The land not, because other ground colours are used. Buildings - should be more sharp, but in general - not bad.Red*Star wrote:Maybe we should start a poll "does this fit or not?" ...
Total Graphics Replacement discussion
Moderator: Graphics Moderators
well the ground sprites i have created could be converted to 8bpp. but yeah DMH mac's ground has never really conformed to any ground colour guidelines. so would IMO need to be altered a bit.
yse i think intermediate graphics should "ALL" be rendered from blender.... i.e. 32bpp put into a 8bpp colour pallete.
this would be an advantage because we could start bringing some of the new things in, when the change over to 32bpp happens, there will be no problems from the community, or artists...
Alltaken
yse i think intermediate graphics should "ALL" be rendered from blender.... i.e. 32bpp put into a 8bpp colour pallete.
this would be an advantage because we could start bringing some of the new things in, when the change over to 32bpp happens, there will be no problems from the community, or artists...
Alltaken
My idea was to find a way to create render gfx that would fit with the original TTD style - something like the train station from USSet George told us, so that we can still use the hand-drawn graphics shown in the iTGR ( intermediate graphics replacement ) wikipage.Red*Star wrote:I would prefer, if we can avoid such an "ugly state", to use your words.
So everybody, either by creating renderings or by drawing gfx by hand could contribute to the iTGR.
This contrariwise would turn the intermediate gfx version of OpenTTD to a totally different style.Alltaken wrote:yse i think intermediate graphics should "ALL" be rendered from blender.... i.e. 32bpp put into a 8bpp colour pallete.
this would be an advantage because we could start bringing some of the new things in, when the change over to 32bpp happens, there will be no problems from the community, or artists...
Nothing against it - the new 32bpp TGR graphics look overwhelming -, but I would be happy to see the iTGR still in "old style". (Maybe that's because I am a TTD fan from the first hour

Still I think it would be possible to create more like original TTD looking gfx out of the renderings. It would be some work, but maybe not more than completely drawing them by hand. Example:
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- Color variations
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- Sharpening variations
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- LordOfThePigs
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i think that we need to start from the ground up and i think it will flow
if someone wants to replace ALL their ground sprites (and trees) with new ones already made. (they are very similar in colouring) then we add industries (from 32bpp) to them, and edit them to fit in as we need, i don't think there will be an issue.
i do see an issue if we edit the idustries to fit in with the current ground/scenery. then are stuck later with weird looking stuff.
one main difference is naturally the lighting.
i would be happy to work with someone to do the ground sprite replacements.
Alltaken
if someone wants to replace ALL their ground sprites (and trees) with new ones already made. (they are very similar in colouring) then we add industries (from 32bpp) to them, and edit them to fit in as we need, i don't think there will be an issue.
i do see an issue if we edit the idustries to fit in with the current ground/scenery. then are stuck later with weird looking stuff.
one main difference is naturally the lighting.
i would be happy to work with someone to do the ground sprite replacements.
Alltaken
You mean top-secret, I guess? 
To which picture do you refer your question, MeusH?
Alltaken: What are the odds - currently I'm tampering around with new ground sprites too, until yet just for me, for fun. Unfortunately I don't get anything to look cool...
...you saw the first version of the sprites already in the last try-to-make-lumbermill-look-more-TTD-like picture.
What kind of ground sprites did you think about: New colors, more realistic? I fear with 256 fixed colors there is not very much flexibility with creating new ground tile sprites...

To which picture do you refer your question, MeusH?
Alltaken: What are the odds - currently I'm tampering around with new ground sprites too, until yet just for me, for fun. Unfortunately I don't get anything to look cool...

What kind of ground sprites did you think about: New colors, more realistic? I fear with 256 fixed colors there is not very much flexibility with creating new ground tile sprites...
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on the remaining square block, i think it should be ideal that a cargo vehicle stop should be placed there automatically, and for any company using it should pay some sort of rent.
So then when your cities and everything expand, it looks like it fits in well. it just means that a better looking network can be built for the roads.

So then when your cities and everything expand, it looks like it fits in well. it just means that a better looking network can be built for the roads.

http://wiki.openttd.org/index.php/Groun ... raphics%29
yeah i have made all the sprites already... (just need to render them all)
ignore the water.
since they were all done to TTD pallets although they are 32bpp they will convert back to 8bpp without much problems.
so yeah, there is no need to redo the ground sprites unless adding new types, at which time its a 30 minute material edit in blender then a render.
Alltaken
yeah i have made all the sprites already... (just need to render them all)
ignore the water.
since they were all done to TTD pallets although they are 32bpp they will convert back to 8bpp without much problems.
so yeah, there is no need to redo the ground sprites unless adding new types, at which time its a 30 minute material edit in blender then a render.
Alltaken
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- Tycoon
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You know, there are TTD graphics for Simutrans too. I already included Red*Star oildfiled and also the new mines and some other things will find their way into this soon. As it is now, I cannot host this TTD set on a real server, due to copyright issues (as you all know).
Also I have a first version of Alltakens two height tile set running; but there are still many stuff to sorted out concerning foundations etc. which will take still some time to do. So you might see the graphics from here much sooner in 32 bpp than you might expect ...
Also I have a first version of Alltakens two height tile set running; but there are still many stuff to sorted out concerning foundations etc. which will take still some time to do. So you might see the graphics from here much sooner in 32 bpp than you might expect ...
Well, erm... here I am again
. Didn't had time yesterday to check the answers on my question. Now I had:
1) Sorry, but I don't know if I ever could get used to Alltakens ground sprites gfx for iTGR =)... it looks... uhmmm, well... it looks fairly boring to me. (I created this new temperate ground tile type from Alltakens 32bpp temperate ground tiles, picture look below.)
2) However, I thought the wiki has been kept up-to-date, and now I have to read there already are existing new mine graphics?
So that I have to presume that scarcely anybody has integrated any new developments into the wiki, expecting me? What a pity.
3) Also it seems to me that there exists no consensus about gfx development.
- The state you can read in the wiki is: That we first want to use new created, but old-style gfx (especially that ones which are listed in iTGR section of the wiki), like the new train depot.
- Born Acorn told me that it would be better to (only) work for the new gfx engine (32bpp, renderings).
- It seems Alltaken wants to RENDER all 16bpp gfx (create 32bpp in old-world-scale, convert them to 16bpp, play around with light settings etc.)
=> *beingveryconfused*
4) Well, and if I would concretise my own point of view: I would like to see an iTDR which uses a consistent style and "just looks cool". So that we have a gfx package that is NOT copyrighted as the current TTD gfx are, and which is not stringently 32bpp. (Because it seems to me that we already HAVE nearly all gfx needed for an iTDR - they are just located at hundreds of different places so that nobody has an overview: here in the forum, in the wiki, on webpages, etc..
Of course we would need somebody to merge them together and code it
.)

1) Sorry, but I don't know if I ever could get used to Alltakens ground sprites gfx for iTGR =)... it looks... uhmmm, well... it looks fairly boring to me. (I created this new temperate ground tile type from Alltakens 32bpp temperate ground tiles, picture look below.)
2) However, I thought the wiki has been kept up-to-date, and now I have to read there already are existing new mine graphics?
So that I have to presume that scarcely anybody has integrated any new developments into the wiki, expecting me? What a pity.
3) Also it seems to me that there exists no consensus about gfx development.
- The state you can read in the wiki is: That we first want to use new created, but old-style gfx (especially that ones which are listed in iTGR section of the wiki), like the new train depot.
- Born Acorn told me that it would be better to (only) work for the new gfx engine (32bpp, renderings).
- It seems Alltaken wants to RENDER all 16bpp gfx (create 32bpp in old-world-scale, convert them to 16bpp, play around with light settings etc.)
=> *beingveryconfused*
4) Well, and if I would concretise my own point of view: I would like to see an iTDR which uses a consistent style and "just looks cool". So that we have a gfx package that is NOT copyrighted as the current TTD gfx are, and which is not stringently 32bpp. (Because it seems to me that we already HAVE nearly all gfx needed for an iTDR - they are just located at hundreds of different places so that nobody has an overview: here in the forum, in the wiki, on webpages, etc..
Of course we would need somebody to merge them together and code it

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