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Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 19 Jan 2010 20:45
by Hyronymus
So for all e care I can just make "magic pink" 8bpp images. But do they need to be of the correct 32bpp image dimensions?

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 19 Jan 2010 21:02
by GeekToo
No, not necessarily. But the 32bpp sprites have to be within the bounding box (defined in code, and can be shortened by newgrf) of the vehicle. Press control+B ingame, and they will be shown.

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 19 Jan 2010 21:18
by Hyronymus
GeekToo wrote:No, not necessarily. But the 32bpp sprites have to be within the bounding box (defined in code, and can be shortened by newgrf) of the vehicle. Press control+B ingame, and they will be shown.
OK, that's good then if you can do with 1*1px fake 8bpp graphics. Saves memory usage :P.

But is there ever going to be a way where you don't need fake 8bpp graphics?

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 19 Jan 2010 21:43
by neob
maquinista wrote:8 and 32 bpp are different style graphics. This means that 32 bpp doesn't have better quality than 32 bpp, It is a different look.
from what i understand 32bpp use wider range of colors and this apparent even on normal zoom(everything is sharper) but much more than that on full zoom, so better quality or different looks or whatever the final result of 8bpp compared to 32Bpp fullzoom is very different.
maquinista wrote:About the GFR+TAR files: TAR files replaces the 8 bpp sprites. If the TAR file and the GRF file are different (for example Spain set 1.27 in GRF and 1.28 in TAR file), You will get wrong graphics, because the sprite number can be different in the GRF file.
of course the 32Bpp sprite and the 8Bpp he replaces needs to have the same name.


GeekToo wrote:No, not necessarily. But the 32bpp sprites have to be within the bounding box (defined in code, and can be shortened by newgrf) of the vehicle. Press control+B ingame, and they will be shown.
does one of the wiki articles describe this? like:
http://wiki.openttd.org/How_to_Create_3 ... Extra_Zoom
http://wiki.openttd.org/Category:32bpp_ ... _resources
anything here?

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 19 Jan 2010 21:54
by GeekToo
Yes, one of them does

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 19 Jan 2010 22:18
by Hyronymus
GeekToo wrote:Yes, one of them does
Strict answer :P. Care to elaborate which of the 2 does, for those who still aren't with us? I'm a believer now btw ;).

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 19 Jan 2010 22:20
by FooBar
Hyronymus wrote:But is there ever going to be a way where you don't need fake 8bpp graphics?
There is, just downsample the 32bpp graphics to 8bpp and use those instead of the fake ones :P

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 19 Jan 2010 22:24
by GeekToo
Hyronymus wrote:
GeekToo wrote:Yes, one of them does
Strict answer :P. Care to elaborate which of the 2 does, for those who still aren't with us? I'm a believer now btw ;).
http://wiki.openttd.org/How_to_Create_3 ... Extra_Zoom, check step 2

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 20 Jan 2010 00:20
by ArmEagle
Hyronymus I actually used your dutch catenary grf for some time to be able to show 32bpp catenary in the zoom-patched 32bpp client. I just couldn't figure out what sprite IDs were used for the catenary by OpenTTD, but it was easy to grab that from your set. That is, until someone told me and it was actually quite obvious (I just did never look at the openttd grf, or whatever).

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 20 Jan 2010 10:24
by FooBar
Just decode the 'extra' grf from OpenGFX or openttd(d|w).grf from default OpenTTD. Then the numbers from those will become just as clear as well. ;)

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 20 Jan 2010 11:42
by ArmEagle
FooBar wrote:Just decode the 'extra' grf from OpenGFX or openttd(d|w).grf from default OpenTTD. Then the numbers from those will become just as clear as well. ;)
Yes, somehow I never figured that out before. Did ask around but noone told me back then.

Anyway, enough off-topic. But since I'm posting now anyway: keep up the good work! :)

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 23 Jan 2010 00:30
by GeekToo
new diff, synced with trunk cause petern did fix an issue with loading tars icw tarred ogfx.tars.

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 23 Jan 2010 03:20
by neob
OpenTTD 32Bpp.r18891.x86.7z
(2.8 MiB) Downloaded 458 times
OpenTTD 32Bpp.r18891.x64.7z
(3.2 MiB) Downloaded 412 times
32bpp_18891_v13.diff
(79.36 KiB) Downloaded 435 times

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 23 Jan 2010 21:25
by TheJaguar
neob wrote:
OpenTTD 32Bpp.r18891.x86.7z
OpenTTD 32Bpp.r18891.x64.7z
32bpp_18891_v13.diff

Thank you for your upload, but I can't extract the files from the archive and I've tried WinRAR & 7-Zip Manager without any success. It gives me an error that looks like this "Unsupported compression method for 'OpenTTD\<name of the file>' "

Can you please reupload them in a format that we can use those builds? I think I'm not the only one who experienced these kinds of problems, but I don't know for sure of course. If it's something my fault, please tell what shall I do to uncompressed them. ps: I'm using Windows 7 64-bit, if it helps.

Thank you

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 23 Jan 2010 21:31
by Thief^
Are you talking about the .diff? It's not an archive. See the sticky at the top of the openttd dev forum, or ignore it and just use the provided executable from the same post...

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 23 Jan 2010 22:10
by neob
TheJaguar wrote:Can you please reupload them in a format that we can use those builds? I think I'm not the only one who experienced these kinds of problems, but I don't know for sure of course. If it's something my fault, please tell what shall I do to uncompressed them. ps: I'm using Windows 7 64-bit, if it helps.Thank you
i checked this and you right Winrar cannot handle this but 7z should (make sure you have the latest version, i used 7.10)
i would supplied it with self extractor but the forum doesn't allow exe files, anyway i repacked it with winrar (its take a bit more space now)

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 23 Jan 2010 22:46
by Thief^
neob wrote:i checked this and you right Winrar cannot handle this but 7z should (make sure you have the latest version, i used 7.10)
i would supplied it with self extractor but the forum doesn't allow exe files, anyway i repacked it with winrar (its take a bit more space now)
That's strange, my winrar can open those 7z files fine...

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 23 Jan 2010 23:26
by neob
i have winrar 3.9 beta 4 version for x64 and its gives an 'un known compression method' error.
i updated to winrar 3.92 beta 1 and now its works (probably support for LMZA2 compression was only introduced in recent version)

btw i just hate this BS that i think google started with never ending beta's...

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 24 Jan 2010 12:05
by TheJaguar
neob wrote:
TheJaguar wrote:Can you please reupload them in a format that we can use those builds? I think I'm not the only one who experienced these kinds of problems, but I don't know for sure of course. If it's something my fault, please tell what shall I do to uncompressed them. ps: I'm using Windows 7 64-bit, if it helps.Thank you
i checked this and you right Winrar cannot handle this but 7z should (make sure you have the latest version, i used 7.10)
i would supplied it with self extractor but the forum doesn't allow exe files, anyway i repacked it with winrar (its take a bit more space now)

Thank you, it works now,

But I have another question for you as far as I noticed for the past 2 patched builds, including 18891, why at the game menu doesn't say the version number followed by the M word or something like that as with the build 17832? Now it says "OpenTTDnorev000"

Thanks again for the repack version

Re: [32bpp] Extra zoom levels, experimental new CC algorithm

Posted: 24 Jan 2010 13:10
by zerpa
neob wrote:i checked this and you right Winrar cannot handle this but 7z should (make sure you have the latest version, i used 7.10)
i would supplied it with self extractor but the forum doesn't allow exe files, anyway i repacked it with winrar (its take a bit more space now)
I think you mean version 9.10, which is a beta release. The newest official version is version 4.65, and it can not extract those .7z files. It works with the 9.10 beta though.