OpenGFX Extra Zoom

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Vitr
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Re: OpenGFX Extra Zoom

Post by Vitr »

Rail has a bad sprite in second zoom level from full. There is corner sprite instead of straight sprite.


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rowdog
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Re: OpenGFX Extra Zoom

Post by rowdog »

Great stuff!

That bad sprite is for normal and electric rails running from lower left to upper right.
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Sendinghattan Transport, May 24th, 2050.png
(291.05 KiB) Not downloaded yet

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Zephyris
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Re: OpenGFX Extra Zoom

Post by Zephyris »

Huh, I wonder how that mistake sneaked in!

How are the sprites otherwise? Good to play with?

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PaulC
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Re: OpenGFX Extra Zoom

Post by PaulC »

If you're going to play around with the graphics, do you reckon you could try and fix this lighting issue with the snow? The north-east facing tiles should be lighter that what they currently are (as per the other terrain graphics). SwissFan91 mentioned this a few years ago in another topic. I was tempted to have a go myself with the regular OGFX graphics, but since you created the sprites you could do a much better job of it.
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screenshot#5.png
screenshot#5.png (310.36 KiB) Viewed 2203 times

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Zephyris
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Re: OpenGFX Extra Zoom

Post by Zephyris »

Yup, I should be able to fix that quite easily... I see there's also a bit of an error with the smooth snow transition on the steep slope tiles.
Do you think I should adjust the colours of the terrain in general? The grass (particularly arctic) is darker than the original graphics...

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PaulC
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Re: OpenGFX Extra Zoom

Post by PaulC »

Zephyris wrote:Do you think I should adjust the colours of the terrain in general? The grass (particularly arctic) is darker than the original graphics...
I took some screenshots so I could compare graphics: your arctic grass has a lot less contrast than the original but I don't agree that the overall effect is darker. Your snow and tropic grass look darker to me, while temperate is the closest match. It's up to you whether or not you adjust the colours; personally I'd prefer to see some whiter snow and maybe lighter tropic grass, but it's all very subjective. I say go with whatever looks right!

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Zephyris
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Re: OpenGFX Extra Zoom

Post by Zephyris »

In the interests of science I've done a terrain check properly! These are the shadings of the original and OpenGFX graphics (derived from the actual sprites, blurred with a 4px Gaussian to average the detail), and the new shading I think would fix any existing issues. Thoughts?
Attachments
GroundShading.png
Original graphics shading
(6.8 KiB) Not downloaded yet
GroundShading_new.png
Suggested new shading
(6.8 KiB) Not downloaded yet
GroundShading_ogfx.png
OpenGFX shading
(6.8 KiB) Not downloaded yet
Last edited by Zephyris on 05 Jan 2018 20:30, edited 1 time in total.

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piratescooby
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Re: OpenGFX Extra Zoom

Post by piratescooby »

Love the new shading , snow looks wintery .

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PaulC
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Re: OpenGFX Extra Zoom

Post by PaulC »

I like it, shading is consistant and the subtle colour changes look nice!

(You've got those first two attachments mixed up, BTW.) (sorted)

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Zephyris
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Re: OpenGFX Extra Zoom

Post by Zephyris »

I'm just testing out the new shading in-game... It's a BIG change for arctic and tropical. Temperate not so much (I spent more time matching the shading of the temperate landscape when I originally made OpenGFX).

I've attached a comparison... Is the new good or bad?
Attachments
Arctic_New.png
New shading
(81.77 KiB) Not downloaded yet
Arctic_OpenGFX.png
Old OpenGFX shading
(86.46 KiB) Not downloaded yet
Arctic_Original.png
Original
(72.35 KiB) Not downloaded yet

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supermop
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Re: OpenGFX Extra Zoom

Post by supermop »

New Arctic looks good to me, shading wise.

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PaulC
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Re: OpenGFX Extra Zoom

Post by PaulC »

Looks ok to me too, shading is now a lot more like the original.

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Zephyris
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Re: OpenGFX Extra Zoom

Post by Zephyris »

So I finally finished remaking all the ground sprites and I think they look pretty nice... I've attached the WIP grf to try out.
All the sprites are done, optimised to zoom out elegantly, and with nice zoomed in counterparts. I've tried to keep the plain flat tiles a little more even to avoid any repeating patterns.

Have a play! Let me know what you think...

There are bugs though: Extra zoom farm sprites, grass on road and rail tiles, plus a few others.
Attachments
OpenGFX_EZ_Landscape.grf
(18.64 MiB) Downloaded 82 times
Untitled.png
(224.29 KiB) Not downloaded yet

Fanda666
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Re: OpenGFX Extra Zoom

Post by Fanda666 »

Thats awesome!!! If will be a bridge road/railroad and tunnel portal.. :bow:

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PaulC
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Re: OpenGFX Extra Zoom

Post by PaulC »

Ooh, sexy! I like tropical. Nice work!

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Zephyris
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Re: OpenGFX Extra Zoom

Post by Zephyris »

PaulC wrote:Ooh, sexy! I like tropical. Nice work!
Thanks :) Do you think the yellow sand is OK? I always found the original graphics painfully orange...

And yes, tunnels and bridges will be done! But first, rivers. And they are a massive pain in the arse.

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Zephyris
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Re: OpenGFX Extra Zoom

Post by Zephyris »

And some canals and rivers! I went for sprites a bit more similar to OpenGFX here. I think I need to add some larger shading to the rivers and some fences to the canal sprites to make them a bit more interesting at normal zoom.
River sprites are a massive pain. I still need to work out how to align/code the sloped tile river sprites.
Attachments
river2.png
river2.png (53.23 KiB) Viewed 1799 times
river1.png
river1.png (114.14 KiB) Viewed 1799 times

Alberth
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Re: OpenGFX Extra Zoom

Post by Alberth »

Hi Zeph!

I like what you're doing, new arctic looks much more emphasizing the shape, even more than original graphics.

As for rivers, planetmaker once made less 'rectangular' rivers by adding more land at the outer corner. I am not sure if they ever ended up in some GRF though. It's a thought you may want to consider.
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Zephyris
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Re: OpenGFX Extra Zoom

Post by Zephyris »

Alberth wrote:As for rivers, planetmaker once made less 'rectangular' rivers by adding more land at the outer corner. I am not sure if they ever ended up in some GRF though. It's a thought you may want to consider.
Hey :) Good call on the rivers, I'll see if I can grab a better start point for the shape from somewhere...
*edit* Actually, I may as well just draw full tile-sized outer corners... It'll break my template but probably be worth it!

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Emperor Jake
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Re: OpenGFX Extra Zoom

Post by Emperor Jake »

I believe those rivers are in OpenGFX+ :wink:

Nice work on this btw, it should bridge the gap between normal and 32bpp graphics... I'm interested to find out how they look together.
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