Zephyris wrote:So, is there interest in 32bpp?

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Zephyris wrote:So, is there interest in 32bpp?
I started having a go at it last night... I think it would be quite possible to make 32bpp graphics in the zbase style; with the render templates in place it is quite quick to do the drawing...andythenorth wrote:Zephyris wrote:So, is there interest in 32bpp?
with zBase being the only 32bpp base graphics grf at the moment, it would be nice if there was zBase style stuff to go with it.Zephyris wrote:I started having a go at it last night... I think it would be quite possible to make 32bpp graphics in the zbase style; with the render templates in place it is quite quick to do the drawing...andythenorth wrote:Zephyris wrote:So, is there interest in 32bpp?
I hope, that FIRS will be still compatible with 8bpp. For me, 32bpp could never exist.Zephyris wrote:So, is there interest in 32bpp?
It will remain 8bpp compatible.TadeuszD wrote:I hope, that FIRS will be still compatible with 8bpp. For me, 32bpp could never exist.
... and I like FIRS, so why notandythenorth wrote:... and I like Zeph's style, so why not
Thanks! I was afraid, that 32bpp will become the "main" sprite set, and 8bpp will be created by simple scaling down 32bpp pictures... It would be awful and "not compatible" with spirit of 8bpp.andythenorth wrote:It goes like this: I like traditional TTD appearance, so I draw FIRS in pixels to suit that...
No, most of the sprites are now done. There are a few industries left to do. These will probably be drawn from scratch as pure pixel art, although I have no objection to pixel-painting renders (that's how some of FISH is done).TadeuszD wrote:Thanks! I was afraid, that 32bpp will become the "main" sprite set, and 8bpp will be created by simple scaling down 32bpp pictures... It would be awful and "not compatible" with spirit of 8bpp.
For zBase it's very simply: don't use it but use OpenGFX instead. For FIRS you can always force the 8bpp blitter in which case OpenTTD will fall back to 8bpp graphics. If the amount of resources is a problem you might want to limit the number of zoom-in levels too. That's already possible via an OpenTTD setting.NekoMaster wrote:Also, I was thinking that 32bpp firs would be an addon or a parameter for zBase or FIRS, since not everyone wants to play with 32bpp.
It somewhat can by declaring an 8bpp blitter in the A14. As long as OTTD can automatically choose the blitter it will only use the 32bpp graphics if zBase is used. Fails somewhat for OS X as we sometimes force a 32bpp blitter there.Yexo wrote:The only way FIRS can do anything about it is by providing two grf files, one with and one without 32bpp sprites.
I see no problem with building two grfs from the same codebase. But some work yesYexo wrote:The only way FIRS can do anything about it is by providing two grf files, one with and one without 32bpp sprites.
There would be no need to build twice, simply run the complete grf through the grfstrip utility to strip all 32bpp sprites. This has no effect on savegame compatibility. There has been talk of even integrating this in bananas so every grf can be offered in two variants: one with and one without 32bpp sprites.andythenorth wrote:I see no problem with building two grfs from the same codebase. But some work yesYexo wrote:The only way FIRS can do anything about it is by providing two grf files, one with and one without 32bpp sprites.
Even better.Yexo wrote:There would be no need to build twice, simply run the complete grf through the grfstrip utility to strip all 32bpp sprites
A little bit of course, since nml has more work to do. However it should be very little extra time once the spritecache kicks in.So does 32bpp compile take longer?
You've got developer permissions hereZephyris wrote:It might be easiest if I can get access to the repo, then I can directly upload the full set of blend sources in the correct directory structure for the texture linkage between files to work....
Juhuandythenorth wrote:You've got developer permissions hereZephyris wrote:It might be easiest if I can get access to the repo, then I can directly upload the full set of blend sources in the correct directory structure for the texture linkage between files to work....http://dev.openttdcoop.org/projects/firs/repository
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