Downloads
Download here: http://dl.dropbox.com/u/1994002/TTForums/GRVTSv1.4c.tar
This is the sprites for GRVTSv1.4 ONLY. The sprites for eGRVTS are not yet complete.

Instructions
To use these graphics you need the extra zoom levels version of OpenTTD. This is an unofficial community-made patch of OpenTTD which adds two extra zoom levels so new graphics can be extra detailed, you can find the thread here.

1. Download and install the extra zoom levels version of OpenTTD. Instructions can be found here.
2. Dowload and install GRVTSv1.4, get it here.
3. Dowload the .tar containing the 32bpp GRVTS sprites and copy it to the /data folder of the extra zoom levels install of OpenTTD.
4. Run the game and enable the GRVTS grf via the normal menu. The vehicles should appear in full 32bpp with the extra zoom levels!

Note that GRVTS is not available on BaNaNaS as it has been fully superseeded by eGRVTS. I only recommend using GRVTS if you intend to use the 32bpp graphics.

Copyright
These sets are released under the latest version of the Attribution-Non-Commercial-Share Alike Creative Commons; ie:
Use and distribute freely for non-commercial purposes crediting me, Zephyris (Richard Wheeler), as the author with a link to this thread (http://www.tt-forums.net/viewtopic.php? ... 21&start=0). Modifications and adaptations can be made so long as they credit me as the original author, are for non-commercial purposes and are released under the Attribution-Non-Commercial-Share Alike Creative Commons license.
Last edited by Zephyris on 05 Jul 2012 00:13, edited 14 times in total.

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Re: 32bpp GRVTS and eGRVTS

Post by Zephyris » 08 Feb 2010 17:32

[reserved for future screenshots]
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Screenshot2.jpg
Last edited by Zephyris on 24 Feb 2010 00:27, edited 1 time in total.

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Re: 32bpp GRVTS and eGRVTS

Post by Zephyris » 08 Feb 2010 17:39

Hi y'all and welcome to a new thread! As some of you may have seen in the 8bpp forum I have started some heavy work to get GRVTS and eGRVTS up to full 32bpp extra zoom levels glory! This is somewhat speculative given extra zoom levels aren't in trunk, but oh well!

But first, a couple of little questions!
1. How are people generally going about making CC masks? Is there a simple route via blender compositing (or something similar) or are people doing it by hand?
2. How do I make a batch script to assign all my images offsets?
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Re: 32bpp GRVTS and eGRVTS

Post by Ben_Robbins_ » 08 Feb 2010 18:04

For single team colour (which is all I have done currently) I did just manually select the area, and paste that onto a team colour sprite of the same size and alignment. An automated way sounds like it would involve a map used on the model, which would require near on as much work if possible.

For a batch script try just downloading one of the smaller ones I've uploaded to the repository. Rename this to .txt and fiddle with that, and it will be pretty clear what does what. The ones I've uploaded produce a txt file after running the script so that I can check everything has worked, but it can be made yet simpler if this is removed. (Some other .bats around have been done like this).

Anyway, your work is really nice as per usual. I would just suggest having less colourful glass, for consistency and a more realistic appearance, I would use a very much more desaturated darker blue.
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Re: 32bpp GRVTS and eGRVTS

Post by maquinista » 08 Feb 2010 18:22

Awesome models!
1. How are people generally going about making CC masks? Is there a simple route via blender compositing (or something similar) or are people doing it by hand?
They could be done with a Blender Script. But it generates a RGBA image (24 bits + transparency). These masks should be converted to 32 bpp with a script, because by hand is boring (a house could be only 3 masks files, but a truck has 8 masks files in each view).

I don't have the script for Blender, and I don't know how to use it.
2. How do I make a batch script to assign all my images offsets?
The batch script could be created with a C program (or your favourite programming language) with the offset values of the 8 first views. If the other trucks have the same sprite size and position, the offset values will be the same.

You need to use always the same position for all trucks (place the centre of the truck in the centre of the 3D model). The images rendered will have a size of 512×512. These images must be cut always at the same size and position. A script can make this very easy.

Also, if You use a semitransparent shadow You must remove all "almost-transparent" pixels with this script.

In Spain set I used a script (It was written by a friend that can write simple GIMP scripts) to cut the small hopper wagons:

Code: Select all

(define (script-fu-clear-alpha image drawable)

  (gimp-undo-push-group-start image); Empezar un bloque de deshacer. / Start a undo group.
  ;(gimp-fuzzy-select drawable 0 0 15 2 1 0 0 0)
  (gimp-fuzzy-select-full drawable 0 0 15 2 1 0 0 0 0 1 0)
  (gimp-edit-clear drawable)
  (gimp-selection-none image)
  (plug-in-autocrop 1 image drawable)
  (gimp-undo-push-group-end image)
)
(script-fu-register "script-fu-clear-alpha"
   _"<Image>/Filters/Generic/Clear alpha..."
   "Deletes almost transparent pixels."
   "It's based on http://gimp.org/docs/scheme_plugin/scheme-sample.html by Simon Budig"
   "Pucelo (based on a Simon Budig sample script) for www.gimp.org.es"
   "2007/4/21"
   "RGB*"
   SF-IMAGE "Image" 0
   SF-DRAWABLE "Drawable" 0
)
This script uses autocrop function because all small hopper wagons have the same shape and shadow over the ground. Autocrop will cut them always at the same size and position (all all of them will use the same offsets).

Since trucks have different sizes and shapes, You can't use autocrop (because the sprites obtained will have different offsets), You should use a crop tool based on coordinates.

I will ask with this friend if He updates the script.
Last edited by maquinista on 08 Feb 2010 18:33, edited 1 time in total.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]

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Re: 32bpp GRVTS and eGRVTS

Post by Zephyris » 08 Feb 2010 18:29

Ben_Robbins_ wrote:For single team colour (which is all I have done currently) I did just manually select the area, and paste that onto a team colour sprite of the same size and alignment. An automated way sounds like it would involve a map used on the model, which would require near on as much work if possible.
Hmm, fair enough... Though there must be some decent way of automating it...
Ben_Robbins_ wrote:I would just suggest having less colourful glass, for consistency and a more realistic appearance, I would use a very much more desaturated darker blue.
Good call, I'll tweak that for the next batch of renders I do.

The big aim for me at the moment is to get the flatbed cargos looking good, so here is a preview of them so far:
Left to right are the half full graphics for, bubbles, wood, steel, paper, fizzy drinks (like (e)GRVTS I am going to have graphics specific for all the original cargos, plus a couble of generic ones).
Attachments
FlatbedCargoPreview.png
FlatbedCargoPreview.png (35.48 KiB) Viewed 46156 times

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Re: 32bpp GRVTS and eGRVTS

Post by maquinista » 08 Feb 2010 18:42

If You use blender, You can use this script suggested by northstar2:
http://www.tt-forums.net/viewtopic.php?p=783187#p783187

Also, I have found this in the Wiki:
http://wiki.openttd.org/Creating_32bpp_ ... mask_files
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]

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Re: 32bpp GRVTS and eGRVTS

Post by Zephyris » 08 Feb 2010 19:38

maquinista wrote:If You use blender, You can use this script suggested by northstar2:
Looks like a bit of a hassle with 2CC, I don't think it'll work with my automatic sprite resizing composite either sadly. Time to work out a different way to script it!

... and the final three flatbed cargos; livestock, batterys and generic crates...
Attachments
FlatbedCargoPreview2.png
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Re: 32bpp GRVTS and eGRVTS

Post by ArmEagle » 08 Feb 2010 21:54

Nice work and so much in one go already!

Interesting that you went for poultry as livestock. I always thought of cows or pigs myself when playing the game. But even with poultry crates the truck would probably be full with crates but some would be empty. I do think we should be able to see that there are poultry in the crates, because now they're simply empty.

This still leaves a choice though, about whether you show the load by having more or fewer crates on the truck (but then all showing poultry inside) which would be more visible. Or showing it by having (some) empty crates, which would probably be less visible, but a nice change from other trucks.

Though it is a toy world, you might want to have something to secure the batteries or they'd roll off the back like this. Or you could load them in the length and have two piles behind each other.

Considering the steel is only used in a factory to can food, wouldn't it be more logical if the steel was in the form of rolls of plated steel?

Anyway, just some ideas.

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Re: 32bpp GRVTS and eGRVTS

Post by Zephyris » 08 Feb 2010 22:07

ArmEagle wrote:Interesting that you went for poultry as livestock. I always thought of cows or pigs myself when playing the game. But even with poultry crates the truck would probably be full with crates but some would be empty. I do think we should be able to see that there are poultry in the crates, because now they're simply empty. This still leaves a choice though, about whether you show the load by having more or fewer crates on the truck (but then all showing poultry inside) which would be more visible. Or showing it by having (some) empty crates, which would probably be less visible, but a nice change from other trucks.
I realise most people imagine larger livestock but the lorrys you most often see are chicken ones, especially seeing as people eat their way through so many chickens each year! I think I will stick with adding crates instead of just filling them, purely for the fact it is convenient to see loading state at a glance where possible. And I think I could put some white-yellow blobs in the crates to look like chickens :)
ArmEagle wrote:Though it is a toy world, you might want to have something to secure the batteries or they'd roll off the back like this. Or you could load them in the length and have two piles behind each other.
True :)
ArmEagle wrote:Considering the steel is only used in a factory to can food, wouldn't it be more logical if the steel was in the form of rolls of plated steel?
Well thats only partly true, the factory makes "goods", whatever those are! I chose girders because they look quite distinctive, at the small zoom levels 32bpp rendered graphics are less clear than 8bpp.

Anyways thanks for the comments!

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Re: 32bpp GRVTS and eGRVTS

Post by Zephyris » 08 Feb 2010 22:50

Hmm, turns out its hard to make an armoured truck that looks interesting! Does anyone have any comments on this design? It is my least favourite by far...
0031_z2.png
0031_z2.png (10.82 KiB) Viewed 46077 times
On the subject of CC/2CC mask generation I have written a macro for my favourite image editor, ImageJ, which scans through a directory for files of the format ####_z*.png, loads it, selects regions for the mask by hue/saturation, writes the result to an 8bit image and saves it as a paletted ####_z*m.png. It's quite fast (around 4 times as fast as rendering) so really gets the job done! The hue/saturation mask detection could use some tweaking, but at least I have it running fully automagically...

Code: Select all

startSprite=0;
endSprite=1000;
spriteNumberLength=4;
runPath="C:\\blahblah\\32bpp\\32bpp_eGRVTS\\32bpp\\";
filenameSuffix=newArray("_z0", "_z1", "_z2");

outputPath="C:\\blahblah\\32bpp\\32bpp_eGRVTS\\32bpp\\";
outputSuffix=newArray("_z0", "_z1", "_z2");

setBatchMode(true);
redArray=newArray(0, 238, 239, 240, 241, 242, 243, 244, 245, 246, 168, 184, 200, 216, 232, 252, 52, 68, 88, 108, 132, 156, 176, 204, 48, 64, 80, 96, 120, 148, 176, 204, 100, 116, 104, 124, 152,
 184, 212, 244, 132, 88, 112, 136, 160, 188, 204, 220, 236, 252, 252, 252, 252, 76, 96, 116, 136, 156, 176, 196, 68, 96, 128, 156, 184, 212, 232, 252, 252, 252, 32, 64, 84, 108, 128, 148, 168, 184, 
196, 212, 8, 16, 32, 48, 64, 84, 104, 128, 64, 44, 60, 80, 104, 128, 152, 180, 16, 32, 56, 76, 96, 120, 152, 184, 32, 56, 80, 88, 104, 124, 140, 160, 76, 96, 116, 136, 164, 184, 204, 212, 224, 236, 
80, 100, 120, 140, 160, 184, 36, 48, 64, 80, 100, 132, 172, 212, 48, 64, 88, 104, 120, 140, 160, 188, 0, 0, 0, 0, 0, 24, 56, 88, 128, 188, 16, 24, 40, 52, 80, 116, 156, 204, 172, 212, 252, 252, 252, 
252, 252, 252, 72, 92, 112, 140, 168, 200, 208, 232, 60, 92, 128, 160, 196, 224, 252, 252, 252, 252, 252, 252, 252, 252, 204, 228, 252, 252, 252, 252, 8, 12, 20, 28, 40, 56, 72, 100, 92, 108, 124, 
144, 224, 200, 180, 132, 88, 16, 32, 32, 36, 40, 44, 48, 72, 100, 216, 96, 68, 76, 108, 144, 176, 210, 252, 252, 252, 252, 252, 252, 252, 64, 255, 48, 64, 80, 255, 148, 247, 248, 249, 250, 251, 252, 
253, 254, 255, 255);
greenArray=newArray(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 168, 184, 200, 216, 232, 252, 60, 76, 96, 116, 140, 160, 184, 208, 44, 60, 76, 92, 120, 148, 176, 204, 100, 116, 80, 104, 132, 160, 188, 220, 132, 
4, 16, 32, 56, 84, 104, 132, 156, 188, 208, 232, 252, 40, 60, 88, 116, 136, 156, 180, 24, 44, 68, 96, 120, 156, 184, 212, 248, 252, 4, 20, 28, 44, 56, 72, 92, 108, 128, 148, 52, 64, 80, 96, 112, 132, 
148, 168, 64, 68, 88, 104, 124, 148, 176, 204, 52, 72, 96, 116, 136, 164, 192, 220, 24, 28, 80, 52, 64, 84, 108, 128, 40, 52, 68, 84, 96, 112, 128, 148, 168, 188, 28, 40, 56, 76, 100, 136, 40, 52, 64, 
80, 100, 132, 172, 212, 48, 44, 64, 76, 88, 104, 136, 168, 24, 36, 52, 72, 96, 120, 144, 168, 196, 224, 64, 80, 96, 112, 140, 172, 204, 240, 52, 52, 52, 100, 144, 184, 216, 244, 20, 44, 68, 100, 136, 
176, 184, 208, 0, 0, 0, 0, 0, 0, 0, 80, 108, 136, 164, 192, 220, 252, 136, 144, 156, 176, 196, 216, 24, 36, 52, 68, 92, 120, 152, 172, 156, 176, 200, 224, 244, 236, 220, 188, 152, 16, 32, 68, 72, 76, 
80, 84, 100, 132, 244, 128, 96, 24, 44, 72, 108, 146, 60, 84, 104, 124, 148, 172, 196, 0, 0, 48, 64, 80, 255, 148, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255);
blueArray=newArray(255, 238, 239, 240, 241, 242, 243, 244, 245, 246, 168, 184, 200, 216, 232, 252, 72, 92, 112, 132, 152, 172, 196, 220, 4, 12, 20, 28, 64, 100, 132, 168, 100, 116, 44, 72, 92, 
120, 148, 176, 132, 16, 32, 52, 76, 108, 124, 144, 164, 192, 0, 60, 128, 0, 8, 28, 56, 80, 108, 136, 0, 4, 8, 16, 24, 32, 16, 0, 128, 192, 0, 8, 16, 28, 40, 56, 76, 88, 108, 128, 0, 0, 4, 4, 12, 20, 28, 
44, 64, 32, 48, 60, 76, 92, 108, 124, 24, 44, 72, 88, 108, 136, 168, 200, 0, 0, 80, 12, 24, 44, 64, 88, 16, 24, 40, 56, 64, 80, 96, 112, 128, 148, 4, 20, 40, 64, 96, 136, 68, 84, 100, 116, 136, 164, 
192, 224, 48, 144, 172, 196, 224, 252, 252, 252, 108, 132, 160, 184, 212, 220, 232, 240, 252, 252, 96, 108, 120, 132, 160, 192, 220, 252, 52, 52, 52, 88, 124, 160, 200, 236, 112, 140, 168, 196, 
224, 248, 255, 252, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 4, 0, 48, 100, 152, 88, 104, 124, 140, 164, 188, 216, 224, 52, 64, 76, 92, 252, 248, 236, 216, 172, 16, 32, 112, 116, 120, 124, 128, 144, 
168, 252, 164, 140, 8, 24, 52, 84, 126, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 148, 247, 248, 249, 250, 251, 252, 253, 254, 255, 255);

for (i=startSprite; i<=endSprite; i++) {
	showProgress((i+1)/endSprite);
	for (j=0; j<lengthOf(filenameSuffix); j++) {
		string=toString(i);
		while (lengthOf(string)<spriteNumberLength) {
			string="0"+string;
		}
		fileName=runPath+string+filenameSuffix[j]+".png";
		if (File.exists(fileName)==true) {
			open(fileName);

			wid=getWidth();
			hei=getHeight();

			blue=202;
			green=84;
			black=0;

			//saveAs("PNG", outputPath+string+outputSuffix[j]+".png");
			run("HSB Stack");
			result=newArray(wid*hei);
			for (x=0; x<wid; x++) {
				for (y=0; y<hei; y++) {
					setZCoordinate(0);
					h=getPixel(x,y);
					setZCoordinate(1);
					s=getPixel(x,y);
					if (s>=120) {
						if (h<=155 && h>=120) {
							result[x+y*wid]=blue;
						} else if (h<=80 && h>=45) {
							result[x+y*wid]=green;
						}
					} else { 
						result[x+y*wid]=black;
					}
				}
			}
			close();

			newImage("mask", "8-bit Black", wid, hei, 1);
			for (x=0; x<wid; x++) {
				for (y=0; y<hei; y++) {
					setPixel(x,y,result[x+y*wid]);
				}
			}
			setLut(redArray, greenArray, blueArray);
			saveAs("PNG", outputPath+string+outputSuffix[j]+"m.png");
			close();
		}
	}
}
Last edited by Zephyris on 08 Feb 2010 23:57, edited 1 time in total.

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Re: 32bpp GRVTS and eGRVTS

Post by ArmEagle » 08 Feb 2010 22:58

Zephyris wrote:
ArmEagle wrote:Interesting that you went for poultry as livestock. I always thought of cows or pigs myself when playing the game. But even with poultry crates the truck would probably be full with crates but some would be empty. I do think we should be able to see that there are poultry in the crates, because now they're simply empty. This still leaves a choice though, about whether you show the load by having more or fewer crates on the truck (but then all showing poultry inside) which would be more visible. Or showing it by having (some) empty crates, which would probably be less visible, but a nice change from other trucks.
I realise most people imagine larger livestock but the lorrys you most often see are chicken ones, especially seeing as people eat their way through so many chickens each year! I think I will stick with adding crates instead of just filling them, purely for the fact it is convenient to see loading state at a glance where possible. And I think I could put some white-yellow blobs in the crates to look like chickens :)
Hmm, I'm just thinking now. That because a lot of these trucks are simple flatbeds when empty, they'll be very much (or completely) alike and you might not be able to distinguish them form each other when empty.

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Re: 32bpp GRVTS and eGRVTS

Post by Zephyris » 08 Feb 2010 23:11

... they'll be very much (or completely) alike and you might not be able to distinguish them form each other when empty.
That always has, and probably always will be, the way (e)GRVTS works because of the way it is coded... The key thing is its not a problem in the buy menu as the vehicles are fully refittable (ie. a flatbed refits like a flatbed).

Here are the updated battery and livestock cargos (and a small update to the bubble texture).

On a side note has anyone working with blender tried to get the shadows to "fade out" outside a certain distance from the vehicle? See, for example, the fizzy drink truck attached. I want a way to force the shadow to fade out to the left of the image to prevent glitchy shadow edges without the potetial bounding box problems with a long extended shadow... (without resorting to manual editing, that is just not high throughput enoug for me!)
Attachments
FlatbedCargoPreview3.png
FlatbedCargoPreview3.png (23.89 KiB) Viewed 46066 times
0280_z2.png
0280_z2.png (11.1 KiB) Viewed 46066 times

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Re: 32bpp GRVTS and eGRVTS

Post by GeekToo » 08 Feb 2010 23:18

Great stuff Zephyris (and we didn't expect any less from you).

About your macro code, you may want to consider to also accept an empty string as output suffix, for the default zoom levels, and the extra zoom patch recognizes those also as being z2, so they're present in some tars.

About the shadows, there is a soft shadow option in Blender, but I don't know if that is what you're looking for.
http://www.blender.org/development/rele ... t-shadows/

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Re: 32bpp GRVTS and eGRVTS

Post by Zephyris » 08 Feb 2010 23:42

GeekToo wrote:Great stuff Zephyris (and we didn't expect any less from you).
Thanks :)
GeekToo wrote:About your macro code, you may want to consider to also accept an empty string as output suffix, for the default zoom levels, and the extra zoom patch recognizes those also as being z2, so they're present in some tars.
Ah, cool, that makes sense... if anyone wants to use the macro just add

Code: Select all

, ""
(a blank string) entry to the end of the prefix and suffix array.
GeekToo wrote:About the shadows, there is a soft shadow option in Blender, but I don't know if that is what you're looking for.
Yeah, already using that, I just want to guarantee that the shadow is totally gone by a certain distance from the vehicle. Ah well, I'll have a play.

And attached is the final sprite for this cab design, the cab for the artic lorrys. I didn't spend much time on it seeing as it will always be under a trailer!
Attachments
0001_z2.png
0001_z2.png (6.58 KiB) Viewed 46053 times

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Re: 32bpp GRVTS and eGRVTS

Post by Zephyris » 09 Feb 2010 09:00

Finally managed to get a proper solution to the masking problem... It's simple really, just render without anti-aliasing at 4x size and return 1/4, 1/8 and 1/16 scaled images for z0, z1 and z2 and a colour pass at 1/1 (see attached). It is then simple to remap the colours from the colour only pass to CC/2CC palette indexes and produce the z0, z1 and z2 images by nearest neighbour resizing, again via bulk imagej macro. I think it works quite well (Notice the crispness around the ladder!), gives some more flexibility in blender than the script-based approach, and runs nice and quickly. I will make a thread with template files for this method at some point, I think at least some people might like to use it.
Attachments
0001_zamt.png
4x no anti-aliasing colour only pass.
0001_zamt.png (13.27 KiB) Viewed 46023 times
0001_z0.png
z0 from 1/4 resizing of no anti-aliasing full render.
0001_z0.png (9.7 KiB) Viewed 46023 times
0001_z0m.png
Resulting z0 mask.
0001_z0m.png (1.25 KiB) Viewed 46023 times

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Re: 32bpp GRVTS and eGRVTS

Post by neob » 09 Feb 2010 09:40

real great stuff :P
Zephyris wrote:Hmm, turns out its hard to make an armoured truck that looks interesting! Does anyone have any comments on this design? It is my least favourite by far...
to tell you the truth i have never seen a modern armored with that front those i seen always looks like this but there is a good chance its only a local thing.
Image

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Re: 32bpp GRVTS and eGRVTS

Post by ArmEagle » 09 Feb 2010 16:20

neob wrote:real great stuff :P
Zephyris wrote:Hmm, turns out its hard to make an armoured truck that looks interesting! Does anyone have any comments on this design? It is my least favourite by far...
to tell you the truth i have never seen a modern armored with that front those i seen always looks like this but there is a good chance its only a local thing.
I've never seen them as full sized trucks myself either. They're often modified transporters or light lorries here. Though I guess there are some full size truck variants for the larger transports. I think it would be fitting for it to stand out from the other trucks.


I hadn't thought about the flatbed trucks being refits. I guess that's actually quite a nice way to do it.
And I notice some poultry in the crates, nice!

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Re: 32bpp GRVTS and eGRVTS

Post by Ben_Robbins_ » 09 Feb 2010 16:45

Zephyris: Is it really quicker to render twice with one image four times the size, than 'manually' doing it. I really never saw this as much of a task, it takes seconds. In Photoshop you can set up an action to duplicate the sprite size and select all colours within a range of a stated colour, and fill that. Alternatively select an area with the wand. Alternatively again, just do this without expanding the zoom, then remove the semi transparency on the mask. All these methods have similar effect. Personally I just select the area and fill which is usually about 5 clicks, which I can do before the next sprite has rendered. Seems a bit like beating round the bush, where the real time consuming task which needs a method of speeding up is in game alignment.
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Re: 32bpp GRVTS and eGRVTS

Post by Zephyris » 09 Feb 2010 17:24

Ben_Robbins_ wrote:Zephyris: Is it really quicker to render twice with one image four times the size, than 'manually' doing it.
Yes, definately!
1. The image isn't rendered twice, it is rendered once but in addition to saving the final image (which is saved automatically) it saves the shadeless colour pass too (which is already calculated as part of the rendering process, and is also saved with my node setup automatically).
2. Rendering at 4x size with no anti-aliasing is only marginally slower than rendering at 1x size with 5x anti-aliasing.
3. My rendering time is pretty well optimised and running on a fast computer, it only takes about 3-5 seconds per sprite atm.
This setup lets me literally press "Ctrl+F12" (render animation) and "Ctrl+R" (run macro) and I can wander off for an hour while the ~300 sprites for a vehicle variant and all its cargos render and have their mask's generated.
Ben_Robbins_ wrote:Seems a bit like beating round the bush, where the real time consuming task which needs a method of speeding up is in game alignment.
True, but for me this isn't much of a problem at all, I just have to work out 4 offsets and I can apply it to all sprites.
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BlenderColorDemo.PNG
Demo of shadeless colour output.
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