32bpp test (ingame) two height levels
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32bpp test (ingame) two height levels
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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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....
Alltaken
- Attachments
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- test
- landscape.png (111.66 KiB) Viewed 1348 times
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.But maybe line would do the same trick.
yes, this is what i would ideally like. but first i would need a set of gridlines before making it toggleable.peter1138 wrote:I think (toggleable) grid lines would do the trick
but i do agree that this would be the best option.

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yes they are, however there are now 85 tiles rather than 19.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
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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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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- Attachments
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- And this is to see which tiles they belong to ;)
- GridTestRed.png (5.59 KiB) Viewed 3617 times
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- Black & White Gridlines
- GridTestBlWh.png (3.31 KiB) Viewed 3618 times
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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[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

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.
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.
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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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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