32bit Graphics Extra Zoom Patch
Moderator: Graphics Moderators
- DeletedUser5
- Transport Coordinator
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Re: [32bpp] Extra zoom levels ! (revived)
OK. I was just wondering why you didn't posted it, and know I know. And for those who didn't looked up on blender theared: look here and into few next posts. Download interesting set ( with or w/o grid lines ) unpack it into /data/sprites/trg1r and play with more 32bpp graphics!
Re: [32bpp] Extra zoom levels ! (revived)
OpenTTD will read inside .tar files. There is no need to unpack them.Soeb wrote:Download interesting set ( with or w/o grid lines ) unpack it into /data/sprites/trg1r and play with more 32bpp graphics!
He's like, some kind of OpenTTD developer.
- DeletedUser5
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Re: [32bpp] Extra zoom levels ! (revived)
But those are rar's...
I wrote about Ben's post. That's why I said "unpack".
I wrote about Ben's post. That's why I said "unpack".
Re: [32bpp] Extra zoom levels ! (revived)
Correct, they are rars and thus they must be unpacked. I blame a too-small font...
He's like, some kind of OpenTTD developer.
- DeletedUser5
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Re: [32bpp] Extra zoom levels ! (revived)
Another thing noticed. I was coding something and I forgot to write it's z0. It was resized but there were some problems.
- CryingCorvus
- Engineer
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Re: [32bpp] Extra zoom levels ! (revived)
OMG i love this zoom stuff:D
But i Can't made it to work, its too many steps and things to do and copy.
I need some step by step instructions or even whole working game with this patch, im affraid i dont understand this all wierd stuff here.(im playing TTDP)
What exacly means this 32bpp-optimized blitter, and where i can download version r11813 that works with this patch?
I hope im not only one who can't join this pieces together
(sorry for bad english that i'v lern from games)
But i Can't made it to work, its too many steps and things to do and copy.
I need some step by step instructions or even whole working game with this patch, im affraid i dont understand this all wierd stuff here.(im playing TTDP)
What exacly means this 32bpp-optimized blitter, and where i can download version r11813 that works with this patch?
I hope im not only one who can't join this pieces together
(sorry for bad english that i'v lern from games)
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- Tycoon
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Re: [32bpp] Extra zoom levels ! (revived)
Well.. you need OpenTTD for thisCryingCorvus wrote:OMG i love this zoom stuff:D
But i Can't made it to work, its too many steps and things to do and copy.
I need some step by step instructions or even whole working game with this patch, im affraid i dont understand this all wierd stuff here.(im playing TTDP)
What exacly means this 32bpp-optimized blitter, and where i can download version r11813 that works with this patch?
I hope im not only one who can't join this pieces together
(sorry for bad english that i'v lern from games)
1. Use BuildOTTD to apply the patch to trunk revision r11813 and compile.
2. Get some things from here and put them into openttd data.. (see posts from Soeb what and how exactly)
3. Modify openttd.cfg (see the frist post)
4. Start openttd with the 32bpp-optimized blitter
madis. It wasn't so hard...
- DeletedUser5
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Re: [32bpp] Extra zoom levels ! (revived)
And my tutorial on adding graphics:
1. To add graphics in tars just copy tar to the data directory. List of tars for this version can be found in my first post in this topic.
2. Ben also made and coded some graphics, but he relased them in rars. Download them and unpack into "/data/sprites/trg1r".
You can use only one set - with / without grid lines.
1. To add graphics in tars just copy tar to the data directory. List of tars for this version can be found in my first post in this topic.
2. Ben also made and coded some graphics, but he relased them in rars. Download them and unpack into "/data/sprites/trg1r".
You can use only one set - with / without grid lines.
- CryingCorvus
- Engineer
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Re: [32bpp] Extra zoom levels ! (revived)
I got OTTD
1: What is BuildOTTD and where i can find this revision r11813?
2: I know
3: I know
You dont answered my question but just repeated things from first page
Soeb: im not that far yet
1: What is BuildOTTD and where i can find this revision r11813?
2: I know
3: I know
You dont answered my question but just repeated things from first page
Soeb: im not that far yet
- Ben_Robbins_
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Re: [32bpp] Extra zoom levels ! (revived)
Nickman made a win32 build here. BuildOTTD is "is a small program made for windows that makes it easy to download and compile the OTTD source with or without a patch.", which you can read about in the sticky in the development section also.
Ben
- DeletedUser5
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Re: [32bpp] Extra zoom levels ! (revived)
BuildOTTD can be found on wiki by entering in search BuildOTTD or someting like that. Somebody posted windows binaries in second page. I don't know how to get revision 11813 on windows. On linux use svn. Again see wiki.
@EDIT: Ben_Robbins_: You were faster.
@EDIT: Ben_Robbins_: You were faster.
- CryingCorvus
- Engineer
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Re: [32bpp] Extra zoom levels ! (revived)
No revision 11813 for windows means that ExtraZoom will dont work?
Maybe somone put this all together and share as one simple pack to copy and play?
Maybe somone put this all together and share as one simple pack to copy and play?
- DeletedUser5
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Re: [32bpp] Extra zoom levels ! (revived)
Just download windows binaries from second page, first post. Then download graphics. See how in my little "tutorial".
Ben posted link to binaries.
Ben posted link to binaries.
- CryingCorvus
- Engineer
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Re: [32bpp] Extra zoom levels ! (revived)
It Does'nt, I get some typical winXP error ("send or not") and back to desktop
Nevermind.... dont bother - maybe someday i will play
Im not sure that im running 32bpp-optimized blitter, I just run only executable file in directory but im sure iv changed sprite_cache_size to 64.
Nevermind.... dont bother - maybe someday i will play
Im not sure that im running 32bpp-optimized blitter, I just run only executable file in directory but im sure iv changed sprite_cache_size to 64.
Last edited by CryingCorvus on 23 Jan 2008 23:56, edited 2 times in total.
Re: [32bpp] Extra zoom levels ! (revived)
Crying Corvus, you are sure you started the 32bpp-optimized blitter, and changed the sprite_cache_size in openttd.cfg?
I did work on the company colours tonight, and I think I'm progressing, but I'm still not quite satisfied.
So to keep you updated, here's a little teaser how company colours may look, but you have to be a little more patient before the update(never mind the sloppy masking, I just made a quick mask).
I did work on the company colours tonight, and I think I'm progressing, but I'm still not quite satisfied.
So to keep you updated, here's a little teaser how company colours may look, but you have to be a little more patient before the update(never mind the sloppy masking, I just made a quick mask).
- Attachments
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- Predinghead Transport, 9th Aug 1983.png (183.16 KiB) Viewed 5465 times
Re: [32bpp] Extra zoom levels ! (revived)
Wow, it looks really good!
And I am very impatient, because I would like to try CC on my planes
PS: I think, that GeekToo should get some special rank!!!! 32bpp OTTD developer
And I am very impatient, because I would like to try CC on my planes
PS: I think, that GeekToo should get some special rank!!!! 32bpp OTTD developer
Sorry for my very bad English!!!
I am 3dsmax artist.
I am 3dsmax artist.
- Ben_Robbins_
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Re: [32bpp] Extra zoom levels ! (revived)
Good work Geektoo, I can't wait for this to be available!. Here is the company manager backdrop, b+w and coloured, in 32bpp if you need it? (Sorry it's not in blue.)
- Attachments
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- 874_z2.PNG (4.79 KiB) Viewed 5281 times
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- 874_z2.PNG (11.98 KiB) Viewed 5311 times
Ben
- DeletedUser5
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Re: [32bpp] Extra zoom levels ! (revived)
Great work. But what when vehicle crashes with train. Actually vehicles were in full CC so it just changed to black. But your bus isn't fully in CC, so only few parts will change into gray scale. How about making a mask in form xxxx_z0d.png - xxxx is sprite number then zoom and at the end d or something like that which means this is a sprite for crashed vehicle.
Re: [32bpp] Extra zoom levels ! (revived)
Hmm ... what about adding some flame or smoke effect to crashed vehicles? This would require adding it into 8bit GRF's as well, but could improve the effect of crashes. Perhaps first month the vehicle will be on flames, next 2 months on smoke and next 3 months without effects ... then it'll be removed. Looking at the stage of the vehicle, you can also estimate how long it will take for the wreck to disappear, so it will be more than just an eye candy :)Soeb wrote:Great work. But what when vehicle crashes with train. Actually vehicles were in full CC so it just changed to black. But your bus isn't fully in CC, so only few parts will change into gray scale. How about making a mask in form xxxx_z0d.png - xxxx is sprite number then zoom and at the end d or something like that which means this is a sprite for crashed vehicle.
Though it'll require a patch to add this .... but I think that is not a problem :)
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
- DeletedUser5
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Re: [32bpp] Extra zoom levels ! (revived)
And graphics. Smoke is already done, but not flame. And paying for removing vehicle faster.
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