Page 47 of 54

Re: [32bpp] Extra zoom levels Graphics

Posted: 18 Sep 2010 10:24
by RL Conroy
Wow thanks! They are Working Perfectly now! :wink:
And i will wait Peacefully and Keep watching this Topic for new Updates.
Oh and can you put more City Station together like the parts in My Attachment?

Re: [32bpp] Extra zoom levels Graphics

Posted: 19 Sep 2010 15:57
by plnrmatt
Slightly off topic, but could someone tell me where I might download this 'shop' building? I thought there might be a complete .tar? Also is there an easy way to supress the 8bpp buildings in the 32bpp game? The 4-storey shop/office (8bpp) building always seems to be in the majority and gets annoying.
Thanks!

Re: [32bpp] Extra zoom levels Graphics

Posted: 20 Sep 2010 02:48
by maquinista
plnrmatt wrote:Slightly off topic, but could someone tell me where I might download this 'shop' building? I thought there might be a complete .tar? Also is there an easy way to supress the 8bpp buildings in the 32bpp game? The 4-storey shop/office (8bpp) building always seems to be in the majority and gets annoying.
Thanks!
These sprites could be resized with Pngresize, because this building don't have a ground sprite.
The TAR file is here if someone wants resize these sprites:
http://www.tt-forums.net/viewtopic.php?p=884028#p884028

About this building:
http://jupix.info/openttd/gfxdev-repo/i ... ile&id=196

If someone can render it without the ground and with a transparent shadow, It would be my next building. The problem is that It takes too many time to render. :( Or If You want, I can leave it without shadow.

Re: [32bpp] Extra zoom levels Graphics

Posted: 20 Sep 2010 07:40
by Jupix
plnrmatt wrote: Also is there an easy way to supress the 8bpp buildings in the 32bpp game?
Not really, but related to this, once we start compiling the actual temperate replacement set, unfinished stuff should be optionally replaced with black boxes, like in the early stages of OpenGFX. Apart from the annoyance/preference value, this would be valuable in visually representing the overall progress of the replacement set.

Re: [32bpp] Extra zoom levels Graphics

Posted: 20 Sep 2010 07:50
by Zephyris
You will find that the black boxes were part of the late stages of OpenGFX, once all the gui, fonts, terrain, trees, infrastructure and vehicles were finished... It was also only done because of the need to compile all sprites, both finished and unfinished, into a single base graphics file to inspire the devs to support the alternative base graphics sets. You don't have these pressures, so I would advise against wasting time making loads of black sprites when you could be getting graphics drawn instead...

Re: [32bpp] Extra zoom levels Graphics

Posted: 20 Sep 2010 19:47
by plnrmatt
Thanks!

Shame about the 8bpp graphics, but I'm sure I'll cope :D
Cheers!

Re: [32bpp] Extra zoom levels Graphics

Posted: 27 Sep 2010 22:07
by dt890
Imagei hope that i posted this in the right thread but i hope that i done somthing usefull.... i made a remake water supply in 32 bpp i still have a few things to make before its complete just wanted to show my progress and get comments and thoughts about it. and need somone who can tell/do the light rigging if you dont see any image download the file instead

Re: [32bpp] Extra zoom levels Graphics

Posted: 27 Sep 2010 23:56
by maquinista
Very nice.

For the front part, I suggest to model something like a small solar thermal power station. Model two, three or four parabolic mirrors, some pipes, a tank...

I mean something like this, but smaller:
http://en.wikipedia.org/wiki/File:Solar_Array.jpg

Re: [32bpp] Extra zoom levels Graphics

Posted: 28 Sep 2010 16:39
by dt890
Image i have uppdated and added a extra part of building in my perspektive is it complete (except color, programing, lightning)


ps: if you dont see any image download istead

Re: [32bpp] Extra zoom levels Graphics

Posted: 29 Sep 2010 18:51
by Lord Aro
i have finished the mask sprites for the GUI - Toolbar and Selectors

However, i have noticed some flaws:
the fast forward button, though included, does not work

and (i don't know whether this is a problem of the patch (i think it might be) )
the 'blue, centre' bit of the selectors is white

Re: [32bpp] Extra zoom levels Graphics

Posted: 29 Sep 2010 18:59
by maquinista
The the fast forward button is a sprite of ogfxe_extra file.

The sprites of ogfxe_extra file should be included in this project: http://www.tt-forums.net/viewtopic.php?f=36&t=47288

Re: [32bpp] Extra zoom levels Graphics

Posted: 29 Sep 2010 19:07
by Lord Aro
that'll be why...

i'm guessing i can remove it from the .tar?
and how do i get it put into the 32bpp_extra NewGRF?

EDIT: oh, and another thing:
i failed to find the sources anywhere, and so i put the status of the file as "Sources Missing" (or at least, i would have done)
Is there any chance of ever getting the source files, and so should i set the file as released anyway?

Re: [32bpp] Extra zoom levels Graphics

Posted: 29 Sep 2010 19:21
by maquinista
Lord Aro wrote:that'll be why...

i'm guessing i can remove it from the .tar?
and how do i get it put into the 32bpp_extra NewGRF?

EDIT: oh, and another thing:
i failed to find the sources anywhere, and so i put the status of the file as "Sources Missing" (or at least, i would have done)
Is there any chance of ever getting the source files, and so should i set the file as released anyway?
Put it as "missing sources". The file is valid if It is finished and It has a GPL license. The sources are interesting, but a good graphic won't be rejected it It doesn't have sources.

For example, the railway croosings doesn't have sources. I just removed some pixels on some sprites of the other railway tiles.

Re: [32bpp] Extra zoom levels Graphics

Posted: 29 Sep 2010 19:26
by Lord Aro
but that means that it gets excluded from the standard mega-pack doesn't it?

oh and:
Lord Aro wrote: i'm guessing i can remove it [the ogfxe_extra sprite] from the .tar?
and how do i get it put into the 32bpp_extra NewGRF?

Re: [32bpp] Extra zoom levels Graphics

Posted: 29 Sep 2010 19:26
by Rubidium
maquinista wrote:Put it as "missing sources". The file is valid if It is finished and It has a GPL license. The sources are interesting, but a good graphic won't be rejected it It doesn't have sources.
GPL requires the sources can be given, as such it can't be GPL without the sources! Especially as you're working here with models where arguably the model is the prefered file to edit, not the png that is uploaded.

Re: [32bpp] Extra zoom levels Graphics

Posted: 29 Sep 2010 19:38
by maquinista
But there are lots of graphics without sources. For example these bridges:
http://jupix.info/openttd/gfxdev-repo/i ... file&id=39

These bridges doesn't have Blend files, but They has the rendered sprites without road surfaces. I don't see a reason to think that They are less GPL that a model with Blend files where the sprites has a lot of GIMP process, like this tile:
http://jupix.info/openttd/gfxdev-repo/i ... ile&id=260

Or the fountain, that I haven't used the original Blend file because I can't render it:
http://jupix.info/openttd/gfxdev-repo/i ... ile&id=138
This tile has a lot of GIMP work from a PNG file uploaded to the wiki.


If We reject files without Blend files (or other 3D file formats) We will lost lots of models and this project will be a new Duke Nukem Forever. :(

Re: [32bpp] Extra zoom levels Graphics

Posted: 29 Sep 2010 19:47
by Lord Aro
i think Rubidium means that as long as they have the source of which the released sprites were made from, it's fine (i think)

as for the bridges, Northstar2 was online not too long ago, why don't we ask him for the .blend/whatever files?

Re: [32bpp] Extra zoom levels Graphics

Posted: 30 Sep 2010 16:42
by Rubidium
Lord Aro wrote:i think Rubidium means that as long as they have the source of which the released sprites were made from, it's fine
I mean whatever is meant by the GPL license. In case the image is touched up a lot in an image editor and (still) has layers that layered file should in my opinion be considered the source, i.e. preferred form of the work for making modifications to it.

To be fully certain I would comply with the license I would consider both the actual 3D model and the layered image file (where the background is a render of the 3D model) as the source for those post-processed 3D models such as the fountain. In case it's just pixel pushing from the beginning it'd be the layered image file.

A PNG file is not a layered image file and XCF/PSD are.

Re: [32bpp] Extra zoom levels Graphics

Posted: 01 Oct 2010 05:01
by Jupix
What constitutes sources for our works cannot easily be defined as it changes on pretty much per-sprite basis and, more accurately, obviously depends on what is needed to replicate the sprite 100 %.

For some ground sprites, for instance, we can't expect .blends, but the sprites were created somehow. Consider yourself a tutor to the next guy trying to create the same exact graphic. What does he need? That's what needs to go in labeled as sources.

.blends are only necessary if the scene in your sprite was modeled in Blender. Otherwise, you can make do with layered bitmaps, photography, notes, etc.

Duke Nukem Forever aside, we require sources for all works related to the graphics replacement set, because not only does it make it less likely for the work to go obsolete, and make modifying the sprites easier, it's a legal requirement of the GPL. The "why" part has been discussed extensively and while having to publish sources in addition to the actual sprites may appear a chore right now, in the future we'll be glad we did it.

Re: [32bpp] Extra zoom levels Graphics

Posted: 01 Oct 2010 11:51
by maquinista
Ok, but I don't want to work on new bridge sprites. I will finish the current ones and I will release it, because It has a lot of work.