32bit Graphics Extra Zoom Patch

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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ChillCore
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Post by ChillCore »

I am afraid that a tile will not solve the problem, but is worth a try.
There are also "dot and gap-between-tiles glitches" within the map, the screenshot was taken near the border as that is where it shows most obviously.
If my guess is correct the dots are caused by the gaps between tiles-> z offsets are not yet adjusted everywhere as they should?
Maybe there is some other cause. (I am not confident with the code used in this patch so I will not make wild guesses.)

I know the patch is supposed to work with 32bpp graphics but IMHO it should work with 8bpp graphics too without causing glitches if it is ever to hit trunk. (Yes, I have read the discussion earlier and I know GeekToo is not pushing to hit trunk.)
What I do not understand is that when zoomed in there are gaps inside the 8bpp industries that do not show in the 32bpp industries and I hope that once the gaps are fixed the 32bpp sprites will not be messed up.

I still have a old OpenTTD-Zoom version somewhere, I'll test that to compare using OpenGFX 2.4 and 32bit-gfx-nightly-megapack-2010-07-13 and report back in a while. (!! As explained above I am sure if this was the case in my screenshots earlier so do not use version info as reference for solving problems !!)
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
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Zephyris
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Post by Zephyris »

The tile gaps problem is because of the 8bpp image scaling algorithm, it doesn't preserve the alpha shape at the edge of the tiles in its current form.
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Post by ChillCore »

I see now. Thank you Zephyris for explaining.
The old patch did however keep the shape and no glitches appeared neither.

ps:
Using OpenGFX 2.4 on an old version of OpenTTD is a bad idea as there are sprites in there which were not used back then which results in wrong sprites being used. (eg. shore slopes showing catenary.)
Attachments
new_zoom_r20024.png
new_zoom_r20024.png (8.67 KiB) Viewed 5316 times
old_zoom_r17832.png
old_zoom_r17832.png (32.13 KiB) Viewed 5316 times
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Post by planetmaker »

ChillCore wrote: Using OpenGFX 2.4 on an old version of OpenTTD is a bad idea as there are sprites in there which were not used back then which results in wrong sprites being used. (eg. shore slopes showing catenary.)
OpenGFX 2.4 doesn't exist. Also, even with OpenGFX 0.2.4 it's not the case with default OpenTTD. If so, it's a bug of this patch.
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Post by ChillCore »

planetmaker wrote:
ChillCore wrote: Using OpenGFX 2.4 on an old version of OpenTTD is a bad idea as there are sprites in there which were not used back then which results in wrong sprites being used. (eg. shore slopes showing catenary.)
OpenGFX 2.4 doesn't exist. Also, even with OpenGFX 0.2.4 it's not the case with default OpenTTD. If so, it's a bug of this patch.
Oopsie on the version number.
I think it was an error in the old patch or conflicting sprites somewhere in my old extra zoom directory, it only shows when I load OpenGFX 0.2.4 in that version and dissapears when I remove it. It is also a windows version so I should be able to find the sprite without to much effort. It will take time though as I have to remove the tars I have in there a few at a time and restart.
With the current version I could not reproduce it.


Also the trees drawn at the wrong place, and the resulting glitches, I could not reproduce while using the binary Storm Reaver provided (yet).
... testing ... to be continued ...
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Post by ChillCore »

Please ignore the "tree placement" and resulting "left/right gui movement glitches" I have reported earlier.
I have reported them here: http://www.tt-forums.net/viewtopic.php? ... 41#p890341

For the "catenary on slopes" glitches with OpenGFX 0.2.4 in my older Zoom build I have not yet found the reason.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Post by GeekToo »

If there has been a renumber in the base grf set, you may experience problems with a.o coast tiles, and catenary, that will only show in 32bpp sprites.
Reason for that is not the patch (the problem also exists in trunk), but the sprites are loaded according to the number in the original grf, so older tars may not work anymore with newer game versions. To solve that, there is a 32bpp-extra newgrf, that you can download and activate ingame.

http://dev.openttdcoop.org/projects/32bpp-extra
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Post by ChillCore »

Thank you for the info and the link GeekToo. I was not aware of that.
I'll check in a bit. Waiting for OpenGFX r467 or later to be released from its cage. Checking more in one go saves time ...
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Post by Stripes »

Hi guys. I'm currently using a extra-zoom version of OTTD (r19024) e I want to know if there is any way to add CargoDist and/or IS to this version.

I've searched the most part of the forum but I didn't find any solution...

Thanks in advance
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Post by Lord Aro »

no.
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Post by NekoMaster »

@ Stripes : FOr some reson apperently Cardodist and Extra zoom levels conflict when trying to patch and/or compile :\
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Post by Flamefire »

What version of the main game is this based on?
In the readme it say 1.0.0-beta4

How can i get the latest main-game with these graphics and full zoom?

I really love this new graphics. And i often wondered why there is no further zoom-in before i stumpled over this. But o.c. i want to have an up to date game.
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Post by Bus »

The standard way to get this working is to download the most recent source codes, apply the patch and compile. But this assumes you can compile the game on your machine. Check out the wiki on instructions how to do this.
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Post by Muzzly »

Nice work GeekToo. 32bpp patch makes a game more attractive. Thanks !
Maybe one day openttd will look like locomotion :-)

I have some critics concerning organization. It confuses me a bit , where is the official place to look for latest 32bpp+ez patch ?

1. First page of this forum ? There's a link to 32bpp_18891_v13.diff version http://www.tt-forums.net/viewtopic.php?p=850557#p850557.
2. This link http://dev.openttdcoop.org/projects/32b ... repository ?
3. or this http://hg.openttdcoop.org/32bpp-ez-patches ?
4. or maybe wiki http://wiki.openttd.org/32bpp_Extra_Zoom_Levels , which proposes to take 32bpp_19024_v13.diff version from http://www.tt-forums.net/viewtopic.php?p=853845#p853845 ?

In my opinion it would be easier for everybody who wants to compile openttd and are looking for 32bpp patch to find all information on first page of this forum. All outside references should also point to first page of forum.
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Post by GeekToo »

2 or 3, which are different representations of the same repo on openttdcoop, in sync with svn revision 20026 of trunk (I've edited the link on the first page).

The other diffs are in sync with svn revisions as indicated by the name: 32bpp_19084 is in sync with rev 19084 of trunk.

For windows, I think this is the latest version (I'm not sure though, I usually play on Linux):
http://www.tt-forums.net/viewtopic.php?p=870904#p870904
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Post by Ara »

Hey guys,

First off before I wade in a big thanks to everyone working to make the 32BPP Full Zoom a reality. Its been years since I looked at TTD and I was amazed and thrilled to see people working on an open source version and updating graphics as well.

Ok this is what I have done so far.

I'm running windows 7 64 bit and had no issues with installing the versions in the OP but soon discovered there were more up to date versions so I went hunting. I'm now running r19600 w32 and it operates absolutely fine. I have the latest ogfx and osfx also installed and working.

I have downloaded various graphics setups including the original base pack, the nightly 'extra' pack and some others.

Now my questions. In jupix's repository is a lot of stuff, mainly sprites. Some have associated grf files and seem to work fine, some have enclosed bat files and also seem to work ok like the new shops file and tram lines. However I'm confused about all the files that are simple a collection of sprites and folders that appear to be a part of the base pack for ogfx. They do not contain a grf or a bat file and so seem to be both ignored by the system and unloadable manually. I'm wondering if there is a way to include these options such as all the trucks by varivar without me learning to compile and create grf files and the like?

In addition to this I'm sure there is need for the original files that actually add the objects into the game. Now where they would be is another mystery to me. Ive searched a lot of this forum in the last 12 hours and tried many many things out. Files like grvts are a blessing and seem very complete. Its also hard to know whats in all the files like the base pack and what isnt. For instance it seems to include roads without lines but not tracks without lines...which I can't get to work for the exact reason above.

It just seems a shame to not use all the graphics work that has obviously been done already. Maybe I'm missing something in the file structure and I should be extracting some files into ogfx or putting them somewhere other than game file/data but I can't really find a lot of information on this.

Any help in making all these lovely looking toys work would be most welcome.

Ara
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Post by maquinista »

There are files that only have source files, like 3D models, textures... They doesn't work in game.
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] Extra zoom levels, experimental new CC algorithm

Post by Flamefire »

Bus wrote:The standard way to get this working is to download the most recent source codes, apply the patch and compile. But this assumes you can compile the game on your machine. Check out the wiki on instructions how to do this.
Ok, i got it compiled. This was the easy part.
AFAIK i would need that revision the patch was made for. So i download this patch for r20026
But r20026 is on the main branch and also not an up to date one.
How can i apply it to the most recent one or at least to 1.0.3 (that is on another branch)
I didnt work that far with SVN, so I think this is my problem here.
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Post by Ara »

maquinista wrote:There are files that only have source files, like 3D models, textures... They doesn't work in game.
So if a file is just a folder called 'scripts' and a folder or text file called 'credits' it is unusable in game despite having complete png's for the game?

If this is the case what is the procedure to get these to workable in game files. I'm not a coder or a 3D artist but I did do a degree in computer science a long time ago. If there is some way I can help get peoples work to an in game state I'd be happy to put a bit of help into this project
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Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Post by NekoMaster »

Ara wrote:
maquinista wrote:There are files that only have source files, like 3D models, textures... They doesn't work in game.
So if a file is just a folder called 'scripts' and a folder or text file called 'credits' it is unusable in game despite having complete png's for the game?

If this is the case what is the procedure to get these to workable in game files. I'm not a coder or a 3D artist but I did do a degree in computer science a long time ago. If there is some way I can help get peoples work to an in game state I'd be happy to put a bit of help into this project
I believe that in order to get 32bpp pngs to work you specify the sprites that the image is ment to replace and with its name ending in _z# (where # is the zoom level)
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