OpenGFX Extra Zoom

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planetmaker
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Re: OpenGFX Extra Zoom

Post by planetmaker »

Zephyris, I created a toy repository for us where we can implement all this and then port over to the mainline OpenGFX
Our toy repository and project is opengfx-dev: http://dev.openttdcoop.org/projects/opengfx-dev (thus setup is 100% identical except project name and pull/push URL)
I'll setup compilation for that project as well, hopefully tonight.

Feel free to commit and change there whatever it needs
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Re: OpenGFX Extra Zoom

Post by Zephyris »

I've committed all the sprites and sources, along with the nml for the demo grf in an ez subfolder there... Should be lots to play with!
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Re: OpenGFX Extra Zoom

Post by Zephyris »

A little teaser: Some road and rail @ 256px tile size...
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rail_temperate_grass_8bpp.png
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road_temperate_grass_8bpp.png
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road_general_concrete_8bpp.png
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Digitalfox
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Re: OpenGFX Extra Zoom

Post by Digitalfox »

Looks great :o
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Re: OpenGFX Extra Zoom

Post by TadeuszD »

Zephyris wrote:A little teaser: Some road and rail @ 256px tile size...
Great job! I'm impressed! :shock:
I'm a fan of your work but I have a few suggestions:

Offsets:
The x-offset now is correct. But the y-offset=-1 for 4X sprites generates small glitches in correctly defined spritelayouts (which use sprites from base set as ground sprites). The y-offset should be 0. The base set SHOULDN'T correct glitches in spritelayouts not intended to use with 4X zoom (which have only 1X sprites).

Trees:
If I good understand, you obtain 4X sprites by resizing 1X sprites and using special filter which adds a noise to the picture. It generates good material for further work. But some trees needs manual corrections. I mean trunk width correction, adding some details, correction of snowy cover shape, etc. Do you need any help in postproduction process?

Rails:
Your rails in zoom 4X looks to width and to high. The rail is not a piece of pipe ;) , it has special shape (http://rails.arcelormittal.com/en/types ... rails.html). It will be nice to see more details in 4X zoom.
There are misalignments in views "||" and "=". But if you set y-offset=0, the 1px misalignment in "=" view will be corrected. :idea:
In my opinion sleepers are to wide. Spacing between the sleepers should be wider than sleeper. Narrower sleepers would generate nicer effects in case of crossover combined from few elementary rail elements.
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Rails missalignment.
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Zephyris
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Re: OpenGFX Extra Zoom

Post by Zephyris »

Offsets:
Yeah, I haven't removed the -1 y offset at 4x zoom yet, but I will.
Trees:
I agree. The algorithm I wrote works pretty well on the leaves, but the trunks need some serious improvement by hand. All the tree sprites are now in the form of multi-layer source files made in Paint.NET in 32bpp (attached). If you can help add some detail to the trunks that would be amazing, but do try to keep any changes to shape small to make sure the sprites still match well with the normal zoom sprites.
Rails:
I think I know where | direction misalignment bug has come from, I'll fix that. Re. the rail shape, I agree that the 4x zoom rails look too fat. I need to draw some specific sprites for that zoom level. Halving the width and spacing of sleepers should work well at high zoom, and still match with the normal zoom sprites... good idea.
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141202Trees.zip
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Re: OpenGFX Extra Zoom

Post by Glynbd »

Looks good, Rail looks nicer.
Still think I am going to stick to your Zbase set, best out there yet :bow:
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Re: OpenGFX Extra Zoom

Post by TadeuszD »

Zephyris wrote:...source files made in Paint.NET
You don't work with GIMP? :shock:

Edit: I found useful tool pdn2xcf. It produces multilayered GIMP file. There are 5 layers, 2 of them have transparent mode....

Edit 2:
...but do try to keep any changes to shape small to make sure the sprites still match well with the normal zoom sprites.
I created first trunk shape optimised for zoom 4X. Branches are narrower but more numerous. How is your opinion?
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Zephyris
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Re: OpenGFX Extra Zoom

Post by Zephyris »

That looks brilliant! You have done an excellent job of matching the overall shape of the normal zoom sprite, but adding extra detail. If you are able to make the other trunk graphics like that I shall update all the tree graphics.

Sorry for using Paint.NET :) I find it much faster to work with when I am processing many files; I find it has a more streamlined interface for simple filters, saving and exporting, making and controlling selections and handling layers... If you want to work in the GIMP that is no problem at all, I can always convert back once you are done.
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planetmaker
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Re: OpenGFX Extra Zoom

Post by planetmaker »

TadeuszD wrote:I created first trunk shape optimised for zoom 4X. Branches are narrower but more numerous. How is your opinion?
They look marvelous.
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Re: OpenGFX Extra Zoom

Post by Zephyris »

I made a quick mockup of some trunk shading, texturing and conversion to 8bpp. Pretty nice I think!
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temperate_tree_01_leaf_8bpp.png
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Re: OpenGFX Extra Zoom

Post by Supercheese »

Very, very nice indeed!
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Re: OpenGFX Extra Zoom

Post by TadeuszD »

I finished my first tree - temperate_tree_01_leaf_32bpp. I made many improvements in all layers except background. I hope it will be OK. ;)
I have questions about temperate_tree_02_leaf_32bpp. This tree looks like incomplete - there are no roots on the picture. How should I correct this problem?
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Zephyris
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Re: OpenGFX Extra Zoom

Post by Zephyris »

Awesome :)

Is temperature tree 2 the conifer/pine? With this tree type it is unlikely you'd ever see the trunk/roots, especially when viewed slightly from above... You can add one if you think it looks good, otherwise it is fine as is.
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Re: OpenGFX Extra Zoom

Post by TadeuszD »

No, tree_02 is a leaf tree. I moved all layers 1px to the top and added some irregularities at the bottom of the trunk.
I attached corrected temperate trees 01,02 and 03.
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Digitalfox
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Re: OpenGFX Extra Zoom

Post by Digitalfox »

Zephyris wrote:I've committed all the sprites and sources, along with the nml for the demo grf in an ez subfolder there... Should be lots to play with!
Did you commit here? http://dev.openttdcoop.org/projects/opengfx-dev

Can't find any files :baby:
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Zephyris
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Re: OpenGFX Extra Zoom

Post by Zephyris »

Hey, just saw your message... Not sure what happened here! I'll look into it.
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Re: OpenGFX Extra Zoom

Post by Zephyris »

Looks like there is a test grf somewhere in there which makes the server choke when I push the commits, I'll take another look when I am back from my travels!
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Re: OpenGFX Extra Zoom

Post by Zephyris »

Finally managed the push! It is slow troubleshooting such a big commit :s

All the extra zoom sprites are in the ez folder of opengfx-dev
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Re: OpenGFX Extra Zoom

Post by Dave »

Zephyris et al - this work is very very smart indeed!
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