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Re: PixelTool - Voxel-based Vehicle Editor/Renderer

Posted: 17 Feb 2014 12:40
by SkiddLow
This is the wagon made by PixelTool

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Re: PixelTool - Voxel-based Vehicle Editor/Renderer

Posted: 17 Feb 2014 16:38
by Zephyris
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:
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Re: PixelTool - Voxel-based Vehicle Editor/Renderer

Posted: 17 Feb 2014 22:16
by kamnet
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?

Re: PixelTool - Voxel-based Vehicle Editor/Renderer

Posted: 19 Feb 2014 13:54
by Phreeze
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...)

Re: PixelTool - Voxel-based Vehicle Editor/Renderer

Posted: 19 Feb 2014 16:05
by Eddi
frosch has a sprite viewer tool which separates the palette parts, maybe you can reuse that

Re: PixelTool - Voxel-based Vehicle Editor/Renderer

Posted: 19 Feb 2014 17:14
by frosch
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

Re: PixelTool - Voxel-based Vehicle Editor/Renderer

Posted: 20 Feb 2014 15:07
by audigex
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

Re: PixelTool - Voxel-based Vehicle Editor/Renderer

Posted: 11 Mar 2014 19:59
by Phreeze
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

Re: PixelTool - Voxel-based Vehicle Editor/Renderer

Posted: 12 Mar 2014 08:11
by Zephyris
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'.

Re: PixelTool - Voxel-based Vehicle Editor/Renderer

Posted: 12 Mar 2014 10:54
by Phreeze
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 :wink:

Re: PixelTool - Voxel-based Vehicle Editor/Renderer

Posted: 12 Mar 2014 18:23
by lukasz1985
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?

Re: PixelTool - Voxel-based Vehicle Editor/Renderer

Posted: 12 Mar 2014 19:25
by Phreeze
a nice feature request would be a simple color picker
aaand some "undo last pixel" button, if easy feasable

Re: PixelTool - Voxel-based Vehicle Editor/Renderer

Posted: 12 Mar 2014 21:34
by Zephyris
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.
Yeah, I should probably do that!
lukasz1985 wrote:Also how about making this tool suitable for other things such as buildings/roads/nature ?
This is currently a feature, but with no GUI. Try opening the javascript console (Ctrl+Shift+J in Chrome) and enter the following:
renderMode="OpenTTDBuilding"
A 64x64x[height] image should be correct for a full tile building.
lukasz1985 wrote:I wonder what backend you used to "render this stuff", I guess you didn't made the renderer yourself, or did you?
It's my own renderer, I don't know of any 8-bit 3D graphics software so I had to start from scratch!
Phreeze wrote:a nice feature request would be a simple color picker
Very possible, just need some time to do it!
Phreeze wrote:aaand some "undo last pixel" button, if easy feasable
Also quite simple, again just need a little bit more time... Maybe this weekend?

Re: PixelTool - Voxel-based Vehicle Editor/Renderer

Posted: 13 Mar 2014 12:03
by Phreeze
where is the like button ^^ good job so far, head on :) :bow:

Re: PixelTool - Voxel-based Vehicle Editor/Renderer

Posted: 13 Mar 2014 13:10
by lukasz1985
It's my own renderer, I don't know of any 8-bit 3D graphics software so I had to start from scratch!
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).

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 :P

BTW, I wonder why in Opera the GUI looks so bad.

Re: PixelTool - Voxel-based Vehicle Editor/Renderer

Posted: 14 Mar 2014 06:03
by YNM
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) ?

Re: PixelTool - Voxel-based Vehicle Editor/Renderer

Posted: 14 Mar 2014 11:08
by Zephyris
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

Re: PixelTool - Voxel-based Vehicle Editor/Renderer

Posted: 15 Mar 2014 04:52
by YNM
Suggestions ?
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K1 cars.png
K1 cars.png (1.04 KiB) Viewed 6318 times
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) :
Image

Re: PixelTool - Voxel-based Vehicle Editor/Renderer

Posted: 16 Mar 2014 11:02
by robo
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.

Re: PixelTool - Voxel-based Vehicle Editor/Renderer

Posted: 16 Mar 2014 13:10
by Phreeze
that's the hard part ;) make it good looking in a weak resolution.