Total Graphics Replacement discussion

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

Moderator: Graphics Moderators

User avatar
Born Acorn
Tycoon
Tycoon
Posts: 7596
Joined: 10 Dec 2002 20:36
Skype: bornacorn
Location: Wrexham, Wales
Contact:

Post by Born Acorn »

Excellent work, yet I think it looks a bit tall. It easily dwarfs anything in TTD, and looks a bit strange. I understnad its based on that photo, but its just weird as to how tall it is.
Image
User avatar
Red*Star
Transport Coordinator
Transport Coordinator
Posts: 355
Joined: 12 Nov 2005 19:46
Location: Germany
Contact:

Post by Red*Star »

Probably because in isometric perspercive everything looks a little bit strange. I've looked now for some height values of common platforms - e.g. found a maximum height value (but not above sea level ;) ) of the biggest platform ever built: 472 meters.

Based on the research I think common values _above sea level_ are around 100 meters. If the tallest building in Stralsfurt (on my last posted image) is a 9-storey building (ca. 27m tall), then the old (TTD original) oilrig would be just 50m, and the NEW one between 70 and 80 meters in height - so it's not too huge, more too small.
Attachments
Landing place edited.
Landing place edited.
oilrigv2.9.png (14.7 KiB) Viewed 4573 times
User avatar
gkirilov
Chief Executive
Chief Executive
Posts: 696
Joined: 03 May 2005 09:32
Location: Othala

Post by gkirilov »

The last one goes with the TTRSet :D.
OTTDCoop NewGRF Pack|Different sets of GRFs for TTDPatch (some of them work in OTTD) - 1|- 2|GRF sets for OTTD|OTTD nightly
Image
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
User avatar
Red*Star
Transport Coordinator
Transport Coordinator
Posts: 355
Joined: 12 Nov 2005 19:46
Location: Germany
Contact:

BUILDING STATES

Post by Red*Star »

*uff* ... done.

So if nobody wants to have things added to this version of the oilrig I'll cut it down and continue working on 3D meshes in future. pixel-editing was fun for some time, but as it is with all things: "you should know when you have to stop" ;)


@gkirilov: Thanks :)
Attachments
oilrigv3.png
oilrigv3.png (51.83 KiB) Viewed 4304 times
User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

Re: BUILDING STATES

Post by George »

Red*Star wrote:So if nobody wants to have things added to this version of the oilrig I'll cut it down and continue working on 3D meshes in future. pixel-editing was fun for some time, but as it is with all things: "you should know when you have to stop"
In US set thread there is a good work with old train station that is made from a 3D model. Can you do the same with industries?
Image Image Image Image
User avatar
Red*Star
Transport Coordinator
Transport Coordinator
Posts: 355
Joined: 12 Nov 2005 19:46
Location: Germany
Contact:

Post by Red*Star »

You mean this one, I assume...

http://www.tt-forums.net/viewtopic.php? ... start=5380

I already thought about the possibility to use 3D meshes... that would be cool, yes, but I have to try how to implement an efficient way of doing that.
Alltaken
Tycoon
Tycoon
Posts: 1285
Joined: 03 Dec 2003 06:24
Location: Christchurch, New Zealand
Contact:

Post by Alltaken »

the best option IMO is to do 3d mesh's fr 32bbp GFX then convert them to current pallets.

all things could be done that way so the transition to 32bpp would be less drastic.

we would then have a whole pile of new things that dmh_mac and gorre have already made

Alltaken
User avatar
Red*Star
Transport Coordinator
Transport Coordinator
Posts: 355
Joined: 12 Nov 2005 19:46
Location: Germany
Contact:

Post by Red*Star »

If we do it like that, then we already have

- a coal power plant
- oil wells
- a sawmill (obviously WIP)

if the informations on http://wiki.openttd.org/index.php/Indus ... raphics%29
are up-to-date.

But I see a problem: Some funny details seen on the 32bpp graphics become less-than-pixel-size blurry pixels in the downscaled version... To have an example I just tried it with MeusHs oil wells... they don't longer look sooo great. It's the same problem as it was with my oil rig: potorealistic (or nearly photorealistic) graphic looks blurry and does no longer fit into the TTD world*) because the (O)TTD gfx look more... kittenishly and kinda "cute".


*) I mean the "old", the 16bpp gfx world ;)
User avatar
Red*Star
Transport Coordinator
Transport Coordinator
Posts: 355
Joined: 12 Nov 2005 19:46
Location: Germany
Contact:

Post by Red*Star »

Ok, it *is* possible, if you apply a sharpening filter.

(Sorry, MeusH for using your mesh as a guinea pig :tongue: )

Actually it is to bright to fit in the "old" TTD world, but with some additional filters that can be fixed. The question is: Is there an automatizable way to convert 3D renderings appropriately into 16bpp - without having to manually edit parameters as brightness etc. for each sprite?
Attachments
oilwellhouse.png
oilwellhouse.png (61.92 KiB) Viewed 4179 times
dmh_mac
Transport Coordinator
Transport Coordinator
Posts: 278
Joined: 25 Apr 2005 18:18

Post by dmh_mac »

Here's my sawmill. I tried converting it, but I failed. Feel free to try for yourself.

http://www.tt-forums.net/files/5-lumbermill-b_172.png
User avatar
Red*Star
Transport Coordinator
Transport Coordinator
Posts: 355
Joined: 12 Nov 2005 19:46
Location: Germany
Contact:

Post by Red*Star »

:shock: Whooo... wow, that looks cool!
Alltaken
Tycoon
Tycoon
Posts: 1285
Joined: 03 Dec 2003 06:24
Location: Christchurch, New Zealand
Contact:

Post by Alltaken »

Red*Star wrote: But I see a problem: Some funny details seen on the 32bpp graphics become less-than-pixel-size blurry pixels
you can also render to scale and not use Anti-aliasing. hence no blurriness.

Alltaken
User avatar
Red*Star
Transport Coordinator
Transport Coordinator
Posts: 355
Joined: 12 Nov 2005 19:46
Location: Germany
Contact:

Post by Red*Star »

Maybe Blender does it's job better when rendering without antialiasing - but if I render to scale, then under 3DSMax everything looks like crap without AA.

I will try some different AA filters, maybe there's one that preserves more detail.
Alltaken
Tycoon
Tycoon
Posts: 1285
Joined: 03 Dec 2003 06:24
Location: Christchurch, New Zealand
Contact:

Post by Alltaken »

ok here is the sawmill to the colour pallet and the correct size. i don't see whats wrong with it, it looks good to me :D

possibly isn't correct to some of the magic colours, i think magic colours should be a GFX option per sprite.....

Alltaken
Attachments
sawmill to TTD colour pallete
sawmill to TTD colour pallete
sawmill.png (26.68 KiB) Viewed 4144 times
User avatar
Red*Star
Transport Coordinator
Transport Coordinator
Posts: 355
Joined: 12 Nov 2005 19:46
Location: Germany
Contact:

Post by Red*Star »

In THIS size it looks ok. But not if you scale it down. I mean... it should be of the size as the image I appended is for old TTD, shouldn't it?

And STILL there's the question if it does fit with the old gfx ;)
Attachments
dmh_macs Lumbermill.png
dmh_macs Lumbermill.png (9.9 KiB) Viewed 4135 times
User avatar
Red*Star
Transport Coordinator
Transport Coordinator
Posts: 355
Joined: 12 Nov 2005 19:46
Location: Germany
Contact:

Post by Red*Star »

Maybe we should start a poll "does this fit or not?" ...
Attachments
lumbermillandoilwellhouse.png
lumbermillandoilwellhouse.png (83.47 KiB) Viewed 4128 times
Alltaken
Tycoon
Tycoon
Posts: 1285
Joined: 03 Dec 2003 06:24
Location: Christchurch, New Zealand
Contact:

Post by Alltaken »

oh whoops i zoomed to the wrong size.

and i don't think it matters if it fits old GFX, as long as it fits the new stuff.

a transition period would IMO look ugly, but i think it would be worth it.

Alltaken
User avatar
eis_os
TTDPatch Developer
TTDPatch Developer
Posts: 3603
Joined: 07 Mar 2003 13:10
Location: Germany
Contact:

Post by eis_os »

Hmm, looks nice, let me wonder how much work it would be to allow 64k colors in TTDPatch ...
TTDPatch dev in retirement ... Search a grf, try Grf Crawler 0.9 - now with even faster details view and new features...
Image
User avatar
Red*Star
Transport Coordinator
Transport Coordinator
Posts: 355
Joined: 12 Nov 2005 19:46
Location: Germany
Contact:

Post by Red*Star »

Alltaken wrote:and i don't think it matters if it fits old GFX, as long as it fits the new stuff.

Alltaken
If with "as long as it fits the new stuff" you mean that we reach some "interemediate development state" in which we still have 16bpp gfx, but with a complete replacement of the copyrighted TTD graphics, then I fully agree.

It's just because currently all of the - let's call them "intermediate gfx" - which currently exists have a style similar to that in original TTD.

So IMO it will be hard to get the intermediate gfx replacement stuff conform, if we combine renderings with hand-drawn pixel graphics. I would prefer, if we can avoid such an "ugly state", to use your words.


PS: Yeah! Found an AA algorithm that produces render output which isn't too blurry and don't looks as crappy as the non-AA version is.
Attachments
antialiasingissues.png
antialiasingissues.png (90.3 KiB) Viewed 1114 times
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: No registered users and 25 guests