32bpp test (ingame) two height levels

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Alltaken
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32bpp test (ingame) two height levels

Post by Alltaken »

this test is done in Simutrans (not OpenTTD) but it is using TTD and new GFX for the test.

the tiles don't yet have grid-lines on them, the intention is for them to have grid lines, but we are waiting for them to be done so they can be composited onto all GFX.

coments... questions....

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test
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Post by egladil »

Looking good :)

The pyramid mountain looks nonsymmetrical. I take it the slope angle is different on different sides, or is it just me imagining things? Its kinda hard to tell without the gridlines.
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Post by prissi »

Maybe I should not reply as programmer, but personally, I found it easier to navigate with more contrast on the slopes. Otherwise the one hieght slope was nearly identical to the no slope. But maybe line would do the same trick.
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Post by peter1138 »

I think (toggleable) grid lines would do the trick :-)
He's like, some kind of OpenTTD developer.
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Post by Alltaken »

But maybe line would do the same trick.
yeah i think that grids do make a big difference, they have made a huge difference in previous tests i have done. they aid the visual recognition of edges.
peter1138 wrote:I think (toggleable) grid lines would do the trick :-)
yes, this is what i would ideally like. but first i would need a set of gridlines before making it toggleable.

but i do agree that this would be the best option. :D

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Post by prissi »

Grid lines could be made manually, i.e. all first pixel of a tile gets the grid color. No ned to do the on the source images, I think.
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Post by WWTBAM »

are the tiles the same size as the old ones if so i can whip up a blank black border for testing
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Post by Alltaken »

r0b0t_b0y2003 wrote:are the tiles the same size as the old ones if so i can whip up a blank black border for testing
yes they are, however there are now 85 tiles rather than 19.

we are only needing each edge, then we can compile those edges into tiles, i think there are about 7 different edges that would need to be made.

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Post by dmh_mac »

Yay progress!
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Post by WWTBAM »

28 according to the original sprites.
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Post by Red*Star »

I've already done simple grid lines for testing purposes in the past - but only for the 19 standard sprites. For the beginning they may be useful, so I'll throw them here. If you could use them then use them, if not, also ok ;).
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And this is to see which tiles they belong to ;)
And this is to see which tiles they belong to ;)
GridTestRed.png (5.59 KiB) Viewed 3621 times
Black & White Gridlines
Black & White Gridlines
GridTestBlWh.png (3.31 KiB) Viewed 3622 times
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Post by Alltaken »

ah ok excellent, will give them a try.

after that the other 60 wouldn't be such a huge deal to make :D (hopefully)

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Post by Red*Star »

What's about a software-based solution? Is it - in a _simple_ way, of course - possible in SimuTrans to add something like a vector-based graphic-layer with transparency possibilities above the surface, so that lines are drawn by software instead of having to "hardcode" them into the grf files?

[When that is done, it would be also easy possible to add the grid lines for more than 2 height levels (like it was in SimCity 3000 or which version it was). Just as an option - I know that currently also 2 height levels are just a thing we can dream of, because of missing graphics ;).]
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Post by prissi »

This is exactly under way. Just change the first left pixel would generate a grid automatically without the need of another tileset in memory.

The second idea is to use the tile just as brightness map and lighten/darken the actual texture. This would easily allow for seasons without much more tiles to render.
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Post by Wolf01 »

yeah, half of the work is done... now remain:
- vertical walls for tiles like locomotion/rollercoaster terraforming :wink:
- realistic water (see below)

water slopes and waterfalls would be wonderfull, but ships will be unable to climb up them without a lock
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Post by prissi »

Simutrans has vertical walls since ages. The current code is much improved; but since the internal data structures are very different, I am not sure, it would help the OTTD developers.

Also the cost system is different from OTTD, and water slopes mainly lack graphics ...
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Post by Tyrell »

...
Last edited by Tyrell on 28 Jan 2006 19:39, edited 1 time in total.
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Post by Alltaken »

these are the internal borders of the tiles? or the external ones?

if they are the internal ones this is great. the probelm is the tiles are not the same as the ones i have done. my angles seem to be totally different.

my offsets are 16 and 32 pixels respectively. yours are 8 and 16 i think.

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Post by Tyrell »

...
Last edited by Tyrell on 28 Jan 2006 19:37, edited 1 time in total.
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Post by Alltaken »

you have an MSN addy or anything i can contact you on? PM me, i can then send you the outline files i currently have. it may help you.

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