Hey, cool. Can you also make those into standard zoom level?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
32bit Extra Zoom Graphics Works In Progress
Moderator: Graphics Moderators
Re: [32bpp] Extra zoom levels Graphics
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Re: [32bpp] Extra zoom levels Graphics
I like it, but it could use a little more texture detail.
- CommanderZ
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Re: [32bpp] Extra zoom levels Graphics
They are perfect!
One thing is missing: transition sand/grass.
One thing is missing: transition sand/grass.
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Re: [32bpp] Extra zoom levels Graphics
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.
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
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- Base sprite. Save it in the folder:
data\sprites\trg1r - 1420_z0.png (34.92 KiB) Viewed 9556 times
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- 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
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- 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][*]Why use PNG screenshots in 8 bpp games.
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Re: [32bpp] Extra zoom levels Graphics
This is the other updated TAR file, and a screenshot:
- Attachments
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- brupje_houses_preview.tar
- Under GPL license (included), It has two models.
- (164 KiB) Downloaded 681 times
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- 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][*]Why use PNG screenshots in 8 bpp games.
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Re: [32bpp] Extra zoom levels Graphics
@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.

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.
Re: [32bpp] Extra zoom levels Graphics
Can somebody give me the camera coordinates? (X, Y, Z, Elevation, focal angel...)
THX
THX
Re: [32bpp] Extra zoom levels Graphics
Ummm, isn't the scale of those offices quite a long way off?
- habell
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Re: [32bpp] Extra zoom levels Graphics
True, but I'm no artist, I can just code the png-files en re-color them.CommanderZ wrote:They are perfect!
One thing is missing: transition sand/grass.
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
- screenshot_32bpp.jpg (192.46 KiB) Viewed 3331 times
- CommanderZ
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Re: [32bpp] Extra zoom levels Graphics
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?
Re: [32bpp] Extra zoom levels Graphics
One of those office blocks is mine...
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Re: [32bpp] Extra zoom levels Graphics
What is It?Zephyris wrote:One of those office blocks is mine...
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.
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
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!)
Re: [32bpp] Extra zoom levels Graphics
Whoa, what happened here? More than one new page overnight, and full of great new graphics!
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.
So what do you guys think? Do you like the old or the new setup better? Or should I aim for something in between? 

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!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.
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 maquinistaslye_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.


- athanasios
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Re: [32bpp] Extra zoom levels Graphics
Quite a progress!
Please, as already spotted, keep similar scale and give depth to the windows of the buildings.
Please, as already spotted, keep similar scale and give depth to the windows of the buildings.
http://members.fortunecity.com/gamesart
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"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
Re: [32bpp] Extra zoom levels Graphics
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
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- Final version.
- 1460_z0.png (76.42 KiB) Viewed 9148 times
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- 1x1 office block.zip
- ready for coding.
- (194.27 KiB) Downloaded 597 times
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Re: [32bpp] Extra zoom levels Graphics
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][*]Why use PNG screenshots in 8 bpp games.
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Re: [32bpp] Extra zoom levels Graphics
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
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- crossings_wotan_03.tar
- Crossings if You have gray asphalt
- (761.5 KiB) Downloaded 2310 times
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- crossings_wotan_02.tar
- Crossings if You have bluish asphalt.
- (788 KiB) Downloaded 813 times
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- 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][*]Why use PNG screenshots in 8 bpp games.
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Re: [32bpp] Extra zoom levels Graphics
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
http://www.tt-forums.net/viewtopic.php?p=721162#p721162
- Attachments
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- tropical_landscape_palm.tar
- Landscape for tropical climate, and a palm.
- (2.52 MiB) Downloaded 2652 times
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- tropical_road_blue.tar
- Roads with blue asphalt surface.
- (982 KiB) Downloaded 1195 times
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- 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][*]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
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

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