PixelTool - Voxel-based Vehicle Editor/Renderer
Moderator: Graphics Moderators
Re: PixelTool - Voxel-based Vehicle Editor/Renderer
This is the wagon made by PixelTool
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- Attachments
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- canvas.png (1.54 KiB) Viewed 6889 times
Ease Back.
The SkiddLow's NewGRF Ideas (including my scrapped)
My Screenshots || http://postimg.cc/user/skiddlowottd || I'm support "HTTP is Dead (2017-present)"
The SkiddLow's NewGRF Ideas (including my scrapped)
My Screenshots || http://postimg.cc/user/skiddlowottd || I'm support "HTTP is Dead (2017-present)"
Re: PixelTool - Voxel-based Vehicle Editor/Renderer
Nice!
Here are some tips:
The shadowing/shading works better if the carriage is solid rather than hollow.
You picked quite dark colours, in general you are better off picking lighter shades.
Remember that the company colour blue is the last series of shades of blue in the palette, not the vivid ones just over half way through the palette.
Here is your carriage with those tweaks made to make it a little better:
Here are some tips:
The shadowing/shading works better if the carriage is solid rather than hollow.
You picked quite dark colours, in general you are better off picking lighter shades.
Remember that the company colour blue is the last series of shades of blue in the palette, not the vivid ones just over half way through the palette.
Here is your carriage with those tweaks made to make it a little better:
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Re: PixelTool - Voxel-based Vehicle Editor/Renderer
Zephyris wrote:Remember that the company colour blue is the last series of shades of blue in the palette, not the vivid ones just over half way through the palette.
Could you break out the display of company, water cycle and fire cycle colors into different categories?
Do you like drones, quadcopters & flying toys? Check out Drone Strike Force!

Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets

Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets
Re: PixelTool - Voxel-based Vehicle Editor/Renderer
just 2cents: shouldn't "front" be "side" and "side" be "front" ?? For me, the "front" is like the nose of the train, and side where graffiti sprayers put their artwork 
edit:
would it be possible to split the palette to seprate palettes indicating "fire pixels:" "company colors:" "special colors" etc.
so it's easier to chose a color and not to chose an animated color e.g (i still don't have the palette regions in my head...)

edit:
would it be possible to split the palette to seprate palettes indicating "fire pixels:" "company colors:" "special colors" etc.
so it's easier to chose a color and not to chose an animated color e.g (i still don't have the palette regions in my head...)
Re: PixelTool - Voxel-based Vehicle Editor/Renderer
frosch has a sprite viewer tool which separates the palette parts, maybe you can reuse that
Re: PixelTool - Voxel-based Vehicle Editor/Renderer
Eddi is referring to TTDViewer, but it is Java, not JavaScript.
Anyway, most interesting is likely the .xml file from TTDViewer sources, which contains everything about recolouring there is to know about: https://dev.openttdcoop.org/projects/tt ... ecolor.xml
Anyway, most interesting is likely the .xml file from TTDViewer sources, which contains everything about recolouring there is to know about: https://dev.openttdcoop.org/projects/tt ... ecolor.xml
⢇⡸⢸⠢⡇⡇⢎⡁⢎⡱⢸⡱⢸⣭⠀⢸⢜⢸⢸⣀⢸⣀⢸⣭⢸⡱⠀⢰⠭⡆⣫⠰⣉⢸⢸⠀⢰⠭⡆⡯⡆⢹⠁⠀⢐⠰⡁
Re: PixelTool - Voxel-based Vehicle Editor/Renderer
This looks like a nice tool - I'm not sure it's as easy to do fine detail as sometimes you have to force the perspective on one or more views, particularly with sloped/curved front vehicles (Pendolino, I'm looking at you!) - but it should certainly speed up drawing more basic vehicles and getting a basic framework done for a little tinkering with
Some of the shading seems a little odd, though - I don't quite get how it decides what colours to adjust and by how much
Some of the shading seems a little odd, though - I don't quite get how it decides what colours to adjust and by how much
Jon
Re: PixelTool - Voxel-based Vehicle Editor/Renderer
made one and the other vehicle, and i was wondering, why the windows in the diagonal view look different for the left and right view:
(code here: http://pastebin.com/6Juv7NR4 )
also: the 2 lasst pixels are my wheels, after lighting etc., the wheels are all the same black pixels in the ___ views :-/ perhaps a checkbox would be the solution, to disable modifying those lines in the ___ view
(code here: http://pastebin.com/6Juv7NR4 )
also: the 2 lasst pixels are my wheels, after lighting etc., the wheels are all the same black pixels in the ___ views :-/ perhaps a checkbox would be the solution, to disable modifying those lines in the ___ view
Re: PixelTool - Voxel-based Vehicle Editor/Renderer
The windows look different because the white separations between them fall on odd pixels counting from the left, and even pixels counting from the right. As it is an 8 bit image anti anti aliasing isn't possible so this is quite an unavoidable rendering bug. To be on the safe side make sure that major details are at least 2px wide.
As for the brightness of the wheels, just pick a lighter shade of grey! You have drawn them the colour that you expect them to be (a dark, shadowed grey) not the colour they are (a bright metallic grey). The dark red stripe is also very dark, I would pick a slightly lighter shade.
One other thing I noticed: Your carriage is completely hollow, the outer walls are only one pixel thick. This means the lighting/shadowing will not work correctly. You need to make sure the walls are at least 2px thick... I always draw my vehicles 'solid'.
As for the brightness of the wheels, just pick a lighter shade of grey! You have drawn them the colour that you expect them to be (a dark, shadowed grey) not the colour they are (a bright metallic grey). The dark red stripe is also very dark, I would pick a slightly lighter shade.
One other thing I noticed: Your carriage is completely hollow, the outer walls are only one pixel thick. This means the lighting/shadowing will not work correctly. You need to make sure the walls are at least 2px thick... I always draw my vehicles 'solid'.
Re: PixelTool - Voxel-based Vehicle Editor/Renderer
ah ok, would be better to use the "whole pixel stack", draw the carriage, and then add details to it, thx for the advice.
i'll remember to use lighter colors and fix details in the shopping program
i'll remember to use lighter colors and fix details in the shopping program

- lukasz1985
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Re: PixelTool - Voxel-based Vehicle Editor/Renderer
I think you should swap "Front" and "Side" view labels. It would be more intuitive, because now, it doesn't mean a lot and everybody knows we're dealing with OpenTTD sprites.
Also how about making this tool suitable for other things such as buildings/roads/nature ?
I wonder what backend you used to "render this stuff", I guess you didn't made the renderer yourself, or did you?
Also how about making this tool suitable for other things such as buildings/roads/nature ?
I wonder what backend you used to "render this stuff", I guess you didn't made the renderer yourself, or did you?
Re: PixelTool - Voxel-based Vehicle Editor/Renderer
a nice feature request would be a simple color picker
aaand some "undo last pixel" button, if easy feasable
aaand some "undo last pixel" button, if easy feasable
Re: PixelTool - Voxel-based Vehicle Editor/Renderer
Yeah, I should probably do that!lukasz1985 wrote:I think you should swap "Front" and "Side" view labels. It would be more intuitive, because now, it doesn't mean a lot and everybody knows we're dealing with OpenTTD sprites.
This is currently a feature, but with no GUI. Try opening the javascript console (Ctrl+Shift+J in Chrome) and enter the following:lukasz1985 wrote:Also how about making this tool suitable for other things such as buildings/roads/nature ?
renderMode="OpenTTDBuilding"
A 64x64x[height] image should be correct for a full tile building.
It's my own renderer, I don't know of any 8-bit 3D graphics software so I had to start from scratch!lukasz1985 wrote:I wonder what backend you used to "render this stuff", I guess you didn't made the renderer yourself, or did you?
Very possible, just need some time to do it!Phreeze wrote:a nice feature request would be a simple color picker
Also quite simple, again just need a little bit more time... Maybe this weekend?Phreeze wrote:aaand some "undo last pixel" button, if easy feasable
Re: PixelTool - Voxel-based Vehicle Editor/Renderer
where is the like button ^^ good job so far, head on



- lukasz1985
- Route Supervisor
- Posts: 436
- Joined: 27 Mar 2013 08:58
- Location: Poland
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Re: PixelTool - Voxel-based Vehicle Editor/Renderer
Well the thing is that you don't need to limit things to 8bit . You could achievie similar result with a library such as Three.js or doing rendering in WebGL alone and then aligning colors to 8bit. You could've done this by creating cube meshes, like in minecraft and then rendering them with a orthographic camera. The block could be colored in these 8 bit palette if you need to, but then, applying lighting would change the color shades (I guess you're doing this already).It's my own renderer, I don't know of any 8-bit 3D graphics software so I had to start from scratch!
Sorry if talking too much but I'm really no more a friend of JavaScript and my motivation to look into sources is rather low

BTW, I wonder why in Opera the GUI looks so bad.
Re: PixelTool - Voxel-based Vehicle Editor/Renderer
Does anybody knows what are the dimensions should be if I'm aiming to create some narrow gauge and shorter than 8/8 things (ie. 7/8, 6/8, or couldn't just someone creates a list for that) ?
YNM = yoursNotMine - Don't get it ?
「ヨーッスノットマイン」もと申します。
「ヨーッスノットマイン」もと申します。
Re: PixelTool - Voxel-based Vehicle Editor/Renderer
32Wx10Hx12D should be correct for most 8/8 length vehicles
You should be able to increase the height to up to 12 without too many glitches (for pantographs etc)
The depth can also be nudged up for wider than average vehicles.
For shorter vehicles just alter the width from 32. 32 is 8/8, therefore reduce it by 4 for each 1/8 the vehicle should be shorter:
8/8 32
7/8 28
6/8 24
5/8 20
4/8 16
3/8 12
2/8 8
1/8 4
You should be able to increase the height to up to 12 without too many glitches (for pantographs etc)
The depth can also be nudged up for wider than average vehicles.
For shorter vehicles just alter the width from 32. 32 is 8/8, therefore reduce it by 4 for each 1/8 the vehicle should be shorter:
8/8 32
7/8 28
6/8 24
5/8 20
4/8 16
3/8 12
2/8 8
1/8 4
Re: PixelTool - Voxel-based Vehicle Editor/Renderer
Suggestions ?

It's supposed to be like this, but with the old wider windows (it's made small because of some violence when passing several areas) 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YNM = yoursNotMine - Don't get it ?
「ヨーッスノットマイン」もと申します。
「ヨーッスノットマイン」もと申します。
Re: PixelTool - Voxel-based Vehicle Editor/Renderer
The idea of a tool to create 8-bit graphics is interesting and 8-bit graphics may be still interesting for better performance compared to 16/24/32-bit graphics.
I made a few buildings a long time age with sketchup, which isn't easy because you usually can't render indexed 8-bit colours and it takes quite a lot of time to find some working textures which don't get ugly if you reduce them to 8-bit colours and I wondered if it would be possible to optimize a 8-bit colour palette with a better light setting in a way for a game, that it shows only the colours you can use in two ways: one colour for the sunny side and the same colour optimized for the shadowed side.
This means you take out all company-/ or animated colours and a few of the colours which nobody uses because they are too intense or ugly, provide some good colours for the sunny side and the exact shadowed counterpart. I don't know if it's necessary or possible to change the 8-bit colour palette of the game to get better results.
Another problem is that the resolution of the sprites is too low to create something reasonable in my opinion.
I made a few buildings a long time age with sketchup, which isn't easy because you usually can't render indexed 8-bit colours and it takes quite a lot of time to find some working textures which don't get ugly if you reduce them to 8-bit colours and I wondered if it would be possible to optimize a 8-bit colour palette with a better light setting in a way for a game, that it shows only the colours you can use in two ways: one colour for the sunny side and the same colour optimized for the shadowed side.
This means you take out all company-/ or animated colours and a few of the colours which nobody uses because they are too intense or ugly, provide some good colours for the sunny side and the exact shadowed counterpart. I don't know if it's necessary or possible to change the 8-bit colour palette of the game to get better results.
Another problem is that the resolution of the sprites is too low to create something reasonable in my opinion.
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Re: PixelTool - Voxel-based Vehicle Editor/Renderer
that's the hard part
make it good looking in a weak resolution.

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