smooth vehicles
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smooth vehicles
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?
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?
- bobingabout
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IIRC, there will be more than 8 directions for 32bpp, i can't remember the exact number, but it was atleast 32 facings.
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Re: smooth vehicles
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 futureXilef wrote:Example: Ambrosia's Escape Velocity. A long time ago I made graphics for plugins for Escape Velocity
32 bit graphic files will however get a new format that is easier to handle
- bobingabout
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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
I'd like to see you try and make a remap layer

JPG SUX!!! USE PNG!!!
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
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There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
[/url]
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!Alltaken wrote:i think its 40 directions.
Alltaken
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- bobingabout
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good question, have you considered 3D vehicles?
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- Magic_Pixel
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- bobingabout
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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
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.
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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
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
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 thoughAlltaken 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)
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 modificationsAlltaken 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.
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 

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directx is windows only, so that one would be a really bad choice, specially since opengl is very portableKorenn 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
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?
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.
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 speedXilef 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?
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
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