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.

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Jupix
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Re: [32bpp] Extra zoom levels Graphics

Post by Jupix »

habell wrote:I've been working on adapting the existing grass from temperate to the desert climate.

They all are just color corrections of existing sprites.

If anyone is interested. See attachment
Hey, cool. Can you also make those into standard zoom level?
#################
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Arathorn
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Re: [32bpp] Extra zoom levels Graphics

Post by Arathorn »

I like it, but it could use a little more texture detail.
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CommanderZ
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Re: [32bpp] Extra zoom levels Graphics

Post by CommanderZ »

They are perfect!

One thing is missing: transition sand/grass.
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

Is very good, I think that It needs a metal surface on the corner.

I have modified a bit some 32 bbp models because it looks a bit buried. I have raised it two pixels and I think that It looks better now. Also, I have renamed the file "1499-1500.tar" to "BerberJesus_Temperate_houses_preview.tar".

Also, I have coded a the base of the fountain and the horse statue.
Attachments
Base sprite. Save it in the folder:<br />data\sprites\trg1r
Base sprite. Save it in the folder:
data\sprites\trg1r
1420_z0.png (34.92 KiB) Viewed 9556 times
Varivar_Temperate_houses_preview.tar
Updated. The latest model doesn't have a base sprite, and it looks a bit worse than the other sprites. It can be solved with a new GRF.
(590 KiB) Downloaded 540 times
BerberJesus_Temperate_houses_preview.tar
This file replaces 1499-1500.tar. Also, I have the model with other orientations. With a new GRF they can be used.
(59 KiB) Downloaded 714 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
maquinista
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

This is the other updated TAR file, and a screenshot:
Attachments
brupje_houses_preview.tar
Under GPL license (included), It has two models.
(164 KiB) Downloaded 681 times
Screenshot. There is a model from Ben_Robbins.
Screenshot. There is a model from Ben_Robbins.
houses2.jpg (120.87 KiB) Viewed 9559 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
Varivar
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Re: [32bpp] Extra zoom levels Graphics

Post by Varivar »

@Brupje: nice tower :) Better textures would make it even nicer. Also the windows at the corner should have depth.

I see that my office block is too big scaled, I'll try to change that. Also it seems the mask files doesn't work, I'll fix that too.
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Re: [32bpp] Extra zoom levels Graphics

Post by djpety94 »

Can somebody give me the camera coordinates? (X, Y, Z, Elevation, focal angel...)

THX
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Zephyris
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Re: [32bpp] Extra zoom levels Graphics

Post by Zephyris »

Ummm, isn't the scale of those offices quite a long way off?
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habell
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Re: [32bpp] Extra zoom levels Graphics

Post by habell »

CommanderZ wrote:They are perfect!

One thing is missing: transition sand/grass.
True, but I'm no artist, I can just code the png-files en re-color them.

So if someone is willing to make the transition sprites, I'm happy to code them.

My 23bpp game is looking more en more like it should.
I've added a screenhot from my game.
Attachments
32bpp game screenshot
32bpp game screenshot
screenshot_32bpp.jpg (192.46 KiB) Viewed 3331 times
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CommanderZ
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Re: [32bpp] Extra zoom levels Graphics

Post by CommanderZ »

There are some houses I haven't seen in 32bpp yet (the larger ones). Where did you get them? They are from the russian 32bpp site?
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Zephyris
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Re: [32bpp] Extra zoom levels Graphics

Post by Zephyris »

One of those office blocks is mine...
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

Zephyris wrote:One of those office blocks is mine...
What is It?

I think that some models of the screenshot are completed, and can be coded. Others, only needs better textures (they are too dark or too bright).

The statue (and the fountain) can be rendered without floor (only the shadow) and the correct lighting, and It will be completed.
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Zephyris
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Re: [32bpp] Extra zoom levels Graphics

Post by Zephyris »

The big old looking one one which is too dark... I have a zip of all my .blends but its too big to upload (22mb!)
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Teemes
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Re: [32bpp] Extra zoom levels Graphics

Post by Teemes »

Whoa, what happened here? More than one new page overnight, and full of great new graphics! :shock:
maquinista wrote:I have seen that You have the gray asphalt. The road crossings (with Wotans signals) was created with bluish asphalt that I use (I prefer it, and the TAR file has tunnels). I have created more sprites for the crossings, with gray asphalt.
Hmm, now you mention it, yeah, those two road pieces DO look different. Thanks for making the new tar. And generally a big thanks to you for doing all the coding stuff. The jubilee.grf is appreciated, too!
slye_fox wrote:that train is awsome and cute.

But i think that some textureign can make it look better.
it seems too bright next to the carrages.
Thanks. I'm afraid it suffers from 6.25m cuteness, a condition which is at the moment uncurable without switching to the v10 patch. Here's a picture of his older and unaffected brother. (Also pictured is the still unfinished tender, which I will release eventually as a .tar/.grf combination. Hope I can manage the coding myself, otherwise I'll ask maquinista :)
render11.png
render11.png (32.6 KiB) Viewed 9295 times
The colours are indeed a bit to bright. I made some changes, increased the alpha of the dirt texture and tweaked the HSV values to better match your and ben_robbins' models. While it definitely makes the engine look less cartoonish, it distorts the company colour -which, by the way is red- quite a bit. For comparison, the Pannier Tank using the old colour setup is set below. If you look closely, you'll find that the colour of the passenger carriages looks brownish too, while that is far less visible because of the smaller area that company colour is applied to.
colour_comparison.png
colour_comparison.png (171.4 KiB) Viewed 9307 times
So what do you guys think? Do you like the old or the new setup better? Or should I aim for something in between? :?:
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athanasios
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Re: [32bpp] Extra zoom levels Graphics

Post by athanasios »

Quite a progress!

Please, as already spotted, keep similar scale and give depth to the windows of the buildings.
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Varivar
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Re: [32bpp] Extra zoom levels Graphics

Post by Varivar »

I've scaled my office block down, to make it fit with the other buildings. here is the new (and final) version, including mask files and construction stages.
Attachments
Final version.
Final version.
1460_z0.png (76.42 KiB) Viewed 9148 times
1x1 office block.zip
ready for coding.
(194.27 KiB) Downloaded 597 times
maquinista
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

I have coded it:
Attachments
Varivar_Temperate_houses_preview.tar
TAR file.
(543 KiB) Downloaded 716 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
maquinista
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

I have coded the road crossings for tropical climate. There is two files with different asphalt surfaces. Also, I left a TAR/GZ file with the ground sprites without barriers. This file is not for users, but It can be useful in the future.
Attachments
crossings_wotan_03.tar
Crossings if You have gray asphalt
(761.5 KiB) Downloaded 2310 times
crossings_wotan_02.tar
Crossings if You have bluish asphalt.
(788 KiB) Downloaded 813 times
tropical_crossings.tar.gz
This file is not for users. Crossings without barriers. It also has a batch file to add the offsets easily.
(314.78 KiB) Downloaded 533 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
maquinista
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

This files was published by Habell, but I splitted it in 3 parts. Also, I have added road sprites with bluish asphalt:
http://www.tt-forums.net/viewtopic.php?p=721162#p721162
Attachments
tropical_landscape_palm.tar
Landscape for tropical climate, and a palm.
(2.52 MiB) Downloaded 2652 times
tropical_road_blue.tar
Roads with blue asphalt surface.
(982 KiB) Downloaded 1195 times
tropical_road_gray.tar
Roads with gray asphalt surface.
(955.5 KiB) Downloaded 2172 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
Varivar
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Re: [32bpp] Extra zoom levels Graphics

Post by Varivar »

Thanks for coding all those sprites, Maquinista :) ,my 32bit game looks much better now!

-edit- I added Habell's tropical grass sprites to this page
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