32bit Graphics Extra Zoom Patch

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SupSuper
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Re: [32bpp] Extra zoom levels ! v9

Post by SupSuper »

lordazamath wrote:16bpp?
Whoops, I meant 8bpp.
GeekToo wrote:You're sure you have got all the 32bpp sprites? It looks like you're missing some nnn_z1.png files, and all the nnn_z2 files are present.
Please do mention what tar or pngs you have installed.

To be sure, I downloaded the faces from the wiki again ( http://wiki.openttd.org/index.php/32bpp ... ra_zoom.29 ) and put the tar in the data directory, they did look like this:
I cleared out and redownloaded the TARs and it all works now, thanks. That's what I get for using the TARs right out of the development threads. :oops:

Otherwise it looks and works great, well done all of you. :) I can't wait for all the technical issues to get ironed out so it gets merged into trunk.
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Re: [32bpp] Extra zoom levels ! v9

Post by Ben_Robbins_ »

Tars out the development thread? I thought I only posted 1 tar, and that is where the wiki links to anyway?...Where is this buggy tar, and I'll remove it to stop people having the same problem.
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Re: [32bpp] Extra zoom levels ! v9

Post by RSpeed tycoonfreak »

I have a problem with extra zooms 32bpp v9:
when i zoom in the game chashes and when i zoom out it all looks really weird...
also the menu and the town/station names are in purple...
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Re: [32bpp] Extra zoom levels ! v9

Post by DeletedUser5 »

Have you setted sprite cache to 64? What blitter and OS you use? What tars are loaded? We need more information to help you!
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Re: [32bpp] Extra zoom levels ! v9

Post by RSpeed tycoonfreak »

Soeb wrote:Have you setted sprite cache to 64? What blitter and OS you use? What tars are loaded? We need more information to help you!
-I don't know what sprite chache is??
- all I did was putting the blitter = 32bpp-simple line under misc and loaded thes tars:
foster2
grass2
oil_rig
Power_Plant
town_pack
transmitter
FacesSmall
railways
gui4
temperate_pack
temperatetunnels
lamps2
selectors_z0
Train (this one doesn't work btw...)
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Re: [32bpp] Extra zoom levels ! v9

Post by Trond »

modify openttd.cfg:
-set sprite_cache_size to 64 to prevent out of sprite memory errors (copied from 1st post in this thread :wink: )

and train.tar works fine for me... try skipping to the 80's in temperate climate and buy it as an electric train...
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Re: [32bpp] Extra zoom levels ! v9

Post by DeletedUser5 »

You need blitter optimized not simple. Where did you get that much tars. Use only GUI tar and those from wiki pages. Nothing more. Well to be sure use from those too only: foster2, oil_rig, Power_Plant, transmitter, lamps2 and gui4. All other from that wiki page.
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Re: [32bpp] Extra zoom levels ! v9

Post by RSpeed tycoonfreak »

Trond wrote:modify openttd.cfg:
-set sprite_cache_size to 64 to prevent out of sprite memory errors (copied from 1st post in this thread :wink: )

and train.tar works fine for me... try skipping to the 80's in temperate climate and buy it as an electric train...
I got most of the tars from the blender .blend tread, however thanx for you help guys, the train.tar works fine now and the zoom levels too :D

I have only one question, maybe it's my configuguration, maybe it's the tar file but when i zoom in at the very nice oilplatform, it returns to the 8bpp sprites...
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Re: [32bpp] Extra zoom levels ! v9

Post by DeletedUser5 »

There are only for normal zoom sprites. That's the problem.
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Re: [32bpp] Extra zoom levels ! v9

Post by RSpeed tycoonfreak »

where can I download the roads, oilrig and powerstation(the rest works fine now) for extra zoom levels?
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Re: [32bpp] Extra zoom levels ! v9

Post by DeletedUser5 »

You can't download them because they aren't done for extra zoom. And roads are already for extra zooms.
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Re: [32bpp] Extra zoom levels ! v9

Post by LordAzamath »

I might.. just might work one the power plant more so you could download it too soon :P

GeekToo, is CC currently only supported action colour? I would like to have that red blinking for the transmitter (see the graphics trhread.)
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
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Re: [32bpp] Extra zoom levels ! v9

Post by GeekToo »

Lord,

Sorry, it's not yet implemented for 2 reasons:
First, I think the blinking only works for the animated blitter(not sure about this though), which I did not implement yet.
Second, I have to think about how to implement animating colours some more. Changing only one specific colour does not seem to make much sense when when we've got 16.7 million available in 32bpp.

BTW I like the rerended transmitter :)
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Re: [32bpp] Extra zoom levels ! v9

Post by charlieg »

Why isn't this done as a branch in SVN? That's what branching is for...
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Re: [32bpp] Extra zoom levels ! v9

Post by LordAzamath »

Perhaps because it's not an official branch but a user submitted patch... GeekToo, thanks for nice comments :P
But if you ever get to do something with the animation..
You have the file w/o any special colours and a mask file which has only the spot(s) (size is not relevant) of the blinking colour. And it would blur it and show on/show off... In this example I used pure red, but the colour is yourself to use :)
And you can make the colour variation very big.. Like ff0000 and fe0000 aren't very different colours, but both are which one shouldn't use very much in the first place and you can use both colours to do diferent things.. And same for green, blue etc.
EDIIIT:: I now relised I didn't attach anything :P
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Last edited by LordAzamath on 08 Mar 2008 13:48, edited 1 time in total.
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
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Re: [32bpp] Extra zoom levels ! v9

Post by RacerII »

Why not make this diff compatible with the latest betas?

I manually applied this diff to beta 4 and now beta 5 and it works fine.
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Re: [32bpp] Extra zoom levels ! v9

Post by RSpeed tycoonfreak »

When I zoom in and look around a bit for about 20 seconds and suddenly the game crashes and says "out of sprite memory"

I tried to set "sprite_cache_size" to 64 and even up to 4096 but no changes between that...
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Re: [32bpp] Extra zoom levels ! v9

Post by peter1138 »

Soeb wrote:There are only for normal zoom sprites. That's the problem.
Hmm, why are 32bpp sprites not scaled up if needed?
He's like, some kind of OpenTTD developer.
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Re: [32bpp] Extra zoom levels ! v9

Post by GeekToo »

peter1138 wrote: Hmm, why are 32bpp sprites not scaled up if needed?
Because I think it's ugly. Because something must be shown for these sprites, 8bpp are scaled up (which looks even uglier), that way it is very clear which 32bpp full zoom sprites still are necessary.
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Re: [32bpp] Extra zoom levels ! v9

Post by RGB-Miso »

I find some bugs:
- when slow moving in the left-uper corner in 66% view the map don't scrool
- when slow moving in the left-uper corner, left and up in 100% view the map don't scrool

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i like learn it :baby: , it dont be easy. ;(

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