zBase (32bpp base set by Zephyris)

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Zephyris
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Re: zBase (32bpp base set by Zephyris) - Coder needed!

Post by Zephyris »

It would be great if I could get some help with trees... The trees really do need to rendered from blender so they can be included in other sprites like town buildings. Has anyone had any luck with any free tree generating scripts or programs? Or maybe how Varivar made his trees?
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Re: zBase (32bpp base set by Zephyris) - Coder needed!

Post by planetmaker »

Zephyris wrote:It would be great if I could get some help with trees... The trees really do need to rendered from blender so they can be included in other sprites like town buildings. Has anyone had any luck with any free tree generating scripts or programs? Or maybe how Varivar made his trees?
I found a tutorial on making trees with blender which looks good to me: http://www.blenderguru.com/videos/how-t ... ning-trees
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Re: zBase (32bpp base set by Zephyris) - Coder needed!

Post by Zephyris »

Looks very good, but also looks like too much effort.

I had a go with volumetric textures, what do you think of this? These would be far faster to make and render...
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Re: zBase (32bpp base set by Zephyris) - Coder needed!

Post by planetmaker »

Looks quite good, though a bit blurry.

I was told that one could also have a look at "ufoai.org->forums->artwork->model replacement, there was a big discussion about trees"

http://ufoai.org/forum/index.php/topic, ... l#msg54814
http://ufoai.org/forum/index.php/topic, ... l#msg49538
http://ufoai.org/forum/index.php/topic, ... l#msg46240
http://ufoai.org/forum/index.php/topic, ... ml#msg7666

I haven't checked each model's license, but I'm confident that they try to use CC-BY-XX or GPL as well.

And that reminds me... I'll dig around there more. I definitely wanted it for at least the last two years: using the ufo models from ufo:AI within OpenTTD as to mimic a similar reference to our free sister project as in the original TTD to its commercial counterpart :-)
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Re: zBase (32bpp base set by Zephyris) - Coder needed!

Post by Zephyris »

I can sharpen it up a bit :)

Though through your suggestions I found this guy:
http://opengameart.org/users/yughues
Some pretty awesome resources!
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Re: zBase (32bpp base set by Zephyris) - Coder needed!

Post by Digitalfox »

I know that this is just beginning and all..

But I just downloaded a nightly build of zbase and tested it, and while yes it's really just a few buildings and the terrain yet modified, it looks so awesome, the detail it's so much better :bow: :bow: :bow: :bow:

Zephyris you're a legend man :mrgreen:
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Re: zBase (32bpp base set by Zephyris) - Coder needed!

Post by Hyronymus »

That is a lovely tree, Zephyris. Does it shed over time?
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Re: zBase (32bpp base set by Zephyris) - Coder needed!

Post by Zephyris »

Zephyris you're a legend man
Thanks :D
That is a lovely tree, Zephyris. Does it shed over time?
This is what the tree does at the moment... Some tweaking needed but a pretty good, low effort, and decentish quality.
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Re: zBase (32bpp base set by Zephyris) - Coder needed!

Post by Yexo »

Wonderful effort, I think this is exactly what was required :D

You have my full support with coding. In the next few days I'll be looking at the work already done by several people and see how I can help.
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Re: zBase (32bpp base set by Zephyris) - Coder needed!

Post by FLHerne »

Fast progress! :bow:
Second tree from the right looks rather odd though - bits of it seem to be hovering :roll:
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Zephyris
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Re: zBase (32bpp base set by Zephyris) - Coder needed!

Post by Zephyris »

FLHerne wrote:Second tree from the right looks rather odd though - bits of it seem to be hovering :roll:
Yeah it needs a bit of work, probably some twig textures. I will worry about that later though.
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Re: zBase (32bpp base set by Zephyris) - Coder needed!

Post by Zephyris »

Yexo wrote: You have my full support with coding. In the next few days I'll be looking at the work already done by several people and see how I can help.
I missed this before, thank you very much!

On the subject of coding I know several people are working on it but it would be good to have a link to test builds at the dev zone if there are any...
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Re: zBase (32bpp base set by Zephyris) - Coder needed!

Post by planetmaker »

The CF now builds zbase for short time already ;-)
http://bundles.openttdcoop.org/zbuild/push/LATEST/
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Re: zBase (32bpp base set by Zephyris) - Coder needed!

Post by Zephyris »

Cool, I knew builds were being pushed to somewhere :)
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Re: zBase (32bpp base set by Zephyris) - Coder needed!

Post by planetmaker »

Btw, the main repository is http://dev.openttdcoop.org/projects/zbuild which includes zbase, opengfx and zbasebuild as sub-repositories in order to allow building zbasebuild without complications (it requirest he relative paths as-is).
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Re: zBase (32bpp base set by Zephyris) - Coder needed!

Post by sweetdude »

planetmaker wrote:Btw, the main repository is http://dev.openttdcoop.org/projects/zbuild which includes zbase, opengfx and zbasebuild as sub-repositories in order to allow building zbasebuild without complications (it requirest he relative paths as-is).
What buildings and other stuff is included in the zbuild? some of the awesome graphics Zephyris created and posted in this topic are in there. Some of them are not (yet?) in there. For example the road stations from page 1 of this toppic. But hey don't let it stop anybody it's no complaint at all! Keep up the good work and kudos to all people making this happen. :wink:

(looking forward to see more sprites being completed and getting this package back on the road again. I have been expecting the worst last couple of months lurking around)
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Re: zBase (32bpp base set by Zephyris) - Coder needed!

Post by planetmaker »

sweetdude wrote: What buildings and other stuff is included in the zbuild?
As it includes Zephyris' zbase repository: everything which Zephyris committed and which was coded since. Currently that's... about nearly single sprite as found in zbase - thanks to Alberth and Rubidium.
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Re: zBase (32bpp base set by Zephyris) - Coder needed!

Post by FooBar »

sweetdude wrote:getting this package back on the road again.
Back? It's never been off the road since it started two weeks ago :D
This shouldn't be mistaken with previous 32 bit graphic replacement attempts, it's a completely new development.
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Re: zBase (32bpp base set by Zephyris) - Coder needed!

Post by CargoLiner »

road stations may take a while to get up and running, they come in a few parts and all have their offsets mapped to the orientations north point (which is a sticking piont if your rotating the collection of objects to get all four views), from what i understand zephyris is using templates to quick throw full frame renders out (standardized offset) to quickly fill out the list, anything outside of this would probably be picked up at a later date
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