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

MeusH
Tycoon
Tycoon
Posts: 4349
Joined: 25 Oct 2004 15:39
Location: Mississauga

Post by MeusH »

Excuse me and my question, maybye I skipped some discussion

Why do you/we convert the 32bpp graphics into the 256 colour graphics? Let's focus on making the .blend files and supporting 32bpp images in OpenTTD.
There was a 32bpp GUI patch and I saw developement screenshots showing 32bpp trees in OpenTTD
User avatar
Red*Star
Transport Coordinator
Transport Coordinator
Posts: 355
Joined: 12 Nov 2005 19:46
Location: Germany
Contact:

Post by Red*Star »

That's what I meant.... it seems that "nothing is clear". *gg*

I'm relieved to hear that even you don't know exactly what's going on - because so I know that it's not my fault that I am confused ;)


Seriously: It seems that this project is not notably organized...
The one part of us doesn't know what to do, the second wants to do something but does not know how to do it - and the third part talks at cross-purposes.
Or something like that...
Alltaken
Tycoon
Tycoon
Posts: 1285
Joined: 03 Dec 2003 06:24
Location: Christchurch, New Zealand
Contact:

Post by Alltaken »

the problem is the code will never support 32bpp graphics in a new format for another year.

that is the problem.

hence we are unable to test our GFX and are thus unable to make good standards for artists to work to.....

this is why simutrans comes in. they have/are building a version to use these GFX in so we can test them and come up with standards needed to finish the project.

Alltaken
MeusH
Tycoon
Tycoon
Posts: 4349
Joined: 25 Oct 2004 15:39
Location: Mississauga

Post by MeusH »

Alltaken wrote:the problem is the code will never support 32bpp graphics in a new format for another year.
Why not support? Why not this year?
Alltaken
Tycoon
Tycoon
Posts: 1285
Joined: 03 Dec 2003 06:24
Location: Christchurch, New Zealand
Contact:

Post by Alltaken »

MeusH wrote:Why not this year?
an estimation, prove me wrong someone, please prove me wrong :P

Alltaken
User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

Post by George »

some more work on placing 32bit graphics into TTD
hope you like it

2 dmh_mac: hope you'll give me the permission to use your graphics
Attachments
SCR1.png
SCR1.png (21.54 KiB) Viewed 5463 times
Image Image Image Image
MeusH
Tycoon
Tycoon
Posts: 4349
Joined: 25 Oct 2004 15:39
Location: Mississauga

Post by MeusH »

Great looking, George :P Really good job!
dmh_mac
Transport Coordinator
Transport Coordinator
Posts: 278
Joined: 25 Apr 2005 18:18

Post by dmh_mac »

George wrote:some more work on placing 32bit graphics into TTD
hope you like it

2 dmh_mac: hope you'll give me the permission to use your graphics
Sure. Just don't start making money with them ;)
User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

Post by George »

dmh_mac wrote:
George wrote:some more work on placing 32bit graphics into TTD hope you like it
2 dmh_mac: hope you'll give me the permission to use your graphics
Sure. Just don't start making money with them ;)
I never made any money even with my graphics :P
Do you have any other 32bit graphics done so I could try to put it in TTD?
Image Image Image Image
dmh_mac
Transport Coordinator
Transport Coordinator
Posts: 278
Joined: 25 Apr 2005 18:18

Post by dmh_mac »

Search the blender thread for posts by me.
User avatar
Red*Star
Transport Coordinator
Transport Coordinator
Posts: 355
Joined: 12 Nov 2005 19:46
Location: Germany
Contact:

Post by Red*Star »

Uuhhm... looks good, but it's too big, isn't it? The original lumbermill is 3x3 minus 1 tiles - this is 4x4 minus 1...
User avatar
ISA
Tycoon
Tycoon
Posts: 3384
Joined: 17 Oct 2005 20:56
Location: Estonia

Post by ISA »

Red*Star wrote:Uuhhm... looks good, but it's too big, isn't it? The original lumbermill is 3x3 minus 1 tiles - this is 4x4 minus 1...
So what?! :roll:
DaleStan
TTDPatch Developer
TTDPatch Developer
Posts: 10285
Joined: 18 Feb 2004 03:06
Contact:

Post by DaleStan »

Indeed. Newgrf permits industries up to 128 tiles square.

If that's not enough, something is severely wrong with your industry.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
User avatar
Red*Star
Transport Coordinator
Transport Coordinator
Posts: 355
Joined: 12 Nov 2005 19:46
Location: Germany
Contact:

Post by Red*Star »

Aha. Yeah, of course. Then: WHY was the forrest I created and I wanted to add in November not allowed, then? Hm? I mean THIS one:

http://www.tt-forums.net/viewtopic.php? ... &start=154

Born_Acorn told me in the next post that
We kinda need something that is the same size (tile wise) as now, so its no extra work for the developers. Also it should be inscale to all the other trees.
So what is now with the lumbermill?
Last edited by Red*Star on 05 Jan 2006 18:43, edited 1 time in total.
User avatar
Killer 11
Tycoon
Tycoon
Posts: 2463
Joined: 06 Jan 2004 18:38
Location: Kaunas, Lithuania
Contact:

Post by Killer 11 »

it's okay for TTDPatch becouse they can just throw it in as a new industrie so size doesn't matter but for OpenTTD it needs to be of exact same size.
User avatar
Red*Star
Transport Coordinator
Transport Coordinator
Posts: 355
Joined: 12 Nov 2005 19:46
Location: Germany
Contact:

Post by Red*Star »

Then it's okay, I already thought I had been fooled...

But why did he post it here, in OTTD forum? *wonder*
User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

Post by George »

Red*Star wrote:Then it's okay, I already thought I had been fooled...
But why did he post it here, in OTTD forum? *wonder*
He is me? To show, that working on 32bit 128 px graphics is not for thr far future. It can be used today.
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 »

128 px? Not tiles? ;) ... Sorry for my pedantry :lol:
MeusH
Tycoon
Tycoon
Posts: 4349
Joined: 25 Oct 2004 15:39
Location: Mississauga

Post by MeusH »

So, shall we wait for newindusries and expect in OTTD Red*Star's forest along with a lumbermill showed above?
DaleStan
TTDPatch Developer
TTDPatch Developer
Posts: 10285
Joined: 18 Feb 2004 03:06
Contact:

Post by DaleStan »

George wrote:
Red*Star wrote:Then it's okay, I already thought I had been fooled...
But why did he post it here, in OTTD forum? *wonder*
He is me?
I believe he is I.[0] And I posted here because it is my belief that (1) full support for newgrf is on the OTTD todo, and (2) catering to OTTDs current limitations will do nothing but give the devs a reason to believe that said limitations are acceptable, hence lowering the priority of newgrf.

[0] Yes George. "He is I." Not "He is me."
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: Amazon [Bot], Bing [Bot], Google [Bot] and 33 guests