32bit Extra Zoom Graphics Works In Progress

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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Xand
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Re: [32bpp] Extra zoom levels Graphics

Post by Xand »

The ECS Lumber Mill has another issue. Both trucks start out as depicted in A but end up like the truck in B.
lumber1.PNG
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lumber2.PNG
lumber2.PNG (381.68 KiB) Viewed 5648 times
maquinista
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

Xand wrote:I've finished the renumbering of the ECS Printing works and the Lumber Mill. However I came across sprites for the Lumber Mill that are never going to be used not in the 8-bit version so therefore also not in the 32-bit version. The unused sprites respresent the version on the left. I've attached all the unused sprites in a seperate archive file.
ecswoodw.zip
400px-5-lumbermill-b_172.jpg
In the tar file below are the licenses which were included in the orginal files, the grf file and of course the sprites of the ECS Printing works and the Lumber Mill.
ecs_woodw.tar
Thanks. I think that It could be a good idea to made a simple 32 bpp industry set, because replacing all the industries in ECS vector is almost impossible.

About the truck: The truck sprites are taken from original sprites. If You don't see a 32 bpp truck, the problem is that these sprites are missing in the file with 32 bpp trucks.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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zc15-nyonker
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Re: [32bpp] Extra zoom levels Graphics

Post by zc15-nyonker »

I am having problems getting 32bpp to work. I am using the latest 32bpp game files, and the only tar file working is the tar for GRVTS 1.4. I have all my tar files in the data directory. I changed the blitter to "32bpp-optimized" Any idea what I'm doing wrong?

Edit: never mind. I forgot to download the DIFF. Working Now.
Last edited by zc15-nyonker on 24 Mar 2010 01:44, edited 1 time in total.
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Xand
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Re: [32bpp] Extra zoom levels Graphics

Post by Xand »

maquinista wrote:Thanks. I think that It could be a good idea to made a simple 32 bpp industry set, because replacing all the industries in ECS vector is almost impossible.

About the truck: The truck sprites are taken from original sprites. If You don't see a 32 bpp truck, the problem is that these sprites are missing in the file with 32 bpp trucks.
The sprites are not missing the in the file with 32 bpp trucks. I've checked the grf files again. In openttdw.grf there are again redundant sprites overwriting the orginal sprites. The following trucks are affected:

http://www.tt-forums.net/viewtopic.php? ... 39#p861239
Last edited by Xand on 04 Mar 2010 19:43, edited 2 times in total.
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j0rdax
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Re: [32bpp] Extra zoom levels Graphics

Post by j0rdax »

The idea to cut up the lumber mill and add the trucks is brilliant. Just a pity the logs on the trucks do not match the ones at the mill.
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Szvengar
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Re: [32bpp] Extra zoom levels Graphics

Post by Szvengar »

I found some bugs and correct them:
- Two sprites with some pixels who are not supposed to be there (locate in the upper in the original files). In ogfx1_base: bridge (2442_z0 and 4331_z0).
- Masks who are not in palette color 8 bits. In ogfx1_base.
- Two sprites with wrong offsets. In ogfxe_extra: bus stop (1196_z0 and 1198_z0).
- Buildings city arctic sprites are not in the correct directory, they should be in ogfx1_base instead of ogfxc_arctic (sprites 4420_z0 to 4587_z0).
Sprites-bugs.rar
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Antonio1984
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Re: [32bpp] Extra zoom levels Graphics

Post by Antonio1984 »

I had this problem:
Image
and I've solved it adding the grf 32bpp_extra...but activating it, a new problem occurs:
Image
Is there a complete solution or I have to live together with ones of two problems?
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Lordmwa
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Re: [32bpp] Extra zoom levels Graphics

Post by Lordmwa »

Well the bottom shot looks like the vertical faces are missing but the road tile is not where it should be so i shall let somboy more knowledgable than me have a go at that
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Szvengar
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Re: [32bpp] Extra zoom levels Graphics

Post by Szvengar »

I found some other bugs.

1 - Some space between the end of the bridges and the next tiles, we see the grass
2 - Monorail bridges are not in sync, wrong offsets
3 - Monorail bridge (i.e. with the Tubular, Steel, 515 km/h), masks are not display correctly
4 - Sprites 8bpp use
5 - More masks bridges who are not display correctly
Brigdes-bugs1.png
Brigdes-bugs1.png (682.16 KiB) Viewed 4943 times
Brigdes-bugs2.png
maquinista
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

Szvengar wrote:I found some other bugs.

1 - Some space between the end of the bridges and the next tiles, we see the grass
2 - Monorail bridges are not in sync, wrong offsets
3 - Monorail bridge (i.e. with the Tubular, Steel, 515 km/h), masks are not display correctly
4 - Sprites 8bpp use
5 - More masks bridges who are not display correctly
Brigdes-bugs1.png
Brigdes-bugs2.png
The bridges are not finished, and They needs the latest railway sprites (z2 zoom level). I will wait until Ben Robbins releases them. This will fix the mask files, positions.... Also, there aren't maglev tracks sprites, and I can't add these bridges.

The grass is a problem that I don't know how to solve. A solution could be loading a GRF file with two new extra tiles and modifying the sourcecode of the game. This would allow a perfect result, but... It's more complicated (but possible to do). When I say two new extra tiles, I say two tiles for tiles with grass, two for coast, and tiles for tropical, snow....

The other solution is adding a bit of asphalt over the bridge sprites. It will cover the bridge, but It doesn't give a perfect result.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
Szvengar
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Re: [32bpp] Extra zoom levels Graphics

Post by Szvengar »

Not a problem maquinista, I just report them so you'll be aware of these bugs. :)

For the maglev bridge, I show that one side is with a 32bpp sprite and the other a 8bpp, it might just be a wrong naming of these sprites.
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

Szvengar wrote:Not a problem maquinista, I just report them so you'll be aware of these bugs. :)

For the maglev bridge, I show that one side is with a 32bpp sprite and the other a 8bpp, it might just be a wrong naming of these sprites.
Not, the bridges (at least the original sprites) shares some of their sprites. For example, the front part are shared between road, railway, maglev and monorail. The ground sprite (which contains the rear part) is the piece that changes.

http://wiki.openttd.org/Bridges_Tracks_ ... s)#Tubular

The new bridges can have their own sprites.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
Szvengar
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Re: [32bpp] Extra zoom levels Graphics

Post by Szvengar »

This one was tricky. My fault :oops:

So all we have to do is make some Maglev track sprites :wink:
maquinista
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

Szvengar wrote:I found some bugs and correct them:
- Two sprites with some pixels who are not supposed to be there (locate in the upper in the original files). In ogfx1_base: bridge (2442_z0 and 4331_z0).
- Masks who are not in palette color 8 bits. In ogfx1_base.
- Two sprites with wrong offsets. In ogfxe_extra: bus stop (1196_z0 and 1198_z0).
- Buildings city arctic sprites are not in the correct directory, they should be in ogfx1_base instead of ogfxc_arctic (sprites 4420_z0 to 4587_z0).
Sprites-bugs.rar
Thanks for your sprites, but... is better to wait for the bridge sprites. They needs lots of changes. For example, I'm using sprites less dark. The monorail and railway sprites will be updated when Ben Robbins releases their z2 sprites for railways. I want to code the bridges for all zoom levels.

The bus sprites are useful, thanks.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
maquinista
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

I have updated the Vehicle stations and depots, thanks Szvengar:

http://jupix.info/openttd/gfxdev-repo/i ... file&id=38

The fine now works with the extra GRF file.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
Antonio1984
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Re: [32bpp] Extra zoom levels Graphics

Post by Antonio1984 »

Antonio1984 wrote:I had this problem:
Image
and I've solved it adding the grf 32bpp_extra...but activating it, a new problem occurs:
Image
Is there a complete solution or I have to live together with ones of two problems?
No idea guys?
maquinista
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

Antonio1984 wrote:
Antonio1984 wrote:I had this problem:
Image
and I've solved it adding the grf 32bpp_extra...but activating it, a new problem occurs:
Image
Is there a complete solution or I have to live together with ones of two problems?
No idea guys?
It's a problem of the extra sprites. It will be fixed, It's not very difficult, but I don't have too much time this week.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
Antonio1984
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Re: [32bpp] Extra zoom levels Graphics

Post by Antonio1984 »

Ok no problem...thanks...
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GeekToo
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Re: [32bpp] Extra zoom levels Graphics

Post by GeekToo »

Did you activate the 32bpp-extra grf? And which version did you use? I tried with the latest version from openttdcoop, and there foundations and coast tiles are ok.
Antonio1984
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Re: [32bpp] Extra zoom levels Graphics

Post by Antonio1984 »

GeekToo wrote:Did you activate the 32bpp-extra grf? And which version did you use? I tried with the latest version from openttdcoop, and there foundations and coast tiles are ok.
Yes...if I enable the 32bpp_extra grf I solve first problem..but the second occurs...and vice versa...however this is the version:
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