Application sprites from trghr in "ultra-zoom" version
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Application sprites from trghr in "ultra-zoom" version
Hi,
I have a question for developers - How can I use some sprites from trghr in "ultra-zoom" .tar files?
Thanks.
I have a question for developers - How can I use some sprites from trghr in "ultra-zoom" .tar files?
Thanks.
Sorry for my very bad English!!! 
I am 3dsmax artist.

I am 3dsmax artist.
Re: Application sprites from trghr in "ultra-zoom" version
"Heeeej, pomůže mi někdo???????"
Is someone, who can help me????
Please!!!!!!!!!!!!!!
I would like to make some tropicals tiles and I need testing it in game.
Is someone, who can help me????
Please!!!!!!!!!!!!!!

I would like to make some tropicals tiles and I need testing it in game.
Sorry for my very bad English!!! 
I am 3dsmax artist.

I am 3dsmax artist.
- DeletedUser5
- Transport Coordinator
- Posts: 277
- Joined: 07 Oct 2007 15:10
Re: Application sprites from trghr in "ultra-zoom" version
Replace grass tiles with them. That's a dead project. I mean all those revisions with "ultra-zoom". And nightlys are unsupported. So as I said replace grass tiles with them.
Re: Application sprites from trghr in "ultra-zoom" version
If will be "ultra-zoom" openttd dead, I will stop make new graphics and leave this project!!! 

Sorry for my very bad English!!! 
I am 3dsmax artist.

I am 3dsmax artist.
- DeletedUser5
- Transport Coordinator
- Posts: 277
- Joined: 07 Oct 2007 15:10
Re: Application sprites from trghr in "ultra-zoom" version
Because it is "dead" actually. It will be alive in future. And I'll bet that it isn't a nearest future. But we can only wait. Or learn C and try help. 

- athanasios
- Tycoon
- Posts: 3138
- Joined: 23 Jun 2005 00:09
- Contact:
Re: Application sprites from trghr in "ultra-zoom" version
Wait a minute, DEVs said it will be implemented but will take some time.
First we need the sprites though.
And you can temporarily resize them for current tile size.
We cannot afford to loose one of the 'head' artists.
First we need the sprites though.

And you can temporarily resize them for current tile size.

We cannot afford to loose one of the 'head' artists.

http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
Re: Application sprites from trghr in "ultra-zoom" version
Wacki,
I'll tell you a little secret: the reason why I haven't been doing much graphics recently, and wasn't so active at the forums, is because I'm devoping a path that brings back the extra zoom levels again (I already told Ben about it).
I did do some graphics (like grass and a bus) in the past, but got frustrated with the absence of the extra zoom levels. So, since I know the C(++) programming language, and the retirement of Truelight, and 32bpp graphics were moving on pretty nice, I thought to change my focus to the code.
So I picked up where Egladil left the branch.
-I've synced the 32 bpp code to version 11670
-I've changed the spritecache so the blitter won't have to do the resizing of the sprites
-I've solved the problem of the branch, where moving a window did leave a lot of ugly bits on the screen
-Also, I did start the opening screen with a normal view instead of the ugly zoomed in 8bpp view
-I do load the sprites with the sprite loader that is currently in trunk: this will mean that the format of the tars will have to be in the same format as in trunk. ( For the example I took an old tar of Ben's grass and changed it to the new tar format and pngcodecd it. This is because I think the extra zoom level tars should resemble the trunk tars as close as possible to ever get a change to trunk.
There's still a tremendous lot of work to be done, but I wanted to let you know this, so you know I'l be needing graphics for the extra zoom level shortly. I'll also need some alfa testers and people that can compile for Windows. So this won't be finished soon, my urgent request is: don't leave the project please, I like your work a lot, and development on the extra zooms is ongoing.
Just to show you: the following screenshot is with Ben's (old) grass, with a version synced to 11670:
I'll tell you a little secret: the reason why I haven't been doing much graphics recently, and wasn't so active at the forums, is because I'm devoping a path that brings back the extra zoom levels again (I already told Ben about it).
I did do some graphics (like grass and a bus) in the past, but got frustrated with the absence of the extra zoom levels. So, since I know the C(++) programming language, and the retirement of Truelight, and 32bpp graphics were moving on pretty nice, I thought to change my focus to the code.
So I picked up where Egladil left the branch.
-I've synced the 32 bpp code to version 11670
-I've changed the spritecache so the blitter won't have to do the resizing of the sprites
-I've solved the problem of the branch, where moving a window did leave a lot of ugly bits on the screen
-Also, I did start the opening screen with a normal view instead of the ugly zoomed in 8bpp view
-I do load the sprites with the sprite loader that is currently in trunk: this will mean that the format of the tars will have to be in the same format as in trunk. ( For the example I took an old tar of Ben's grass and changed it to the new tar format and pngcodecd it. This is because I think the extra zoom level tars should resemble the trunk tars as close as possible to ever get a change to trunk.
There's still a tremendous lot of work to be done, but I wanted to let you know this, so you know I'l be needing graphics for the extra zoom level shortly. I'll also need some alfa testers and people that can compile for Windows. So this won't be finished soon, my urgent request is: don't leave the project please, I like your work a lot, and development on the extra zooms is ongoing.
Just to show you: the following screenshot is with Ben's (old) grass, with a version synced to 11670:
- Attachments
-
- 32bpp 256 px tiles on revision 11670
- screenshot#1.png (286.53 KiB) Viewed 931 times
Re: Application sprites from trghr in "ultra-zoom" version
I love you!GeekToo wrote:Wacki,
I'll tell you a little secret: the reason why I haven't been doing much graphics recently, and wasn't so active at the forums, is because I'm devoping a path that brings back the extra zoom levels again (I already told Ben about it).
I did do some graphics (like grass and a bus) in the past, but got frustrated with the absence of the extra zoom levels. So, since I know the C(++) programming language, and the retirement of Truelight, and 32bpp graphics were moving on pretty nice, I thought to change my focus to the code.
So I picked up where Egladil left the branch.
-I've synced the 32 bpp code to version 11670
-I've changed the spritecache so the blitter won't have to do the resizing of the sprites
-I've solved the problem of the branch, where moving a window did leave a lot of ugly bits on the screen
-Also, I did start the opening screen with a normal view instead of the ugly zoomed in 8bpp view
-I do load the sprites with the sprite loader that is currently in trunk: this will mean that the format of the tars will have to be in the same format as in trunk. ( For the example I took an old tar of Ben's grass and changed it to the new tar format and pngcodecd it. This is because I think the extra zoom level tars should resemble the trunk tars as close as possible to ever get a change to trunk.
There's still a tremendous lot of work to be done, but I wanted to let you know this, so you know I'l be needing graphics for the extra zoom level shortly. I'll also need some alfa testers and people that can compile for Windows. So this won't be finished soon, my urgent request is: don't leave the project please, I like your work a lot, and development on the extra zooms is ongoing.
Just to show you: the following screenshot is with Ben's (old) grass, with a version synced to 11670:


And my Christmas present for everyone will be pre-alfa .tar my tropical houses and maybe some tropical tiles...
Sorry for my very bad English!!! 
I am 3dsmax artist.

I am 3dsmax artist.
- DeletedUser5
- Transport Coordinator
- Posts: 277
- Joined: 07 Oct 2007 15:10
Re: Application sprites from trghr in "ultra-zoom" version
That's beautiful. I think, that, finally, someday in new year we will get working version of that "ultra-zoom" revision. Good to know somebody is working on that.
- athanasios
- Tycoon
- Posts: 3138
- Joined: 23 Jun 2005 00:09
- Contact:
Re: Application sprites from trghr in "ultra-zoom" version
That's wonderful news! 

http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
Re: Application sprites from trghr in "ultra-zoom" version
And OpenTTD and Simutrains both surge forward, one leading, now the other. Who will win? We all do!! 

Who is John Galt?
Re: Application sprites from trghr in "ultra-zoom" version
I love surprises of patches. You all ask like mad for noe thing, then out of sudden someone posts a playable patch with that 

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