Total Graphics Replacement discussion
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- Born Acorn
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Probably because in isometric perspercive everything looks a little bit strange. I've looked now for some height values of common platforms - e.g. found a maximum height value (but not above sea level
) of the biggest platform ever built: 472 meters.
Based on the research I think common values _above sea level_ are around 100 meters. If the tallest building in Stralsfurt (on my last posted image) is a 9-storey building (ca. 27m tall), then the old (TTD original) oilrig would be just 50m, and the NEW one between 70 and 80 meters in height - so it's not too huge, more too small.

Based on the research I think common values _above sea level_ are around 100 meters. If the tallest building in Stralsfurt (on my last posted image) is a 9-storey building (ca. 27m tall), then the old (TTD original) oilrig would be just 50m, and the NEW one between 70 and 80 meters in height - so it's not too huge, more too small.
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- Landing place edited.
- oilrigv2.9.png (14.7 KiB) Viewed 4570 times
The last one goes with the TTRSet
.

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I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
BUILDING STATES
*uff* ... done.
So if nobody wants to have things added to this version of the oilrig I'll cut it down and continue working on 3D meshes in future. pixel-editing was fun for some time, but as it is with all things: "you should know when you have to stop"
@gkirilov: Thanks
So if nobody wants to have things added to this version of the oilrig I'll cut it down and continue working on 3D meshes in future. pixel-editing was fun for some time, but as it is with all things: "you should know when you have to stop"

@gkirilov: Thanks

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- oilrigv3.png (51.83 KiB) Viewed 4301 times
Nice!
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- George
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Re: BUILDING STATES
In US set thread there is a good work with old train station that is made from a 3D model. Can you do the same with industries?Red*Star wrote:So if nobody wants to have things added to this version of the oilrig I'll cut it down and continue working on 3D meshes in future. pixel-editing was fun for some time, but as it is with all things: "you should know when you have to stop"
You mean this one, I assume...
http://www.tt-forums.net/viewtopic.php? ... start=5380
I already thought about the possibility to use 3D meshes... that would be cool, yes, but I have to try how to implement an efficient way of doing that.
http://www.tt-forums.net/viewtopic.php? ... start=5380
I already thought about the possibility to use 3D meshes... that would be cool, yes, but I have to try how to implement an efficient way of doing that.
If we do it like that, then we already have
- a coal power plant
- oil wells
- a sawmill (obviously WIP)
if the informations on http://wiki.openttd.org/index.php/Indus ... raphics%29
are up-to-date.
But I see a problem: Some funny details seen on the 32bpp graphics become less-than-pixel-size blurry pixels in the downscaled version... To have an example I just tried it with MeusHs oil wells... they don't longer look sooo great. It's the same problem as it was with my oil rig: potorealistic (or nearly photorealistic) graphic looks blurry and does no longer fit into the TTD world*) because the (O)TTD gfx look more... kittenishly and kinda "cute".
*) I mean the "old", the 16bpp gfx world
- a coal power plant
- oil wells
- a sawmill (obviously WIP)
if the informations on http://wiki.openttd.org/index.php/Indus ... raphics%29
are up-to-date.
But I see a problem: Some funny details seen on the 32bpp graphics become less-than-pixel-size blurry pixels in the downscaled version... To have an example I just tried it with MeusHs oil wells... they don't longer look sooo great. It's the same problem as it was with my oil rig: potorealistic (or nearly photorealistic) graphic looks blurry and does no longer fit into the TTD world*) because the (O)TTD gfx look more... kittenishly and kinda "cute".
*) I mean the "old", the 16bpp gfx world

Ok, it *is* possible, if you apply a sharpening filter.
(Sorry, MeusH for using your mesh as a guinea pig
)
Actually it is to bright to fit in the "old" TTD world, but with some additional filters that can be fixed. The question is: Is there an automatizable way to convert 3D renderings appropriately into 16bpp - without having to manually edit parameters as brightness etc. for each sprite?
(Sorry, MeusH for using your mesh as a guinea pig

Actually it is to bright to fit in the "old" TTD world, but with some additional filters that can be fixed. The question is: Is there an automatizable way to convert 3D renderings appropriately into 16bpp - without having to manually edit parameters as brightness etc. for each sprite?
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- oilwellhouse.png (61.92 KiB) Viewed 4176 times
Here's my sawmill. I tried converting it, but I failed. Feel free to try for yourself.
http://www.tt-forums.net/files/5-lumbermill-b_172.png
http://www.tt-forums.net/files/5-lumbermill-b_172.png
ok here is the sawmill to the colour pallet and the correct size. i don't see whats wrong with it, it looks good to me 
possibly isn't correct to some of the magic colours, i think magic colours should be a GFX option per sprite.....
Alltaken

possibly isn't correct to some of the magic colours, i think magic colours should be a GFX option per sprite.....
Alltaken
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- sawmill to TTD colour pallete
- sawmill.png (26.68 KiB) Viewed 4141 times
Hmm, looks nice, let me wonder how much work it would be to allow 64k colors in TTDPatch ...
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If with "as long as it fits the new stuff" you mean that we reach some "interemediate development state" in which we still have 16bpp gfx, but with a complete replacement of the copyrighted TTD graphics, then I fully agree.Alltaken wrote:and i don't think it matters if it fits old GFX, as long as it fits the new stuff.
Alltaken
It's just because currently all of the - let's call them "intermediate gfx" - which currently exists have a style similar to that in original TTD.
So IMO it will be hard to get the intermediate gfx replacement stuff conform, if we combine renderings with hand-drawn pixel graphics. I would prefer, if we can avoid such an "ugly state", to use your words.
PS: Yeah! Found an AA algorithm that produces render output which isn't too blurry and don't looks as crappy as the non-AA version is.
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- antialiasingissues.png (90.3 KiB) Viewed 1111 times
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