Uptodate Documentation

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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knuckles88
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Uptodate Documentation

Post by knuckles88 »

So after struggling through the creation of this .grf file, I decided the least I can do is write out a detailed instruction manual for other linux n00bs who might be interested in trying this out themselves. To the best of my ability, these are the steps required - any corrections are welcome

HOW TO COMPILE 32BPP GRAPHICS FOR OPENTTD 1.2


0) This will only work on linux.

1) Install python. There are a number of ways to do this, and I don't remember which one I used, so just google how to install python if you're confused
2) Install ZLIB libraries (sudo apt-get install zlib1g-dev)
3) Install JPEG libraries (sudo apt-get install libjpeg62-dev) [not actually sure if this is necessary, but it can't hurt]
4) Install PIL (Python Imaging Library): [Edit: FooBar suggests skipping 4a-4cvi, and instead just using "sudo apt-get install python-imaging"]

4a) Download PIL Source Kit (http://www.pythonware.com/products/pil/)
4b) Extract the contents of Imaging-1.1.7.tar.gz to a folder
4c) You can follow the Build Instructions in the extracted README file, or read exactly what I did (which involves a few extra steps because of odd errors I encountered) below. Note that I originally tried the instructions under "If you're in a hurry, try this:" and it led me to lots of problems, so if you're following the README I recommend reading the entire compiling section rather than just doing the fast route. My steps:

4c-i) Navigate to the Imaging-1.1.7 directory in terminal
4c-ii) Run

Code: Select all

python setup.py build_ext -i
4c-iii) Run

Code: Select all

python selftest.py
[this should give a setup summary which says, among other things, that JPEG and ZLIP support are available]
4c-iv) If selftest.py doesn't work, edit the ROOT variables in setup.py. I had to change the line 'ZLIB_ROOT = None' to 'ZLIB_ROOT = libinclude("/usr/")' before things worked for me (discussion forums led me to believe that this had something to do with being on a 64-bit machine? Or having a new ubuntu installation? I forget).
4c-v) Check that PIL actually does contain the ZLIB functionality. I ran into a problem where selftest.py would report that it had the functionality, yet the installed program would not. To check this, navigate [in terminal] to build/[temp.linuxsomething - exact name depends on your installation]. Then run:

Code: Select all

python
>>> import _imaging
>>> dir(_imaging)
and verify that zip_encoder, zip_decoder, and zlib_version appear in the list which is returned. If they do not, try editing the ROOT variable in setup.py (step 4c-iv), run [in the Imaging-1.1.7 directory in terminal]
python setup.py clean
then repeat from step 4c-i

4c-vi) Install PIL:

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python setup.py install
5) Download grfcodec and nforenum from http://www.openttd.org/en/download-grfcodec (single archive contains BOTH programs). Check that you don't have an old version of grfcodec installed (running which grfcodec should return nothing). If so, remove it (sudo apt-get remove grfcodec).
6) Download pngcodec from http://www.openttd.org/en/download-pngcodec
7) Download the actual 32bpp graphics from the nightly repositories at http://jupix.info/openttd/gfxdev-nightlies/files/ .
8 ) Extract the graphics
9) Download Rubidium's script and empty.pcx. empty.pcx is posted in Rubidium's post on the second page of this thread, about 1/3 of the way down. The script, create.txt, is also posted there, but an updated version is available at http://rbijker.net/openttd/create.txt
10) Place create.txt, empty.pcx, and the extracted contents of the grfcodec and pngcodec archives all inside the [extracted graphics folder]/Sprites/ogfx1_base folder. This will be your working directory
11) Mark create.txt as an executable file (right-click, Properties)
12) Double-click create.txt to run it. If all goes well, it will run for a few seconds without displaying any errors. If it doesn't work, you may need to edit in text editor and change references to "pngcodec" to "./pngcodec" [if it complains about pngcodec being unrecognized], install PIL [if it complains about "Image" not being recognized], or check that PIL includes ZLIB [if it complains about "ZIP encoder"].
13) When you have the .nfo, you're almost done! Navigate to the Sprites/ogfx1_base folder in terminal and run:

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./nforenum grf_32bpp.nfo
./grfcodec -f -e -g2 grf_32bpp.nfo .
Note the extra dot at the end! If you use the most recent set of base graphics, this should work fine. If you try to incorporate more .png files [discussed later], grcodec may terminate for two reasons:
13i) to tell you that a .png is true colour or is not a 256-colour image. In this case, you need to use your favourite image editor to apply an index with 256 colours (e.g. the default OpenTTD DOS palette, available at http://dev.openttdcoop.org/documents/1). It is probably worth writing a GIMP script to batch index files.
13ii) to tell you that a .png and it's corresponding mask .png have different sizes. In this case, use your favourite image editor to resize the mask file, and paint over any added area to the regular "background" colour. I recommend opening the .png and copy-pasting the modified mask on top of it to check the two still line up.
14) Again, if all goes well you'll now have a file called 32bpp.grf. Copy that file to your openttd/data/ folder and then activate it in-game; you'll have 32bpp graphics again!

Using even more graphics:
If you haven't used 32bpp graphics before, this option is irrelevant to you. Since I played OpenTTD before .png loading was disabled, I'd already begun collecting 32bpp graphics which were not part of the nightly packs, including some which belonged in my OpenTTD/data/sprites/ogfx1_base file. Instead of using this script to process the .png's from the nightly pack, I processed a copy of my existing OpenTTD/data/sprites/ogfx1_base folder, which allowed me to incorporate the extra graphics which hadn't been released in the nightly packs. The drawback of this was that a lot of these graphics led to the problems listed in step 13i) and 13ii) - it ended up taking much longer.

32bpp_extra: Once you've got the base set, you can also add some more 32bpp graphics, specifically those which used to be released in the 32bpp_extra pack. The steps for this are:

1) Download 32bpp_extra.nfo and 32bpp_extra_nightly-r40.zip from http://bundles.openttdcoop.org/32bpp-ex ... es/LATEST/
2) Extract the .tar from the .zip
3) Extract the contents of the .tar's subfolder sprites/32bpp_extra to a working directory of your choice
4) Copy 32bpp_extra.nfo (downloaded in step 1) to the working directory
5) Download the zip file from http://hg.openttdcoop.org/32bpp-extra/file/987e89efd6eb (click on the "zip" link at the top right). Extract the subfolder /grfdef/pcx . Copy all the .pcx files in this directory and in the subfolder /trains to the working directory (those originally in the trains subfolder should go directly in the working directory, NOT in a subfolder called trains)
6) Copy all the extra files from your 32bpp base compilation (grfcodec, nforenum - basically everything that isn't a .png) into your working directory
7) Download the 32b_extra_2_info32_sh.txt script from this thread (1st post of 4th page, post by GeekToo). Mark this as executable (Right-click, properties) and place it in your working directory.
8 ) Run the .txt file downloaded in step 7. If all goes well, it will produce a file called 32bpp_e.nfo
9) Run ./nforenum 32bpp_e.nfo from terminal in the working directory
10) Run ./grfcodec -e -f -g2 32bpp_e.nfo . [note the extra dot at the end!]
11) If all goes well, you'll now have a .grf named 32bpp_e.grf!
Last edited by knuckles88 on 25 Jun 2012 17:52, edited 1 time in total.
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Re: .png sprite loading removed from OpenTTD

Post by FooBar »

Thank you for taking the time to write down all the steps necessary. Maybe you can find a place on the OpenTTD wiki for it?

Also, instead of step 4 I'd sudo apt-get install python-imaging
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Re: .png sprite loading removed from OpenTTD

Post by knuckles88 »

I think I tried step 4 your way originally, but it led to errors about not having a ZIP encoder. I suppose it's because I hadn't installed ZLIB first, or something. I will leave my original post as-is, in case anyone experiences similar problems, but if I upload this to the wiki I will change step 4.

On the subject of the wiki, I agree that this is probably worth posting there. On a related note, I think that the wiki could do with some major reorganizing in the 32bpp department. Currently, I see the following pages:

1) http://wiki.openttd.org/32bit_Graphics_Development
2) http://wiki.openttd.org/32bpp_Extra_Zoom_Levels
3) http://wiki.openttd.org/32bpp_Extra_Zoom_Levels_Files
4) http://wiki.openttd.org/32bit_automated_nightly_bundle
5) http://wiki.openttd.org/Playing_with_32bpp_graphics

Page 1 is still relevant
Page 2 talks about how to compile a version of OpenTTD with extra zoom levels. I think this is part of the trunk now, so this information is less relevant
Page 3 is a list / preview of many .tar's which are available - useful for building on, but not for actually installing in-game any more
Page 4 describes the automated nightly bundle, which I assume is kind of defunct
Page 5 describes enabling 32bpp graphics (without extra zoom). Again, this is trunk now, no?

I propose that pages 2,4, and 5 be combined into one page labelled "History of 32bpp graphics in OpenTTD," with sections containing the old information in case anyone wants to do things with an old build or something, page 3 be re-titled "Archive of 32bpp Extra Zoom Files used before OpenTTD Version 1.2.0" or something to indicate that it's no longer particularly relevant, and that a new page with the current information (basically, my instructions list) be created. Who would have the power to do this?
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Re: .png sprite loading removed from OpenTTD

Post by FooBar »

knuckles88 wrote:On a related note, I think that the wiki could do with some major reorganizing in the 32bpp department.
I agree. A week ago or so I marked a number of pages as outdated, just to give users a heads-up that the method of loading 32 bit sprites has changed.

I think a clear distinction should be made between a development section and a player information section. The development section can remain outdated for now, as there simply isn't much development right now. I mean, it doesn't have priority to be updated. Information for players I do consider important, to properly inform them that 32 bit graphics are now in newgrfs, that there arn't many newgrfs with 32 bit graphics and that one can take the old tar packages and convert them to newgrf format for personal use (as per your instructions). This player information IMO should get a place in the main manual section of the wiki, not the 32 bit graphics development section.

If that is something you would like to do, then please go ahead and do so!
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Re: .png sprite loading removed from OpenTTD

Post by Jupix »

knuckles88 wrote: Who would have the power to do this?
Well, it's a wiki, so anyone would. Thus, be bold and do it.

Though.. this might be a case of "makes sense to talk things through first"... Because IMO it makes no sense to shuffle content from page to page like you suggest.

There are outdated articles and the best thing to do is slap a noticebox on them and leave them be.

The high-traffic introductory pages (#1 and #5) should be updated, the rest unlinked from everywhere except a possible "history" page. For the record, I like the idea of a history page and have suggested making one.

Arguably making NewGRFs out of tars is not something we should tutor players to do. You made a brilliant guide and it deserves a place on the wiki, but players should not be the target audience. Players should just get grf's from somewhere.

For devs and such, your guide is awesome, and it actually shares a lot with http://wiki.openttd.org/Developing_32bpp_NewGRFs . That is an article I made in Feb specifically for this process. I propose you put the guide there, in the howto section.
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Wiki Organization (32bpp Section)

Post by knuckles88 »

This thread is inspired by a discussion started in the ".png sprite loading removed from OpenTTD" thread (http://www.tt-forums.net/viewtopic.php? ... 6&start=60).

Currently there are at least 5 pages on the wiki related to 32bpp graphics:

1) http://wiki.openttd.org/32bit_Graphics_Development
2) http://wiki.openttd.org/32bpp_Extra_Zoom_Levels
3) http://wiki.openttd.org/32bpp_Extra_Zoom_Levels_Files
4) http://wiki.openttd.org/32bit_automated_nightly_bundle
5) http://wiki.openttd.org/Playing_with_32bpp_graphics

The issues I think need addressing are:

(a) Many of these pages contain outdated information (although there are disclaimers at the top pointing out that they apply to versions before 1.2)
(b) None of them contain much information about the current status of 32bpp graphics for OpenTTD
(c) The current organization scheme can be confusing. There is heavy overlap in the content of pages 2, 4, and 5, and this caused some frustration for me when I was new to OpenTTD...
-it made the subject seem more complicated (i.e., intense enough to fill 3 pages), and thus more intimidating
-after reading 3 articles containing similar information and being unable to figure out the differences between them, I was left wondering whether there was some important distinction between the subject of the 3 articles that I hadn't grasped - i.e., I was left questioning whether I actually understood what I'd read

There have been a few proposals to address these issues, and they've shown that people have slightly different ideas of how the wiki should look. In the interests of getting some sort of consensus, I'd like to know:

-What does everyone should be done with the outdated information? Options: delete it entirely, add a disclaimer that it's out-of-date, combine it all into a "Historical Information on 32bpp Graphics in OpenTTD" page...

-Should there be separate pages for information aimed at developers and information aimed at players, as FooBar has suggested? I've written a guide on how to compile the old nightly bundles into 1.2-compatible grf's - what is the best place to put this?

-Is issue (c) of concern to anyone other than me? If yes, is it more important to delete old articles (in the interests of adopting an improved organization scheme), or to leave them up (to maintain some sort of constancy)?
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Re: .png sprite loading removed from OpenTTD

Post by knuckles88 »

Jupix wrote:Though.. this might be a case of "makes sense to talk things through first"...
I've created a new thread for discussing the wiki: http://www.tt-forums.net/viewtopic.php?f=36&t=61311
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Re: Wiki Organization (32bpp Section)

Post by GeekToo »

You're absolutely right that the wiki needs updating.

In my opinion, the main page should link to a graphics section (instead of graphics development).
The graphics section would contain:

1. User/player section. They want to know two things: how to install the extra zoom and 32bpp features, and how to get full featured content for it.
1.1 Installation: very clear explanation of the current state of affairs, i.e. zoom and 32bpp is all present in trunk, page #5 could be integrated into this, there is no need anymore to make a distinguishment how to play with 32bpp or extra zoom. No installation needed but the game itself.
1.2 Content: emphasize all tar content is not usable anymore, newgrf are needed. As long as not enough content is present in ogfx and/or bananas, provide a list of downloadable newgrfs, with a short explanation how to activate.

2. Graphics development section
2.1 Graphics standards (already present in some form, may need work/updating)
2.1 How to encode, and/or convert from tar to newgrf. Your guide would be present in this section

3. History of graphics development (how did we get where we are now?)
3.1 Historical overview of graphic development in OTTD, first an extra zoom branch by official developers that was stopped, then the community extra zoom patch, and also introduction of 32bpp not zoomed in in trunk and tar format. Then the introduction of extra zoom in trunk and dumping of tar format. The section would have references to the following sections
3.2 List of old tars not zoomed
3.3 List of old tars zoomed in
3.4 Info about the EZ-zoom patch
3.5 Info about the Jupix repo and nightly builds.
The pages you numbered as pages 2, 3 and 4 would all go into this 3rd section, all individual pages marked as outdated.

I would not like to lose the historical info, and completely delete that (I use some link pretty frequently, it beats browsing and searching the forums, looking for a particular tar), but it would have to be very much out of the view of the regular player/user, that would only cause confusion.

Prio: most important is the user info, all templates referring to the tar list should be updated, and a clear description of what a user of the nighly of yesterday would need.
2nd: the dev section
3rd: history.
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Re: .png sprite loading removed from OpenTTD

Post by Jupix »

knuckles88 wrote:
Jupix wrote:Though.. this might be a case of "makes sense to talk things through first"...
I've created a new thread for discussing the wiki: http://www.tt-forums.net/viewtopic.php?f=36&t=61311
Gaah, I could've just split the convo to a new topic, had you asked. Props for taking this up anyway.

My opinion on this is above.

I approve of the player-section idea (after all it's basically only a reimagining of the "playing with 32bpp graphics" article). If you want to write something on history, fine, glad I'm not the one writing... I'm one of the more experienced ones here and even I'm a bit fuzzy on the timeline.

Like GT said priority #1 is to get the player documentation up to date, the rest we can dance around later, as its readership consists mostly of those who can be bothered to also read the stickies here...
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Re: Wiki Organization (32bpp Section)

Post by planetmaker »

IMHO all the "player documentation" it needs just this. All else might cause just more confusion as 32bpp NewGRFs are not really special (anymore).

But it needs knowledge which NewGRFs actually DO supply 32bpp. "Supplies 32bpp" is something which authors can tackled by using the tag "32bpp" which I herewith officially suggest to be used for NewGRFs which (also) supply 32bpp sprites. Players can henceforth search the NewGRF list for this tag. These NewGRFs can define that they prefer the 32bpp blitter and usually OpenTTD will obey.
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Re: Wiki Organization (32bpp Section)

Post by knuckles88 »

OK... I'm proposing a new structure below. I believe it's approximately consistent with what everyone has suggested so far, but feedback is defintely welcome. My proposed re-organization does not call for any to be deleted, but it does rely heavily on re-titling existing pages. I recognize that there may be some issues with re-titling, but I think it could go a long way toward making the wiki clearer. The biggest problem that I see currently is that the wiki has no real table of contents to show how everything links together. This makes makes it harder to find a page related to what you're looking for and - after finding such a page - harder to know if you've covered all pages with relevant information. Even if a title page did exist, however, things would be far from clear - many of the titles are quite similar. For example, four current articles are:

32bpp Extra Zoom Levels
32bpp Extra Zoom Levels Files

32bit Graphics Development
32bit Graphics Development Documentation

...without going to these pages, it's hard to know from the titles how the articles in each pair are distinguished from each other. While I think that creating a table of contents page like the one I suggest below would enhance the structure, I think it would be much less helpful if we constrained ourselves to keeping existing article titles.

Without further ado, the restructuring I propose is below, in the format "page title [newline]> notes"

32bpp Graphics Development Main Page
> re-named version of http://wiki.openttd.org/32bit_Graphics_Development
> Enhanced to include the table of contents below, and basically serves as the gateway to the rest of the 32bpp wiki

PLAYER RESOURCES section of table of contents

Link to NewGRF main page, specifically a new section about 32bpp graphics (http://wiki.openttd.org/Newgrf)

DEVELOPMENT RESOURCES section of table of contents

Tutorials subsection

Converting Existing .tar's to 32bpp GRFs for Personal Use
> New page. I propose this because all the installing python and PIL and scripting and whatnot required for this is fairly unrelated to the process of developing new NewGRF's

Creating 32bpp Sprites (Modelling and Rendering Tutorial)
> Re-named version of http://wiki.openttd.org/How_to_Create_3 ... Extra_Zoom

Creating 32bpp NewGRFs (Coding Tutorial)
> Re-named version of http://wiki.openttd.org/Developing_32bpp_NewGRFs

Documentation subsection

32bpp Graphics Documentation: Standards and Suggestions for Artists
> Re-named version of http://wiki.openttd.org/32bit_Graphics_ ... umentation

Props available to Modellers
> Re-named version of http://wiki.openttd.org/Props_%28New_Graphics%29

List 32bpp Projects Abandoned before Completion
> Re-named http://wiki.openttd.org/32bpp_abandoned_buildings

Artist Declarations - Documentation regarding which artists' work is released under which Licenses
> Re-named http://wiki.openttd.org/32bit_Graphics_Licensing

HISTORY section of toc

[Archive:] Installing 32bpp Graphics (Pre-v1.2)
> Re-named version of http://wiki.openttd.org/Playing_with_32bpp_graphics
[Archive:] The 32bpp Extra Zoom Project
> http://wiki.openttd.org/32bpp_Extra_Zoom_Levels

Graphics Collections subsection

[Archive:] Collection of 32bpp Extra Zoom .tar's
> http://wiki.openttd.org/32bpp_Extra_Zoom_Levels_Files

[Archive:] The 32bpp Automated Nightly Bundle - Documentation
> http://wiki.openttd.org/32bit_automated_nightly_bundle

[Archive:] The 32bpp Graphics Development File Repository - Overview
> Re-named http://wiki.openttd.org/32bit_Graphics_ ... Repository

[Archive:] The 32bpp Graphics Development File Respository - User Guide
> Re-named http://wiki.openttd.org/32bit_Graphics_ ... ser_Manual

Progress Trackers subsection

[Archive:] 32bpp Normal Zoom Development Tracker
> Re-named http://wiki.openttd.org/32bpp_graphics_ ... nt_tracker
[Archive:] 32bpp Extra Zoom Development Tracker
> Re-named http://wiki.openttd.org/32bpp_graphics_ ... ra_zoom%29

Additionally:

-There is a wiki page on Blender (http://wiki.openttd.org/Blender). I seriously think that this page should be deleted, or at least changed to a simple link to an existing blender wiki. Keeping this page up-to-date would be impractical.
-I don't know enough about http://wiki.openttd.org/Ground_sprites_ ... raphics%29 , http://wiki.openttd.org/Ground_Sprites_ ... raphics%29 , http://wiki.openttd.org/Rendered_Angles ... raphics%29 , or http://wiki.openttd.org/Tile_Test_Tool to understand how they should fit in the with the rest of these pages
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Re: Wiki Organization (32bpp Section)

Post by GeekToo »

Ohw, big chunk to chew. I will get back in more detail later. First remark: the playing with 32bpp graphics does not have a lot of historical value, but should be put in the user/player section. With a section for each game version what the user should have: from 0.6 < 1.2 use tars, from 1.2 and later use newgrf. From 0.6 < 1.2 use patch for extra zoom, from 1.2 ez is in trunk.
Forum readers do read about 32bpp, about extra zoom, about tars and newgrfs, and get confused. It should be very clearly explained in the user/player section.

Second remark: as long as the 32bpp graphics are not complete, the trackers are not historical, although they may have to updated to show what is already available in newgrf/trunk format. We will have to answer the question what exactly they track: the ogfx status for 32bpp, the general availability of 32bpp for a certain sprite in some newgrf, or availability in a not yet existing other base set
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Re: Wiki Organization (32bpp Section)

Post by G19star »

So when i'm right this are the steps to start converting the sprites into a .grf file?

I'm pretty new to this but if the converting progress is pretty easy i'm willing to help to get them ready for the new 1.2.0 > versions of OpenTTD.
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Re: Wiki Organization (32bpp Section)

Post by G19star »

Installing PIL on Ubuntu 12.04, should also work for Ubuntu 11.x

Install the build dependencies:

Code: Select all

sudo apt-get build-dep python-imaging
Symlink the libraries:

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sudo ln -s /usr/lib/`uname -i`-linux-gnu/libfreetype.so /usr/lib/
sudo ln -s /usr/lib/`uname -i`-linux-gnu/libjpeg.so /usr/lib/
sudo ln -s /usr/lib/`uname -i`-linux-gnu/libz.so /usr/lib/
Install PIL

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sudo apt-get install python-pip
sudo pip install PIL
If pip install PIL fails use:

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sudo pip install PIL --upgrade
You should see something like this after it builds:

--------------------------------------------------------------------
PIL 1.1.7 SETUP SUMMARY
--------------------------------------------------------------------
version 1.1.7
platform linux2 2.7.3 (default, Apr 10 2012, 22:21:37)
[GCC 4.6.3]
--------------------------------------------------------------------
--- TKINTER support available
--- JPEG support available
--- ZLIB (PNG/ZIP) support available
--- FREETYPE2 support available
*** LITTLECMS support not available
--------------------------------------------------------------------

To check the build, run the selftest.py script.

And i have the 32B pack now also in my OpenTTD, atleast we found already a way to recompile them:) thanks for the nice scripts! well if i can help with anything let me know:)
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Re: Wiki Organization (32bpp Section)

Post by Jupix »

knuckles88 wrote:The biggest problem that I see currently is that the wiki has no real table of contents to show how everything links together. This makes makes it harder to find a page related to what you're looking for and - after finding such a page - harder to know if you've covered all pages with relevant information.
Yep, a legacy problem. You should've seen the wiki before we had any of the landing pages.

The short and sweet table of contents / "main landing page" for 32bits is supposed to be http://wiki.openttd.org/Graphics_Development in our section.
Even if a title page did exist, however, things would be far from clear - many of the titles are quite similar. For example, four current articles are:
I don't really agree as far as those four.

They have a project name as a title, and on a resource page, the type of resource attached in the title.
32bpp Extra Zoom Levels
32bpp Extra Zoom Levels Files
The only problem with those is that the project is concluded. All that needs doing on those pages is archiving them.
32bpp Graphics Development Main Page
> re-named version of http://wiki.openttd.org/32bit_Graphics_Development
Don't do that. It's already the project main page by having the project's name on it and nothing else. "Main page" is redundant. It's bad syntax.

Also, the project name is "32bit graphics development", not "32bpp graphics development". Not that it's the end of the world, but mixing the two technical names is just bad UX from a noob perspective.

I'm a bit mixed on your idea of having both player and dev content listed there. We currently have that and it's a UX problem. The main project page should be a player resource above all. The documentation page should be a dev resource.
Enhanced to include the table of contents below, and basically serves as the gateway to the rest of the 32bpp wiki

( ... )
Sounds mostly good. I'd comment the following:
Converting Existing .tar's to 32bpp GRFs for Personal Use
rm the "for personal use" part. You can just note that it's up to the licensing situation whether the resulting grf is distributable or not. For some packages the process you're about to document is a legitimate one even when the package ends up in public circulation.
Creating 32bpp NewGRFs (Coding Tutorial)
> Re-named version of http://wiki.openttd.org/Developing_32bpp_NewGRFs
Don't do that, you need a daddy page for all the subprocesses you're about to divide the development process to. If you insist on having the coding separate from sprite creation and the main 32bit GRF development page, make it a new page.
32bpp Graphics Documentation: Standards and Suggestions for Artists
> Re-named version of http://wiki.openttd.org/32bit_Graphics_ ... umentation
Bad rename, it's massively long and the part after the colon adds little value to the title. If anything it detracts from the article as it rules out any content that's not under that umbrella. If you want the standards and suggestions as a standalone page, I'd suggest splitting it off to a standalone article of that name.

By the way, the page you're talking about is the perfect daddy page for the articles on:
- developing 32bit gfx for NewGRFs
- coding the graphics
- converting and making from scratch those NewGRFs
- all the resource lists etc.

Makes no sense to me to rename it to be a mere subpage.
Artist Declarations - Documentation regarding which artists' work is released under which Licenses
> Re-named http://wiki.openttd.org/32bit_Graphics_Licensing
You have a bad case of wordy titles, don't ya. :lol:

The problem with that page is not an unclear title, it's the fact that it's not been developed to its full potential. That page is supposed to give an overview of the whole issue of our project content's and the end product's licensing. Artist declarations are supposed to be just one part of that page.

The content that should be there closely resembles paragraph 6.3 in the project spec. Whether or not the project spec is as wordy or informative as we need on the wiki, I don't know.
[Archive:] The 32bpp Automated Nightly Bundle - Documentation
> http://wiki.openttd.org/32bit_automated_nightly_bundle

[Archive:] The 32bpp Graphics Development File Repository - Overview
> Re-named http://wiki.openttd.org/32bit_Graphics_ ... Repository
Worthless renames.
"The" is bad UX in any wiki.
As is commenting on a title, in the title itself.

Archive category tag and notifybox ought to be enough.
[Archive:] The 32bpp Graphics Development File Respository - User Guide
> Re-named http://wiki.openttd.org/32bit_Graphics_ ... ser_Manual
Renaming "user manual" to "user guide" seems like renaming for the sake of renaming to me, but whatever floats your boat.
-There is a wiki page on Blender (http://wiki.openttd.org/Blender). I seriously think that this page should be deleted, or at least changed to a simple link to an existing blender wiki. Keeping this page up-to-date would be impractical.
True.
They should just be archived.
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GeekToo
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Re: Wiki Organization (32bpp Section)

Post by GeekToo »

I made a first split into player and dev section. I make changes at slow rate, so discussion can keep up:
http://wiki.openttd.org/Graphics_Development
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FooBar
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Re: Wiki Organization (32bpp Section)

Post by FooBar »

I've added some lines to the NewGRF page, created a List of 32bpp NewGRFs and created a 32 bit graphics FAQ. This IMO should satisfy the basic needs of players who are lost at what to do.
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Re: Uptodate Documentation

Post by Jupix »

Attaboy, FooBar.

Crossposted to the "new player intro" thread.
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Re: Uptodate Documentation

Post by FooBar »

Jupix wrote:Crossposted to the "new player intro" thread.
Thanks! :D

(and a bit of text to not break the forum rules)
darkstar7
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Re: Uptodate Documentation

Post by darkstar7 »

Hello, i tried to make a pack of some 32bpp grafics using this guide, i manage to make some grf's but one time i got "png is true colour or is not a 256-colour image"
my question is if there is any script i can use to make all the sprites to convert them to dos pallete, if there is a little explanation how to work with it, im new to linux and gimp

Also i found this: http://docs.gimp.org/en/gimp-tutorial-q ... -mode.html
is this helpfull to do it 1 by 1?
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