Ben: yeah, I'll post that sprite in a bit, I'm currently not on the PC it went to when you sent it. Will be heading there in 2 hours or so.
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I'm not sure enforcing set coherency and implementing z1&z2 are mutually exclusive projects. Of course, like you said, some thought has to go into when a model is ready to be presented in all zoom levels (in other words, when it's ready for release). It's pointless to spend time making a presentable release package of content that's, in essence, unfinished.
By the way, when it comes to changing materials or lighting, we're talking of course about tasks that require the availability of sources in order to be completed
properly. In fact this is one of the possible scenarios that get mentioned whenever there's an explanation for why we want sources for graphics to be available in the first place. It's why I make such a big deal about having sources here, and at the repository. If we have a sprite that doesn't fit, and no sources with which to properly edit and re-render it, a lot of man-hours will be wasted in disregarding that piece and making a new one to replace it.
When an item is finished, part of which is fitting in with the rest of the set, but missing z1&z2 sprites, I don't see why they can't be created. If someone does, then that obviously means they prefer doing it to doing something else, and we get that much closer to a proper release, so it's a win-win.
As I've said before, I'd prefer it if we manually, properly implemented items in z1&z2 instead of letting the game do it automatically using a "dumb" algorithm. This is basically because of the following reasons:
- It's more expensive (performance-wise) to use an algorithm of any kind to rescale sprites on the fly in game, than to load ready-made sprites.
- z0 sprites are modeled and rendered for z0, therefore it is very possible they don't translate well to z1&z2. They might look terrible automatically scaled, but good when some fixing and testing has been done manually.
- Tars with z0-2 work with both vanilla OpenTTD and OpenTTD-EZ, tars with z0 only work with -EZ. So straight away making content for both will only buff both projects. Making content for -EZ and not for vanilla, or vice versa, will work to divide the project into two, therefore hindering overall progress by making it appear inconsequential to devs and confusing to players.
Of course, correct me if I'm wrong there...
As for standardisation of materials and modeling/rendering technique (incl. software), this can be divided three-fold like you said, Zephyris.
- Materials: we have standardised materials. They're listed on the wiki. Not everyone uses them. Making them mandatory for the base set replacement set is, well, "in the works", shall I say. I'd rather not talk about that as it's still being thought through. But rest assured this shall be addressed in the future.
- Template: depends on the software which is the next point. But for every template exist specs, for example camera position, "sun" position and intensity, and so forth, and so far I haven't seen these specs laid out anywhere, not even on the wiki. It's my aim to get these specs out there and standardised among items but first there has to be a concensus on what those specs end up being. I can't just lay those ground rules myself.
- Software: can't be standardised because some have skills with X, some with Y and others with Z. We have so few artists we can't afford to lose anyone, so we can't go around saying only stuff rendered in X is allowed in.