32bit Graphics Extra Zoom Patch
Moderator: Graphics Moderators
- DeletedUser5
- Transport Coordinator
- Posts: 277
- Joined: 07 Oct 2007 15:10
Re: [32bpp] Extra zoom levels ! (revived)
I've created two same situations. In my opinion resizing in older version was better. All other things was worse, but that was better.
- Attachments
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- old version
- Sletfingway Transport, 15th Jan 1950.png (56.45 KiB) Viewed 9760 times
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- new version
- Bentfingford Transport, 2nd Mar 2000.png (66.18 KiB) Viewed 9761 times
Re: [32bpp] Extra zoom levels ! (revived)
soeb the reason its worse is the fact that it doesnt aa in the new version but it did in the old version, but as you can see in the quote is that he is going to make it aa in all the zoom levelsGeekToo wrote:
Doing some antialiasing when zooming out is one of the things on my personal to do list, although the current algorithm is already better than the one in trunk.

Re: [32bpp] Extra zoom levels ! (revived)
Soeb,
I tried to make the same picture as you did with the old revision, but I did not succeed. So my question is, what tar or png's did you use to make that screenshot, because I could not find it. As said before, my previous revision does not zoom out 32bpp png, so the algorithm can not be worse. It can be ( and I'm sure it is) worse than a Gimp resized z2 png.
Bazil: in your edited post you mentioned a crash with the bus mask, but I do not quite understand it, maybe you can explain a little further?
I tried to make the same picture as you did with the old revision, but I did not succeed. So my question is, what tar or png's did you use to make that screenshot, because I could not find it. As said before, my previous revision does not zoom out 32bpp png, so the algorithm can not be worse. It can be ( and I'm sure it is) worse than a Gimp resized z2 png.
Bazil: in your edited post you mentioned a crash with the bus mask, but I do not quite understand it, maybe you can explain a little further?
- DeletedUser5
- Transport Coordinator
- Posts: 277
- Joined: 07 Oct 2007 15:10
Re: [32bpp] Extra zoom levels ! (revived)
By "old version" I meant revision 9538. Algorithm for resizing as you said don't use AA so I guess that's the problem.
Re: [32bpp] Extra zoom levels ! (revived)
Soeb, you were completely right!
I compared the resizing of the old branch with this patch, and was able to improve it, giving a much nicer result. Now it should be comparable with the old branch resizing( and there's still room for improvement, but I like to take small steps at a time)
Thanks for noticing that, the attachment shows the improved resizing
I compared the resizing of the old branch with this patch, and was able to improve it, giving a much nicer result. Now it should be comparable with the old branch resizing( and there's still room for improvement, but I like to take small steps at a time)
Thanks for noticing that, the attachment shows the improved resizing
- Attachments
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- Predinghead Transport, 12th Aug 1983.png (274.5 KiB) Viewed 9221 times
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- Tycoon
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- Joined: 08 Jun 2007 08:00
Re: [32bpp] Extra zoom levels ! (revived)
GeekToo.. It seems your new transparency has some minuses too 

- Attachments
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- yellow_roof.png (92.19 KiB) Viewed 8925 times
Re: [32bpp] Extra zoom levels ! (revived)
to be honest, the transparency of the houses etc when they are set to transparent could be a bit higher to. In my opinion the houses still block the view to much (especially when placing signals and such). Maybe a % slider to increase the transparency could be introduced or so? (I like the resizing by the way, looks a lot better as in the previous version)
Re: [32bpp] Extra zoom levels ! (revived)
Yes, I know. I also happens on the grey and white colour company colours. Like I said when presenting the V7 patch, some 8bpp colours do look funny, and for 32bpp the hue needs some work too. But I just presented it as an major improvement to the previous one, and to give the graphics guys the possibility to play with company colour. It's certainly not the last update, and things will be improved. Btw, great looking tropical bank in the blender thread !lordazamath wrote:GeekToo.. It seems your new transparency has some minuses too
@Broodje
Thanks for the feedback, making the transparency adjustable is one of the ideas I did have myself. But for the moment, the transparency shows the 32 bpp possibilities, and more important issues do have my attention at the moment. Which means, I will probably implement it later, but it does not have highest priority.
( I don't mean to send you with a 'kluitje in het riet', I just don't have the time to work on all issues at the same time, and have to set priorities)
Re: [32bpp] Extra zoom levels ! (revived)
I certainly don't feel like being send into the reeds, I can wait (for at least a few hours
).

Re: [32bpp] Extra zoom levels ! (revived)
Update V8
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Changelog (compared to V7)
----------------------------------
-synced to trunk revision 12030
-fixed plane shadows ( I made the shadows a little darker than the trunk shadows, because I think that complies better with the Blender lighting setup, which seems to throw rather dark shadows. Anyone, with more talent for graphics than me (that would be approximately everybody
), is requested to provide some feedback on whether it should be even darker or not).
-improved resizing algorithm for zooming out (see Soebs posts above).
--
I did not receive much feedback on the company colour implementation. So, I think I did my share for the company colours, it's time to post some nice vehicles or buildings with CC. They don't have to be perfect, just post those screenshots, tars and pngs, be open minded, and have the guts to learn from the feedback. We can all learn from the mistakes in graphics and code.
-------------
Changelog (compared to V7)
----------------------------------
-synced to trunk revision 12030
-fixed plane shadows ( I made the shadows a little darker than the trunk shadows, because I think that complies better with the Blender lighting setup, which seems to throw rather dark shadows. Anyone, with more talent for graphics than me (that would be approximately everybody

-improved resizing algorithm for zooming out (see Soebs posts above).
--
I did not receive much feedback on the company colour implementation. So, I think I did my share for the company colours, it's time to post some nice vehicles or buildings with CC. They don't have to be perfect, just post those screenshots, tars and pngs, be open minded, and have the guts to learn from the feedback. We can all learn from the mistakes in graphics and code.
- Attachments
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- 32bpp_12030_v8.diff
- (81.71 KiB) Downloaded 244 times
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- Funwell Transport, 20th Jun 1981.png (223.62 KiB) Viewed 8383 times
- belugas
- OpenTTD Developer
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Re: [32bpp] Extra zoom levels ! (revived)
It is extremely difficult to read the patch, due to the numerous commented code (your code, in fact), the code style problems, the use of space instead of tabs, etc etc...
It is a shame, since you are indeed making progress.
It is a shame, since you are indeed making progress.
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
- Ben_Robbins_
- Tycoon
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Re: [32bpp] Extra zoom levels ! (revived)
Yeah!, nice work.
In terms of the shadows, I think that's a good idea, and considering your modest claims, in relation to your artwork, you do have a keen eye. Co-incidentally I had been experimenting with shadows this evening/night for vehicles, and I rendered them at 6.5, but I thought they were to dark, so was going to set them down to 0.5. (what the numbers mean doesn't really matter). The attached is the shadow of the plane at 0.65 as I had it, which if reduced, in photoshop, to 77% fits your shadow, which is the same difference as 0.65 is to 0.5, which is the tone I picked (but am yet to render). Therefore I agree with your choice!
In terms of the shadows, I think that's a good idea, and considering your modest claims, in relation to your artwork, you do have a keen eye. Co-incidentally I had been experimenting with shadows this evening/night for vehicles, and I rendered them at 6.5, but I thought they were to dark, so was going to set them down to 0.5. (what the numbers mean doesn't really matter). The attached is the shadow of the plane at 0.65 as I had it, which if reduced, in photoshop, to 77% fits your shadow, which is the same difference as 0.65 is to 0.5, which is the tone I picked (but am yet to render). Therefore I agree with your choice!
- Attachments
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- test.png (46.46 KiB) Viewed 8253 times
Ben
Re: [32bpp] Extra zoom levels ! (revived)
I'm aware of that, that's why I wrote the following in the first post:belugas wrote:It is extremely difficult to read the patch, due to the numerous commented code (your code, in fact), the code style problems, the use of space instead of tabs, etc etc...
-code needs some cleaning up (like commented debug statements).
But you're absolutely right, and I will spend some time on this nice task soon

Thanksbelugas wrote: It is a shame, since you are indeed making progress.
@Ben,
OK, then the shadows will stay on this darkness-value.
Re: [32bpp] Extra zoom levels ! (revived)
GeekToo - really good work!!!
Can someone put here win binary, thanks
Can someone put here win binary, thanks

Sorry for my very bad English!!! 
I am 3dsmax artist.

I am 3dsmax artist.
Re: [32bpp] Extra zoom levels ! (revived)
Here you go
- Attachments
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- openttd_v8.zip
- Windows binaries
- (2.59 MiB) Downloaded 363 times
- athanasios
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Re: [32bpp] Extra zoom levels ! (revived)
Thanks for latest binaries.
regards
athanasios

Might a new grf with the color you prefer instead of yellow do the job? Can you give it a try?lordazamath wrote:GeekToo.. It seems your new transparency has some minuses too
regards
athanasios
http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
- Ben_Robbins_
- Tycoon
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Re: [32bpp] Extra zoom levels ! (revived)
Thanks for that GeekToo.
For the problem with the stations, I just made a 1x1 pixel .png which is fully transparent. It replaces the file so nothing appears.
For the problem with the stations, I just made a 1x1 pixel .png which is fully transparent. It replaces the file so nothing appears.
Ben
- DeletedUser5
- Transport Coordinator
- Posts: 277
- Joined: 07 Oct 2007 15:10
Re: [32bpp] Extra zoom levels ! (revived)
Maybe a bit late...
Great work on that GeekToo. Now shadows look normal.
Also resizing graphics for zoom out now is as it should be and as you said. Thanks for spending time on writing really great patch. I hope it'll get into trunk after fixing all problems.
Great work on that GeekToo. Now shadows look normal.
Also resizing graphics for zoom out now is as it should be and as you said. Thanks for spending time on writing really great patch. I hope it'll get into trunk after fixing all problems.
Re: [32bpp] Extra zoom levels ! (revived)
Greta work
ps about the industrys not rezising when you zoom out from normal zoom, ive relised its all the 8bbp sprites messing up not just the industries, otherwise great work, if this does get implimented into trunk; you might want a option to turn it off or on because people who only play with 8bpp probely will get annoyed by constanly zooming in to far.
-Bazil14

-Bazil14
- Ben_Robbins_
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Re: [32bpp] Extra zoom levels ! (revived)
Think I have a bug here. If you make 2 trains crash when at least 1 of the trains has some of it's parts in the depot the game crashes when the crashed trains should vanish.
Here is the saved game I was checking it out with.
Here is the saved game I was checking it out with.
- Attachments
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- crashtest.sav
- (11.89 KiB) Downloaded 258 times
Ben
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