32bit Extra Zoom Graphics Works In Progress

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

maquinista
Tycoon
Tycoon
Posts: 1809
Joined: 10 Jul 2006 00:43
Location: Spain

Re: [32bpp] Extra zoom levels Graphics

Post by maquinista » 30 May 2009 00:22

I have updated the cadaver's TAR file with his latest model. I have modified it a bit with GIMP.
Attachments
cadaver_houses.tar
TAR file.
(653.5 KiB) Downloaded 194 times
pisitos.JPEG
Screenshot.
(80.29 KiB) Downloaded 330 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]

User avatar
hyperion
Engineer
Engineer
Posts: 50
Joined: 25 Apr 2009 09:50
Location: Belgium

Re: [32bpp] Extra zoom levels Graphics

Post by hyperion » 30 May 2009 07:21

the modifications made with gimp are interesting but there are still details that need to be fixed.
the hole for the round window doesn't appear in phase 2.a tall flat like this must have a rain gutter.
the top of the building looks like an arrow ,the original doesn't look like this.
maybe you wanted to make chimneys,but i think they are really too small.
ZxBiohazardZx made suggestions about windows that i think were judicious(looks good but the windows look odd...

either add balcony railings or smallen the concrete-ish slabs underneath the windows).
if the objective of the 32b project is not to make models that fit with original sprites and real principles of building construction we can use the
infinity of models available in the net in many format.
Attachments
flats.png
flats.png (175.07 KiB) Viewed 5607 times

maquinista
Tycoon
Tycoon
Posts: 1809
Joined: 10 Jul 2006 00:43
Location: Spain

Re: [32bpp] Extra zoom levels Graphics

Post by maquinista » 30 May 2009 17:22

This is the latest Northstar2 house, and the update of the building.
Attachments
northstar2_houses_1.tar
TAR file.
(1.74 MiB) Downloaded 241 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]

maquinista
Tycoon
Tycoon
Posts: 1809
Joined: 10 Jul 2006 00:43
Location: Spain

Re: [32bpp] Extra zoom levels Graphics

Post by maquinista » 31 May 2009 02:30

Two fountains by DirtY iCE and BerberJesus.
Attachments
fountains_parks.tar
TAR file, offsets and credits.
(84.5 KiB) Downloaded 1728 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]

maquinista
Tycoon
Tycoon
Posts: 1809
Joined: 10 Jul 2006 00:43
Location: Spain

Re: [32bpp] Extra zoom levels Graphics

Post by maquinista » 31 May 2009 18:50

This is some small airport tiles that I have been made some time ago. They are not perfect and They need some modifications, and I will try fix them in the future, but I leave all source files if someone wants modify it.

There are needed some elements, like buildings (left building must be small, It can't be taller than they own tile), water tower, windshock, fences...
Attachments
airport_small.tar
TAR file
(294.5 KiB) Downloaded 203 times
tile.png
Tile without modifications.
tile.png (42.17 KiB) Viewed 5083 times
3962_z0.XCF.BZ2
File from GIMP.
(460.06 KiB) Downloaded 109 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]

maquinista
Tycoon
Tycoon
Posts: 1809
Joined: 10 Jul 2006 00:43
Location: Spain

Re: [32bpp] Extra zoom levels Graphics

Post by maquinista » 05 Jun 2009 02:37

This file has the tram tracks that I have made with GIMP some weeks ago. They are far from perfect but They can be useful if someone wants code some trams.
Attachments
tram_tracks.tar
TAR file with offsets.
(798.5 KiB) Downloaded 2416 times
screenshot.JPEG
Screenshot.
(229.78 KiB) Downloaded 314 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]

ervin2
Engineer
Engineer
Posts: 52
Joined: 28 Jun 2006 17:49
Skype: Ervink2

Re: [32bpp] Extra zoom levels Graphics

Post by ervin2 » 07 Jun 2009 04:38

maquinista wrote:I have coded the other style road vehicles depots.

Also, I have created this download page with a different classification:

http://wiki.openttd.org/Talk:Maquinista ... oom_Levels
Just a suggestion for the depo model. You should make the road go inside, plus put some objects on the inner sides, like tools, gas, ect. But that may just be unnecessary :/

maquinista
Tycoon
Tycoon
Posts: 1809
Joined: 10 Jul 2006 00:43
Location: Spain

Re: [32bpp] Extra zoom levels Graphics

Post by maquinista » 10 Jun 2009 14:11

I have coded the latest model from northstar2. Now is much better than the original, It doesn't look oversized.
Attachments
northstar2_houses_1.tar
TAR file.
(1.92 MiB) Downloaded 372 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]

User avatar
Leanden
Tycoon
Tycoon
Posts: 2621
Joined: 19 Mar 2009 19:25
Location: Kent

Re: [32bpp] Extra zoom levels Graphics

Post by Leanden » 10 Jun 2009 17:22

Is there an up to date list anyway of all the sprites currently completed? The wiki is very incomplete!
Image

dbkblk
Traffic Manager
Traffic Manager
Posts: 154
Joined: 29 Mar 2008 18:38

Re: [32bpp] Extra zoom levels Graphics

Post by dbkblk » 11 Jun 2009 08:21

maquinista wrote:This file has the tram tracks that I have made with GIMP some weeks ago. They are far from perfect but They can be useful if someone wants code some trams.
Hey ! Have you seen the grass between the connection of the road and the bridge (near the station) ? There is a small grass stripe.

maquinista
Tycoon
Tycoon
Posts: 1809
Joined: 10 Jul 2006 00:43
Location: Spain

Re: [32bpp] Extra zoom levels Graphics

Post by maquinista » 11 Jun 2009 11:54

dbkblk wrote:
maquinista wrote:This file has the tram tracks that I have made with GIMP some weeks ago. They are far from perfect but They can be useful if someone wants code some trams.
Hey ! Have you seen the grass between the connection of the road and the bridge (near the station) ? There is a small grass stripe.
I can't fix it because is a problem of the sourcecode. Bridge heads should use different ground sprites than empty ground.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]

User avatar
planetmaker
OpenTTD Developer
OpenTTD Developer
Posts: 9288
Joined: 07 Nov 2007 22:44
Location: Sol d

Re: [32bpp] Extra zoom levels Graphics

Post by planetmaker » 11 Jun 2009 12:30

maquinista wrote:I can't fix it because is a problem of the sourcecode. Bridge heads should use different ground sprites than empty ground.
Uhm... that should be solely an alignment problem, shouldn't it? I mean... just make the northern ramp of the bridge such, that it overlaps the grass of the ground tile... or what do I miss there?

User avatar
Thief^
Route Supervisor
Route Supervisor
Posts: 468
Joined: 10 Oct 2004 00:11

Re: [32bpp] Extra zoom levels Graphics

Post by Thief^ » 11 Jun 2009 12:50

The problem is that the grass extends beyond the edge of the tile, and the bridge head doesn't.
Melt with the Shadows,
Embrace your destiny...

maquinista
Tycoon
Tycoon
Posts: 1809
Joined: 10 Jul 2006 00:43
Location: Spain

Re: [32bpp] Extra zoom levels Graphics

Post by maquinista » 11 Jun 2009 13:25

Thief^ wrote:The problem is that the grass extends beyond the edge of the tile, and the bridge head doesn't.
Yes. It would need four new slope tiles for bridge heads. These new four tiles would need changes in the code of OTTD, and I don't know how do it.

There are lots of graphics changes needed in OTTD.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]

User avatar
planetmaker
OpenTTD Developer
OpenTTD Developer
Posts: 9288
Joined: 07 Nov 2007 22:44
Location: Sol d

Re: [32bpp] Extra zoom levels Graphics

Post by planetmaker » 11 Jun 2009 13:50

Thief^ wrote:The problem is that the grass extends beyond the edge of the tile, and the bridge head doesn't.
So... I guess that's the sprite which needs fixing then. The original one doesn't. And 32bpp is only a replacement for it; and if it - especially for the ground tiles - fails to stay within its bounding boxes - well, you see what happens. It's IMO not a failure of OpenTTD, but a failure of the graphics.

User avatar
Thief^
Route Supervisor
Route Supervisor
Posts: 468
Joined: 10 Oct 2004 00:11

Re: [32bpp] Extra zoom levels Graphics

Post by Thief^ » 11 Jun 2009 14:11

The original one doesn't overlap the edges because it's just a green square, not actual grass.
Melt with the Shadows,
Embrace your destiny...

User avatar
planetmaker
OpenTTD Developer
OpenTTD Developer
Posts: 9288
Joined: 07 Nov 2007 22:44
Location: Sol d

Re: [32bpp] Extra zoom levels Graphics

Post by planetmaker » 11 Jun 2009 14:34

Thief^ wrote:The original one doesn't overlap the edges because it's just a green square, not actual grass.
Yes, I know. But then it's a short-coming or a bug of this 32bpp ground sprite to overlap.
Alternatively you can make the bridge slopes overlap properly.
In any case it's not the failure of OpenTTD, if the sprites coder fail on proper alignment or the tiles are drawn as such that alignment is bound to fail.

It probably would be moderately easy to shave off a few grass leaves at the edges.

maquinista
Tycoon
Tycoon
Posts: 1809
Joined: 10 Jul 2006 00:43
Location: Spain

Re: [32bpp] Extra zoom levels Graphics

Post by maquinista » 11 Jun 2009 15:01

The problem is that bridge heads should use tiles like these two. Also, this only needs two new tiles, not four. These tiles can't replace the current landscape tiles because it would look strange.

Also, this is not only a problem of 32 bpp extra zoom levels, because If someone wants draw a new 8 bppground tile set with some height of the grass, he would get the same problem in bridges.
Attachments
ground_sprite_bridges.PNG
New tile needed for bridge heads.
ground_sprite_bridges.PNG (52.3 KiB) Viewed 3417 times
ground_sprite_bridges2.PNG
New tile needed for bridge heads.
ground_sprite_bridges2.PNG (49.96 KiB) Viewed 3412 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]

DaleStan
TTDPatch Developer
TTDPatch Developer
Posts: 10285
Joined: 18 Feb 2004 03:06
Contact:

Re: [32bpp] Extra zoom levels Graphics

Post by DaleStan » 11 Jun 2009 15:17

maquinista wrote:The problem is that bridge heads should use tiles like these two.
No, the people who create graphics should draw tiles that end where they are supposed to end, rather than overlapping the neighboring tiles.
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
FooBar
Tycoon
Tycoon
Posts: 6559
Joined: 21 May 2007 11:47
Location: The Netherlands
Contact:

Re: [32bpp] Extra zoom levels Graphics

Post by FooBar » 11 Jun 2009 15:48

Adding the overlapping part to the beginning of the next tile instead of the end of the tile itself should solve this problem nicely. Basically the same technique as I used on my Transrapid track set.

While that glitches a bit in case of the transrapid track set because of the large height difference, it should be perfectly fine with small height differences like this here grass.

Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: No registered users and 10 guests