smooth vehicles

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

Moderator: Graphics Moderators

Xilef
Engineer
Engineer
Posts: 27
Joined: 21 Sep 2005 15:47
Location: Sweden

smooth vehicles

Post by Xilef »

Will there be more than 8 directions in the future?
Example: Ambrosia's Escape Velocity. A long time ago I made graphics for plugins for Escape Velocity. I don't remember, but I think it had 64 (8x8) directions on the sprites.
Is something like that planned in the future? I have read about graphic replacement. Will more sprites be added?
User avatar
bobingabout
Tycoon
Tycoon
Posts: 1850
Joined: 21 May 2005 15:10
Location: Hull, England

Post by bobingabout »

IIRC, there will be more than 8 directions for 32bpp, i can't remember the exact number, but it was atleast 32 facings.
JPG SUX!!! USE PNG!!!
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.

[/url]
Alltaken
Tycoon
Tycoon
Posts: 1285
Joined: 03 Dec 2003 06:24
Location: Christchurch, New Zealand
Contact:

Post by Alltaken »

i think its 40 directions.

Alltaken
Bjarni
Tycoon
Tycoon
Posts: 2088
Joined: 08 Mar 2004 13:10

Re: smooth vehicles

Post by Bjarni »

Xilef wrote:Example: Ambrosia's Escape Velocity. A long time ago I made graphics for plugins for Escape Velocity
now there is (was) a game that the users could edit and make new vehicles for without knowing how to code some f*** up grf stuff. The only problem is that resourcefork based games aren't portable. Also it's a thing of the past, not the future

32 bit graphic files will however get a new format that is easier to handle
User avatar
bobingabout
Tycoon
Tycoon
Posts: 1850
Joined: 21 May 2005 15:10
Location: Hull, England

Post by bobingabout »

the coding will be easier. however, i'm not sure they will be easy to make, unless they are rendered in blender.

I'd like to see you try and make a remap layer :P
JPG SUX!!! USE PNG!!!
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.

[/url]
User avatar
charlieg
Transport Coordinator
Transport Coordinator
Posts: 323
Joined: 08 Oct 2003 14:07
Contact:

Post by charlieg »

Alltaken wrote:i think its 40 directions.

Alltaken
That's gonna be a lot of graphics. Have you guys fully thought about the memory and processor implications of such a variety of sprites? It sounds almost like this may as well be going 3d - at least for the vehicles anyway!
Open source tycoon games
--
Free Gamer - open source and Free Software games
FreeGameDev forums - open source game development community
User avatar
bobingabout
Tycoon
Tycoon
Posts: 1850
Joined: 21 May 2005 15:10
Location: Hull, England

Post by bobingabout »

good question, have you considered 3D vehicles?
JPG SUX!!! USE PNG!!!
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.

[/url]
User avatar
Killer 11
Tycoon
Tycoon
Posts: 2463
Joined: 06 Jan 2004 18:38
Location: Kaunas, Lithuania
Contact:

Post by Killer 11 »

i thing you overreact. starcraft uses 34 angles for almost every unit and yet you can play it even with hell lot of big units(means big sprites) but ofcourse with 32bit it will eat even more memory than starcrafts palleted bmp's
User avatar
Magic_Pixel
Engineer
Engineer
Posts: 80
Joined: 29 Jul 2004 07:56
Location: Tulcea/Bucharest, Romania
Contact:

Post by Magic_Pixel »

Computers also evolved since Starcraft
...maintainer of Romanian OpenTTD translation...
User avatar
bobingabout
Tycoon
Tycoon
Posts: 1850
Joined: 21 May 2005 15:10
Location: Hull, England

Post by bobingabout »

computers have evolved, but OTTD isn't making use of any of the extra features, such as the GPU.

take a look at this: http://www.tt-forums.net/viewtopic.php?t=22024
JPG SUX!!! USE PNG!!!
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.

[/url]
Alltaken
Tycoon
Tycoon
Posts: 1285
Joined: 03 Dec 2003 06:24
Location: Christchurch, New Zealand
Contact:

Post by Alltaken »

this debate has been had over and over....

16 of the 40 tiles are for up and down two levels of slopes and can be turned off. the other 24 are for rotating aorund the flat, and will be able to be turned down to 8 sprites via a GFX options panel....

discussion over about OGL and GPU and 3d graphics. just won't happen in OTTD under the current situation (unless someone goes and puts OGL into it)

Alltaken
Bjarni
Tycoon
Tycoon
Posts: 2088
Joined: 08 Mar 2004 13:10

Post by Bjarni »

Alltaken wrote:this debate has been had over and over....
...
discussion over about OGL and GPU and 3d graphics. just won't happen in OTTD under the current situation (unless someone goes and puts OGL into it)
I will not kill anybody for adding OpenGL support to it as an option as long as it will not disable the current display stuff. Some ports will get problems with such a change, not to mention some hardware. Only problem is that I don't know how to do that in a way that makes proper use of the hardware to speed things up. Using a GPU to add a layer on top of some sprites to give them company colour or something would be nice though
Alltaken
Tycoon
Tycoon
Posts: 1285
Joined: 03 Dec 2003 06:24
Location: Christchurch, New Zealand
Contact:

Post by Alltaken »

or for animation of things like water would be great.

AFAIK the animated water could be fairly easily done in OGL without effecting other things.

Alltaken
Bjarni
Tycoon
Tycoon
Posts: 2088
Joined: 08 Mar 2004 13:10

Post by Bjarni »

Alltaken wrote:or for animation of things like water would be great.

AFAIK the animated water could be fairly easily done in OGL without effecting other things.
yeah it would be great to support such things without getting a huge slowdown. Platforms that do not support it for whatever reason would then be able to not using it and get a still water image, so they would still be able to play the game. I don't think PDAs got a great GPU, not even the new ones, that got a screen large enough to support OpenTTD without modifications
User avatar
Korenn
Tycoon
Tycoon
Posts: 1735
Joined: 26 Mar 2004 01:27
Location: Netherlands
Contact:

Post by Korenn »

once the 32 bpp sprites are in the game and working, I'm positive someone will put in the time to write an OGL (or direct x for that matter) feature for 3d vehicles. Once the basis is there, I don't think it can be prevented even if we want to :)
Bjarni
Tycoon
Tycoon
Posts: 2088
Joined: 08 Mar 2004 13:10

Post by Bjarni »

Korenn wrote:once the 32 bpp sprites are in the game and working, I'm positive someone will put in the time to write an OGL (or direct x for that matter) feature for 3d vehicles. Once the basis is there, I don't think it can be prevented even if we want to :)
directx is windows only, so that one would be a really bad choice, specially since opengl is very portable
Xilef
Engineer
Engineer
Posts: 27
Joined: 21 Sep 2005 15:47
Location: Sweden

Post by Xilef »

total graphic replacement is something that is on its way, at least for the buildings and everything else, exept vehicles. am I wrong?
it can't be easy for all graphic artists to make new graphics for vehicles when it isn't clear how many sprites the new graphics will use, or if there will come someone and introduce openGL in ottd. or am I wrong here too?

so how will it be with the graphic replacement? will there be new biuldings and old vehicles? or new buildings, new vehicles but with only 8 directions? or will the new graphics be introduced in the game once all graphics and the new sprite thing for the vehicles is done?
crossed runways.
Bjarni
Tycoon
Tycoon
Posts: 2088
Joined: 08 Mar 2004 13:10

Post by Bjarni »

Xilef wrote:it can't be easy for all graphic artists to make new graphics for vehicles when it isn't clear how many sprites the new graphics will use, or if there will come someone and introduce openGL in ottd. or am I wrong here too?
well so far I think everybody have made 3D models and then they can just rotate them to create the needed sprites. 3D models aren't hard to convert to openGL either, but I guess they might need to be less polygons than the ones we have seen to gain speed

also remember that there have been no official request for graphics. Everybody, who is drawing right now, do it on their own action in the hope that their work will be possible to use at a later date. Odds are that they can, but we can't make a well defined readme on how to draw this since it's not decided yet. Due to this, it's a good idea to keep all the 3D models, so more sprites can be made. Hopefully none of the current work will be lost
User avatar
Born Acorn
Tycoon
Tycoon
Posts: 7596
Joined: 10 Dec 2002 20:36
Skype: bornacorn
Location: Wrexham, Wales
Contact:

Post by Born Acorn »

3d models would give a better visual effect. Especially with things like planes; If you wanted to code a new feature making planes tilt in curves, you already have the graphics.

The downside is that they take more system resources, and some computer have problems with OGL altogether.
Image
dmh_mac
Transport Coordinator
Transport Coordinator
Posts: 278
Joined: 25 Apr 2005 18:18

Post by dmh_mac »

I would realy like to have opengl in ottd. You just can't keep a game up to date if you don't start using the gpu.

As for the people who say it wont run on their 386, well boohoo. It's 2005, get with the times already (or just keep running an older version of ottd).
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: le_harv and 32 guests