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Posted: 01 Feb 2007 19:34
by Sergej_S
Weirdy wrote:
Please, Sergej, show us some screens of one graphic at several different angles.
I welcome you!
I had separate topic 32bpp, primary was removed
Darkvater,
Secondary was blocked
Alltaken.
There I showed examples of work of the models.
I shall bring responses of some people, which saw it in work:
athanasios wrote:
Very happy to see new graphics for 32bpp!
Nappe1 wrote:
The main thing in screenshots is, their sprites tilt to make them look moving more naturally in slopes.
Engine seems to have brand new elements, that include using some sort of Vector Graphics with bitmapping
(simple texturing) for sprites. (SVG perhaps? translation engines screw up these very well.)
While I was developing editing tools for Need for Speed series games
(Mostly for NFS3 and NFS4) there were these extremely talented Russian guys
Living somewhere mid-Siberia. They did marvelous work with very limited tools,
But duew bad connections to east, their site was most of the time inaccessible.
The quality was there, but the language and connections was lacking.
This is like living same thing all over again.
LordOfThePigs wrote:
It also seems that these guys have implemented a way for vehicles to tilt in slopes,
Using some simple pixel displacement algorithm
(Just take the original sprite and move every column of pixels up one pixel once every two columns).
Which would be why their trains seem to follow the slopes but still have both their vertical ending look vertically aligned.
giddorah wrote:
I must say... You're not lazy Keep up the good work and keep posting this stuff...
MagicBuzz wrote:
I just can say you do a great work, as you produce a lot of new nice Grfs.
Raven wrote:
The fact that these graphics are 32bit...
I want to tell once again large thank to all people, which have told me many good words!
I show once again example of work on one model of the last year:
"Russian trolley bus ZiU-9" of 1976
The author of graphic images - Maksim - Kursk - Russia.
Appearance and characteristics on a real copy of the screen
At manufacturing is used of 29 614 unique colours
For reception of a qualitative copy of the screen some automobiles
it was necessary to stop and to put game in a mode "Pause"
It is recommended to use different dark blue colours for colouring model
It is necessary to include a mode of real acceleration
File GRF in the size 33 KB in archive here
http://lidars.narod.ru/Files/OpenTTD/Trollw.rar
Recommended line for testing here
http://lidars.narod.ru/Index.files/Page3111.htm
Other models railway/automobile/water/air transportation can be received under the reference below
With the large respect for all participants of a forum!
Together we shall make the future already today!
Sergej
Posted: 02 Feb 2007 14:25
by ErichH.
It seems to me those 32bpp Graphs do look a bit washed out ^^ not really sharp, everything awful "smooth".
Do I have to clean my glasses, or...?
Posted: 02 Feb 2007 14:53
by richk67
They have probably been resized without a final sharpen for resolution. When shrinking a .jpg or .png down, a final Unsharp Mask at 130%/0.3 radius/3 theshold sharpens things up nicely.
The replaceable control panel by vehicles OpenTTD 32bpp
Posted: 02 Feb 2007 19:53
by Sergej_S
The replaceable control panel by vehicles OpenTTD 32bpp
The graphic images are taken from a free collection of icons found in the Internet
The name of style – 3D Arts
The appearance of a skin is shown on a real copy of the screen
At manufacturing is used of 34 224 unique colours
Archive in the size of 31 KB here
http://lidars.narod.ru/Files/OpenTTD/Wi ... bpp_v3.tar
Sergey.
Posted: 02 Feb 2007 21:30
by Ben_Robbins_
ErichH, as Richk67 said, they have been shrunk from larger flatterned preview shots. They have not been rendered at that scale. For the same reason there is white lines round the edge of things. These buildings have been rendered under a complete mix of light setups, and use different textures for standardized things.
There has been a handful of criticism’s relative to Sergej_S mock ups in the many threads they seem to be appearing in. Could I ask that people remember that these are not the final 32bpp graphics? They are just preview images which Sergej_S is grabbing from anywhere and everywhere.. Please keep the critisms relative, because most of the things being pointed out are pretty obvious, and just haven’t been sorted yet...hence the graphics haven’t been stated as complete and/or released.
I make graphics with the hope that I can someday have the enjoyment of sticking them in the game and getting them how I like, and then release them. But it would seam that that goal has been blurred out into a depressingly mediocre dribble of preview renders, (leaks basically) being stuck in game. and now the satisfaction of rewarding myself with being able to stick a graphics in for the first time has been destroyed. I'll ask one last time just to see if you, Sergej_S, really care or not. Please don't use my (or anyone else’s unless you have permission) graphics until they are released. Released in my mind means that ‘the creator(s) have themselves, or via someone else, posted the tar, and stated the licensing of the contents of that tar.’ The graphics I work on will be free to do what you want with them...ONCE THEY ARE DONE!
Posted: 02 Feb 2007 22:54
by athanasios
We should not be so picky. These first attempts by Sergej_S, can be usefull, as they can show flaws in new graphics when compared with other graphics, so adjustments can be made. It is true some buildings are very nice, but when together with others colors, lighting seem out of place. I believe Sergej_S work should not be rejected, even if it is draft.
And I want to know what will the new engine will finally be able to do. Will it support blending or not since it is very big load like Paintshop or Photoshop file format? If now we will have trouble with edges, as pointed out. For now I suppose is better to have a darker background when resizing to avoid all this white or light gray, unless there is a way to resize without blending with the out of selection part of the image. Seems gr. programs cannot handle this (either they blur beyond the selection - blend, or just pixel resize). Or am I mistaken?
Posted: 03 Feb 2007 02:34
by Ben_Robbins_
athanasios: There not usefull. The flaws that can be noted are blindingly obvious, and for that reason the graphics are yet to be stuck into a tar. Its not constructive. If it was to be constructive, at least we should use real renders that havn't been shrunk, and flattered so they have a white edge, all rendered in different light setups, and useing differnt standard textures.
Photoshop files arn't going in. There png's. The white edgin is no problem at all, becasue I won't be using flatterned preview images and nore would anyone else that made there own graphics, or had waited until there was graphics posted. Shrinking them wouldn't be a problem, but then I won't need to do that either, cause I can just render them off smaller.
These concerns are only here because of the incorrect way in wich the graphics are being gathered and resized.
I'm shore Sergej_S can be useful in the future. But this really isnt useful at all in my opion, in fact I would say its just bringin up unneeded questions, and jumbling up obvious critisms with good ones.
I don't mean to seem aggressive, and I'm shore Sergej_S is doing this with no bad intentions, but I really think jumping in at the deepend before theres even water in the pool is a bad idea.
We want to look the future already but recon wait till ready!
Posted: 03 Feb 2007 20:14
by Sergej_S
ErichH. wrote:
It seems to me those 32bpp Graphs do look a bit washed out ^^ not really sharp, everything awful "smooth".
Do I have to clean my glasses, or...?
Dear sirs of criticism!
I ask to estimate quality of graphic images on this real copy of the screen OpenTTD 32bpp
The same district - same city
By manufacture is used of 27 259 unique colours
The urban buildings use graphic images from a collection for preliminary viewing
Sergej
Posted: 03 Feb 2007 23:54
by SkeedR
that is aweful. And your making the best things in the world look bad. Shame on you. (Take a look at other graphics and do them in the same style)
Posted: 04 Feb 2007 11:02
by RSpeed tycoonfreak
Maybe a stupid question (again) but how can I get a .tar file in the game
on my computer the only program that can open it is winrar and wat I see then is a lot of png files and an .info file.
What do I have to do with that?
Posted: 04 Feb 2007 11:27
by Killer 11
LOL look at those trucks they are rendered in completely wrong angles, everything is incoherent, stuff has ugly white lines bordering them...
Sergej i thought you will take my suggestions for real but you just ignored them. Shame on you! You bring shame on 32Bit OpenTTD. If you don't stop this awful thing now then you should get out of this forum. This is not art this is just mutilating other peoples work

Posted: 04 Feb 2007 15:28
by jonty-comp
Whoa, calm down people! Admittedly some of these graphics are ugly, but Sergej is the only person even trying...
Posted: 04 Feb 2007 17:01
by athanasios
RSpeed tycoonfreak wrote:Maybe a stupid question (again) but how can I get a .tar file in the game
on my computer the only program that can open it is winrar and wat I see then is a lot of png files and an .info file.
What do I have to do with that?
Again same question... Never mind.
These graphics are for 32bpp branch of OpenTTD, not 8bpp one. So:
1. Get 32bpp one. (Has its own thread in the forums. Quark has another compilation of 32bpp with passengers destinations but different numbering of new sprites so some may mess.)
2. Treat the tar files exactly like grf files = put an entry under newgrf of ini file of where the tar file is. DO NOT UNPACK THEM!
Thats all!
NOTE: Consider this work as testing. Toolbar graphics, terrain tiles display correctly, other graphics may or may not display well.
Posted: 04 Feb 2007 17:47
by Killer 11
jonty-comp wrote:Whoa, calm down people! Admittedly some of these graphics are ugly, but Sergej is the only person even trying...
Sometimes it is better not to even try...
I have sent a pm to sergej stating what he MUST change in his work for it to become acceptable but he totaly ignores it...
The replaceable control panel for a musical player version
Posted: 04 Feb 2007 20:31
by Sergej_S
The replaceable control panel for a musical player version OpenTTD 32bpp
Graphics by Joed , OpenTTD Development Team
The appearance of a skin is shown on a real copy of the screen
At manufacturing is used of 42 068 unique colours
Archive in the size of 11 KB here
http://lidars.narod.ru/Files/OpenTTD/Mu ... bpp_v3.tar
The urban buildings use graphic images from a collection for preliminary viewing
The real copy of the screen made on the script - is shown
Official file "Super Britania.scn" - size 126 837, date of release 31.01.2006,
From official distributive archive OpenTTD 0.4.8
The graphic images of preliminary viewing are used
The following magnificent artists:
Aracirion
BerberJesus
Blenderist
Brupje
Czestmyr
Dmh_mac
.
Quality of graphic images excellent!
Sergej
P.S. I wait from remarkable artist - Joed, set of graphic images for
Opportunities of change "Landscaping"
Posted: 04 Feb 2007 20:42
by Sergej_S
jonty-comp wrote:
Whoa, calm down people! Admittedly some of these graphics are ugly, but Sergej is the only person even trying...
Thank to you - good man - for a word kind...
The sirs of criticism - I do not draw graphic images!!!
I only collect the images, exposed for preliminary display, in sets!
All questions set to the authors of images!
Sergej
Posted: 04 Feb 2007 20:53
by Killer 11
the FIRST decent thing you made!
Now get rid of those ugly white obrders and you can start thinking of release of some sort.
Posted: 04 Feb 2007 21:10
by Sergej_S
Killer 11 wrote:the FIRST decent thing you made!
Now get rid of those ugly white obrders and you can start thinking of release of some sort.
Thank and you - for a word kind...
Unfortunately - this white border can be cleaned(removed) only by(with) the author of a graphic image!
If they will read this text - whether they can send me in the personal messages
Graphic images shown on this copy of the screen, without white borders?
I wait for the letters from the professionals of graphic images!
With the large respect for all participants of a forum!
Sergej
Posted: 04 Feb 2007 21:16
by Killer 11
white borders aren't actualy meant to even be there i think you can just remove them.
Posted: 05 Feb 2007 00:41
by Ben_Robbins_
Sergej_S: I see you ignore my previous request and continued to use printscreens of my graphics in the images before the last. I'll ask 1 last time. Please do not use the graphics until there done. Thankyou. Could you print a list of people whos permission you have got to use there work, because you have gathered quite a large collection of peoples work.
As for you last image. Asuming you have asked berber_jesus if its ok, then there is still the problem that you seem to have completly wrecked his grey cafe like building. In the last image the contrast on all the buildings varies greatly, and this has happened somewhere between the point that you grabed the renders, and when you stuck them in game.
By White lines he/we are refering to the semi opake pixels, which due to the printscreen method in which I think you have obtained the graphics, have just become white pixels.
Compliments where compliments due I suppose. Aracirions hobit house and pinky coloured victorian building both look good, and you have kept them in the the state they were in on the forum, and they do look rather nice.