Thanks planetmaker, for the examples.
The grass tiles are too large, they would have to be cut down in my proposal too.
I already knew the cases you are pointing to, but our end conclusion is different, and unmixable. We have to make a choice, we can not have both.
The attachment shows the problem at the end of the bridge: green pixels in the road. That would be the case in my proposal to, but much less.
So we have 2 points of view, if we want to keep supporting a mix of 8bpp and 32bpp graphics:
1. Jagged edges for every 32bpp ground tile, but no green pixels at the connection of the bridge to the road (see the "A" edge in my post above
2. No jagged edges, but green pixels at that connection. That would only happen where 32bpp meets 8bpp, where 8bpp will never look very good.
It may be clear by now that my choice is no. 2, and the implementation in trunk now is according to no.1.
But we can not keep this discussion going forever, it is much more important that we get some 32bpp ez graphics available for everyone. So unless an impressive number of people is going to object against the no. 1 choice in the very near future, I will give up resistance against it. In my opinion it would be a pity, from a pure graphical point of view, but EZ is now in trunk for over 2 months, and we have to move forward.
Adapting "EZ" 32bpp ground sprites for use in OGFX+
Moderator: Graphics Moderators
Re: Adapting "EZ" 32bpp ground sprites for use in OGFX+
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Re: Adapting "EZ" 32bpp ground sprites for use in OGFX+
I think that is better to keep 8 bpp sprites and 32 bpp sprites with extra zoom in different projects.
I don't like to add these edges to 32 bpp sprites, but since they have a free license, everyone could do it with a simple GIMP script and release the sprites.
About bridges: I will release them when I finish all railway sprites.
I don't like to add these edges to 32 bpp sprites, but since they have a free license, everyone could do it with a simple GIMP script and release the sprites.
About bridges: I will release them when I finish all railway sprites.
Sorry if my english is too poor, I want learn it, but it isn't too easy.
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Re: Adapting "EZ" 32bpp ground sprites for use in OGFX+
Does that glitch appear with all sprites involved being 32bpp?
If yes, then we need to let this idea go.
If no, and it glitches out only when mixing 8bpp and 32bpp, then this glitchy streak is a tiny little niggly thing compared to stuff like this. 8bpp and 32bpp mixed is always going to look crappy on full zoom, glitches or no; it makes no sense at all to redo all ground sprites because of a minor irrelevant imperfection like this. Maybe when we have a load of bored artists with nothing less important work to do. Until then... no. Just no.
If yes, then we need to let this idea go.
If no, and it glitches out only when mixing 8bpp and 32bpp, then this glitchy streak is a tiny little niggly thing compared to stuff like this. 8bpp and 32bpp mixed is always going to look crappy on full zoom, glitches or no; it makes no sense at all to redo all ground sprites because of a minor irrelevant imperfection like this. Maybe when we have a load of bored artists with nothing less important work to do. Until then... no. Just no.
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Re: Adapting "EZ" 32bpp ground sprites for use in OGFX+
If we would agree on a straight (not jagged) line for all 32bpp graphics, no glitches would be present. The current set of sprites, e.g. the grass tiles of Ben do overlap more, crossing this boundary, so those would give glitches using only 32bpp graphics when combined with a cutdown, straight sprite. Combining with 8bpp, using no overlap would give glitches when an 8bpp sprite is surrounded by 32bpp (of the nasty kind, e.g.. changing colour of pixels when hovering with the mouse over it). Limited overlap would give some glitches combining with 8bpp, but app. 2/3 less.
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