32bit Extra Zoom Graphics Works In Progress
Moderator: Graphics Moderators
Re: [32bpp] Extra zoom levels Graphics
IMO the trees look a little out-of-place, they're just pasted onto the grass and not in it.
Perhaps it needs some mud around the base of the tree or leaves on the ground or something to blend it in.
Perhaps it needs some mud around the base of the tree or leaves on the ground or something to blend it in.
Melt with the Shadows,
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- Tycoon
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Re: [32bpp] Extra zoom levels Graphics
That's true, I think that It could be done with GIMP (very carefully WITH!!!!! the brush and eraser) in the future, with all trees done.Thief^ wrote:IMO the trees look a little out-of-place, they're just pasted onto the grass and not in it.
Perhaps it needs some mud around the base of the tree or leaves on the ground or something to blend it in.
Yes, I have deleted the outdated file.Varivar wrote:Maquinista, your tar is a a bit outdated, as it doesn't contain tree 1667-1673. Also it uses an old version of a tree (with weird pixels). Thanks for coding, but I already coded them earlier . It wasn't as hard as I thought it would be.
About the progress: there are 11 trees unclaimed and 8 done. This is a very good progress.
Sorry if my english is too poor, I want learn it, but it isn't too easy.
- [list][*]Why use PNG screenshots in 8 bpp games.
[*]Caravan site New Industry. · Spain set. · Some spanish trains for locomotion[*]Favourites:GRVTS · ECS · FIRS
Re: [32bpp] Extra zoom levels Graphics
hey, visual png codec is a really useful tool - that I didn't know about before! Thanks for the hint, hyperion
Re: [32bpp] Extra zoom levels Graphics
I tried to render the trees with some self made grass first, but it didn't look so good. So maybe it's better to do this with Gimp. Too bad I'm not good with Gimp, so maybe someone competent can give it a try.maquinista wrote:That's true, I think that It could be done with GIMP (very carefully WITH!!!!! the brush and eraser) in the future, with all trees done.Thief^ wrote:IMO the trees look a little out-of-place, they're just pasted onto the grass and not in it.
Perhaps it needs some mud around the base of the tree or leaves on the ground or something to blend it in.
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- Tycoon
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Re: [32bpp] Extra zoom levels Graphics
Varivar: I have coded the tree. It looks very good. I have reduced the size (50%) because It was a bit big.
If You code more landscape trees, You can include these files in the next TAR file.
If You code more landscape trees, You can include these files in the next TAR file.
- Attachments
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- coded file
- 4626_z0.png (6.48 KiB) Viewed 4847 times
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- street_tree.bat
- bat file.
- (45 Bytes) Downloaded 192 times
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- Screenshot.
- street_trees.JPEG (105.79 KiB) Viewed 4844 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.
- [list][*]Why use PNG screenshots in 8 bpp games.
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Re: [32bpp] Extra zoom levels Graphics
Absolutely amazing what you guys make.
However, I was just wondering about the trees. Are they supposed to be dark at the sunny side (right), and light at the shadowy side (left)?
However, I was just wondering about the trees. Are they supposed to be dark at the sunny side (right), and light at the shadowy side (left)?
Re: [32bpp] Extra zoom levels Graphics
Thanks for coding. To make downloading easier for users, I've added it to the varivar_trees tar file.
Not really, but it's really hard to make blender render the trees the way they should look. I couldn't get a better result than this. Btw, I don't think the difference in brightness between both sides is very big and visible.Alberth wrote:Absolutely amazing what you guys make.
However, I was just wondering about the trees. Are they supposed to be dark at the sunny side (right), and light at the shadowy side (left)?
- Attachments
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- Varivar_trees.tar
- updated with the temperate roadtree
- (1.05 MiB) Downloaded 494 times
Re: [32bpp] Extra zoom levels Graphics
Maybe, but I do agree with Alberth: a bit of shading would make the trees much more fitting compared to the buildings. And a (tiny?) bit of shade too.Varivar wrote:Not really, but it's really hard to make blender render the trees the way they should look. I couldn't get a better result than this. Btw, I don't think the difference in brightness between both sides is very big and visible.Alberth wrote:Absolutely amazing what you guys make.
However, I was just wondering about the trees. Are they supposed to be dark at the sunny side (right), and light at the shadowy side (left)?
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Re: [32bpp] Extra zoom levels Graphics
Maybe It could be retouched with GIMP. I have tried two changes. If You like it, I will upload the sprite. Note that streetlamps should have a shadow.
- Attachments
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- Reversing the sprite.
- tree_reversed.JPEG (107.29 KiB) Viewed 4789 times
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- Adding shadow and reversing the sprite.
- tree_shadow.JPEG (107.33 KiB) Viewed 4789 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.
- [list][*]Why use PNG screenshots in 8 bpp games.
[*]Caravan site New Industry. · Spain set. · Some spanish trains for locomotion[*]Favourites:GRVTS · ECS · FIRS
Re: [32bpp] Extra zoom levels Graphics
I have to admit that it looks better now. I'd go for the last version with shadows.
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Re: [32bpp] Extra zoom levels Graphics
This is the file:
- Attachments
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- sprite
- 4626_z0.png (6.64 KiB) Viewed 4714 times
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- street_tree.bat
- bat file
- (45 Bytes) Downloaded 156 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.
- [list][*]Why use PNG screenshots in 8 bpp games.
[*]Caravan site New Industry. · Spain set. · Some spanish trains for locomotion[*]Favourites:GRVTS · ECS · FIRS
Re: [32bpp] Extra zoom levels Graphics
Yesterday I decided to run a bit 32bpp extra zoom for viewing pleasure - as the "mega pack" that floats around hadn't been updated in a while I just compiled my own set of replacements by downloading most of the stuff listed on the 32bpp extra zoom levels wiki page (filtering out doubles).
However, I could not get the dutch catenary to work - does anyone of you have similar problems, or does it run for you?
I know that I need to activate the corresponding .grf. Maybe I have the wrong version of the newgrf (the one I got is in the openttdcoop package), but the download page linked to from the wiki seems to be down
Furthermore, are Wotan's stations really "Extra zoom"-32bpp? When zoomed in, they're looking really weird to me :/
Here's a screenshot: And another, just for viewing pleasure Thanks to everyone making these splendid graphics, and for making and maintaining the extra zoom patch
However, I could not get the dutch catenary to work - does anyone of you have similar problems, or does it run for you?
I know that I need to activate the corresponding .grf. Maybe I have the wrong version of the newgrf (the one I got is in the openttdcoop package), but the download page linked to from the wiki seems to be down
Furthermore, are Wotan's stations really "Extra zoom"-32bpp? When zoomed in, they're looking really weird to me :/
Here's a screenshot: And another, just for viewing pleasure Thanks to everyone making these splendid graphics, and for making and maintaining the extra zoom patch
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Re: [32bpp] Extra zoom levels Graphics
That second picture is really pretty!
I am little, ugly, and nasty. How do you do?
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Re: [32bpp] Extra zoom levels Graphics
Thanks for your bug report and your nice screenshot. Maybe the error is in the name of the GRF file or the TAR file. I will try fix it.
Also, I want fix the problem with the electric railways, because the overhead wire and pylons are shown.
Also, I want fix the problem with the electric railways, because the overhead wire and pylons are shown.
Sorry if my english is too poor, I want learn it, but it isn't too easy.
- [list][*]Why use PNG screenshots in 8 bpp games.
[*]Caravan site New Industry. · Spain set. · Some spanish trains for locomotion[*]Favourites:GRVTS · ECS · FIRS
Re: [32bpp] Extra zoom levels Graphics
Hi,Roujin wrote:However, I could not get the dutch catenary to work - does anyone of you have similar problems, or does it run for you?
I know that I need to activate the corresponding .grf. Maybe I have the wrong version of the newgrf (the one I got is in the openttdcoop package), but the download page linked to from the wiki seems to be down
shame the download page got (re)moved. I haven't poked at openttd for quite some time. But you could try either/both dutchcat from http://users2.tt-forums.net/dutchset/downloads.php . I guess there's a difference between the DOS/Windows. And since I mentioned dutchcatw.grf (which isn't available anymore like that either) I guess the best try is the windows version.
I still think the pylons (or all of it) need to be redone by someone who DOES know his graphics work. It works for now (certainly is better than the 8bpp alternative), but it's not good enough for the real thing.
Re: [32bpp] Extra zoom levels Graphics
It would be best if someone could draw a real replacement for the original 8bpp graphics, rather than a replacement for a newgrf file. That would make downloading and installing much easier.ArmEagle wrote: shame the download page got (re)moved. I haven't poked at openttd for quite some time. But you could try either/both dutchcat from http://users2.tt-forums.net/dutchset/downloads.php . I guess there's a difference between the DOS/Windows. And since I mentioned dutchcatw.grf (which isn't available anymore like that either) I guess the best try is the windows version.
I still think the pylons (or all of it) need to be redone by someone who DOES know his graphics work. It works for now (certainly is better than the 8bpp alternative), but it's not good enough for the real thing.
I've updated the varivar_trees.tar file with the improved city tree from Maquinista. I also improved the modern office block. I will draw more trees soon.
- Attachments
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- Varivar_trees.tar
- city tree updated
- (1.05 MiB) Downloaded 3118 times
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- Varivar_Temperate_houses.tar
- graphics update
- (1.31 MiB) Downloaded 1938 times
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- example
- final.png (144.51 KiB) Viewed 4531 times
Re: [32bpp] Extra zoom levels Graphics
Oh, completely true. But I couldn't find the sprite numbers for the basic catenary anywhere (I was/am quite new to this all, but the 8bpp annoyed me a lot when I played, hence my quick work). That's why I used the dutchcatw.grf, because that did assign sprite numbers to its graphics. I did ask around a bit, but no one could tell me what sprite numbers to use.Varivar wrote:It would be best if someone could draw a real replacement for the original 8bpp graphics, rather than a replacement for a newgrf file. That would make downloading and installing much easier.ArmEagle wrote: shame the download page got (re)moved. I haven't poked at openttd for quite some time. But you could try either/both dutchcat from http://users2.tt-forums.net/dutchset/downloads.php . I guess there's a difference between the DOS/Windows. And since I mentioned dutchcatw.grf (which isn't available anymore like that either) I guess the best try is the windows version.
I still think the pylons (or all of it) need to be redone by someone who DOES know his graphics work. It works for now (certainly is better than the 8bpp alternative), but it's not good enough for the real thing.
Re: [32bpp] Extra zoom levels Graphics
Thanks for the help, but the versions from there didn't help either. However, now I did manage to get the 32bpp replacement working, by untarring the tar into the correct location. I can't seem to get it working while it's in the tar - strange.ArmEagle wrote: Hi,
shame the download page got (re)moved. I haven't poked at openttd for quite some time. But you could try either/both dutchcat from http://users2.tt-forums.net/dutchset/downloads.php . I guess there's a difference between the DOS/Windows. And since I mentioned dutchcatw.grf (which isn't available anymore like that either) I guess the best try is the windows version.
I still think the pylons (or all of it) need to be redone by someone who DOES know his graphics work. It works for now (certainly is better than the 8bpp alternative), but it's not good enough for the real thing.
The same for wotan's stations - I now got the 32bpp sprites in the game too (at least of the two variants that were in the .tar), by untarring them.
Any 32bpp replacement for newgrfs doesn't seem to work tarred for me. 32bpp replacement for non-newgrf sprites do work while tarred, though. I'm putting them into [globalOpenTTDDir]/data/32bpp/*.tar.
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@catenary sprites: they should be found in the .grfs delivered by openttd, since the distinction between rail and elrail is not an original TTD feature, and thus it's not among the TTD .grfs but among the supplement that comes with OpenTTD, i.e. openttd[w].grf
edit: yup, openttdw.pcx sprites 756 onwards seems to be it.
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Re: [32bpp] Extra zoom levels Graphics
It looks very good.Varivar wrote:It would be best if someone could draw a real replacement for the original 8bpp graphics, rather than a replacement for a newgrf file. That would make downloading and installing much easier.
I've updated the varivar_trees.tar file with the improved city tree from Maquinista. I also improved the modern office block. I will draw more trees soon.
Sorry if my english is too poor, I want learn it, but it isn't too easy.
- [list][*]Why use PNG screenshots in 8 bpp games.
[*]Caravan site New Industry. · Spain set. · Some spanish trains for locomotion[*]Favourites:GRVTS · ECS · FIRS
Re: [32bpp] Extra zoom levels Graphics
Good info for the next to work on it (and you could maybe just rename my cat files for now).Roujin wrote:@catenary sprites: they should be found in the .grfs delivered by openttd, since the distinction between rail and elrail is not an original TTD feature, and thus it's not among the TTD .grfs but among the supplement that comes with OpenTTD, i.e. openttd[w].grf
edit: yup, openttdw.pcx sprites 756 onwards seems to be it.
I did indeed copy the style of the dutchcat graphics. But I think the default one, with just the single wire, is too simple anyway. Since we have more detail now, we can actually use more detail than the 8bpp graphics.
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