OpenGFX Extra Zoom
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- planetmaker
- OpenTTD Developer
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Re: OpenGFX Extra Zoom
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
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
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!
Re: OpenGFX Extra Zoom
A little teaser: Some road and rail @ 256px tile size...
- Attachments
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- rail_temperate_grass_8bpp.png
- (295.29 KiB) Downloaded 11 times
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- road_temperate_grass_8bpp.png
- (139.11 KiB) Downloaded 11 times
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- road_general_concrete_8bpp.png
- (101.72 KiB) Downloaded 11 times
- Digitalfox
- Chief Executive
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Re: OpenGFX Extra Zoom
Looks great
Re: OpenGFX Extra Zoom
Great job! I'm impressed!Zephyris wrote:A little teaser: Some road and rail @ 256px tile size...
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.
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.
- Attachments
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- Rails missalignment.
- Rails.png (45.63 KiB) Viewed 10250 times
Re: OpenGFX Extra Zoom
Yeah, I haven't removed the -1 y offset at 4x zoom yet, but I will.Offsets:
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.Trees:
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.Rails:
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- 141202Trees.zip
- (4.29 MiB) Downloaded 131 times
Re: OpenGFX Extra Zoom
Looks good, Rail looks nicer.
Still think I am going to stick to your Zbase set, best out there yet
Still think I am going to stick to your Zbase set, best out there yet
Re: OpenGFX Extra Zoom
You don't work with GIMP?Zephyris wrote:...source files made in Paint.NET
Edit: I found useful tool pdn2xcf. It produces multilayered GIMP file. There are 5 layers, 2 of them have transparent mode....
Edit 2:
I created first trunk shape optimised for zoom 4X. Branches are narrower but more numerous. How is your opinion?...but do try to keep any changes to shape small to make sure the sprites still match well with the normal zoom sprites.
- Attachments
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- tree_01.png (65.73 KiB) Viewed 10106 times
Re: OpenGFX Extra Zoom
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.
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.
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: OpenGFX Extra Zoom
They look marvelous.TadeuszD wrote:I created first trunk shape optimised for zoom 4X. Branches are narrower but more numerous. How is your opinion?
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
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Re: OpenGFX Extra Zoom
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 (23.2 KiB) Viewed 10015 times
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- Tycoon
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Re: OpenGFX Extra Zoom
Very, very nice indeed!
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"Fashions and cultures change, but steam trains shall always be majestic."
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"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
Re: OpenGFX Extra Zoom
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?
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?
- Attachments
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- temperate_tree_01_leaf_32bpp.zip
- (176.25 KiB) Downloaded 124 times
Re: OpenGFX Extra Zoom
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.
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.
Re: OpenGFX Extra Zoom
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.
I attached corrected temperate trees 01,02 and 03.
- Attachments
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- temperate_tree_01_02_03.zip
- (644.78 KiB) Downloaded 118 times
- Digitalfox
- Chief Executive
- Posts: 708
- Joined: 28 Oct 2004 04:42
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Re: OpenGFX Extra Zoom
Did you commit here? http://dev.openttdcoop.org/projects/opengfx-devZephyris 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!
Can't find any files
Re: OpenGFX Extra Zoom
Hey, just saw your message... Not sure what happened here! I'll look into it.
Re: OpenGFX Extra Zoom
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!
Re: OpenGFX Extra Zoom
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
All the extra zoom sprites are in the ez folder of opengfx-dev
Re: OpenGFX Extra Zoom
Zephyris et al - this work is very very smart indeed!
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