Well, yes... not all need a 32bpp equivalent (especially the window decorations you mentioned), but it actually shows at the higher zoom levels for the GUI. And it makes a difference for the main toolbar. I could make a more detailed break-down as to which would be really nice-to-have.Zephyris wrote:Wow, that is more sprites than I was expecting. I remember now that I only converted some of the GUI sprites to 32bpp as it ended upgiving a very inconsistent appearence having the GUI elements (windows, text, etc) in old 8bpp style and the icons as 32bpp. I think I would actually err towards removing all the 32bpp GUI elements for now!
If you like, I could remove all GUI elements from zBase for now, though and have it fall back to OpenGFX-style. But even there, the 2x and 4x zoom would be nice to have for the sprites.
Definitely messing with the alignment would be first thing to doZephyris wrote:In terms of the canal sprite alignment that is just a matter of hard work and tweaking to get it all sorted. It should definitely done by altering the alignnments rather than the graphics though, to ensure that any updates to the blend file renders in the future can be easily transferred to in-game.
Prepping OpenGFX and zBase for the OpenTTD 1.5 era is definitely on my list.
He, you moved over to the continent? WelcomeZephyris wrote:I am still waiting for internet access at home in my new place (so much for German efficiency) but once I do I think I will take a look at some updates.
