32bit Graphics Extra Zoom Patch

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

User avatar
DeletedUser5
Transport Coordinator
Transport Coordinator
Posts: 277
Joined: 07 Oct 2007 15:10

Re: [32bpp] Extra zoom levels ! (revived)

Post by DeletedUser5 »

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!
peter1138
OpenTTD Developer
OpenTTD Developer
Posts: 1732
Joined: 30 Mar 2005 09:43

Re: [32bpp] Extra zoom levels ! (revived)

Post by peter1138 »

Soeb wrote:Download interesting set ( with or w/o grid lines ) unpack it into /data/sprites/trg1r and play with more 32bpp graphics!
OpenTTD will read inside .tar files. There is no need to unpack them.
He's like, some kind of OpenTTD developer.
User avatar
DeletedUser5
Transport Coordinator
Transport Coordinator
Posts: 277
Joined: 07 Oct 2007 15:10

Re: [32bpp] Extra zoom levels ! (revived)

Post by DeletedUser5 »

But those are rar's...
I wrote about Ben's post. That's why I said "unpack".
peter1138
OpenTTD Developer
OpenTTD Developer
Posts: 1732
Joined: 30 Mar 2005 09:43

Re: [32bpp] Extra zoom levels ! (revived)

Post by peter1138 »

Correct, they are rars and thus they must be unpacked. I blame a too-small font...
He's like, some kind of OpenTTD developer.
User avatar
DeletedUser5
Transport Coordinator
Transport Coordinator
Posts: 277
Joined: 07 Oct 2007 15:10

Re: [32bpp] Extra zoom levels ! (revived)

Post by DeletedUser5 »

Another thing noticed. I was coding something and I forgot to write it's z0. It was resized but there were some problems.
User avatar
CryingCorvus
Engineer
Engineer
Posts: 89
Joined: 06 Jul 2006 16:30

Re: [32bpp] Extra zoom levels ! (revived)

Post by CryingCorvus »

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)
LordAzamath
Tycoon
Tycoon
Posts: 1656
Joined: 08 Jun 2007 08:00

Re: [32bpp] Extra zoom levels ! (revived)

Post by LordAzamath »

CryingCorvus 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)
Well.. you need OpenTTD for this :P

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...
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
User avatar
DeletedUser5
Transport Coordinator
Transport Coordinator
Posts: 277
Joined: 07 Oct 2007 15:10

Re: [32bpp] Extra zoom levels ! (revived)

Post by DeletedUser5 »

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.
User avatar
CryingCorvus
Engineer
Engineer
Posts: 89
Joined: 06 Jul 2006 16:30

Re: [32bpp] Extra zoom levels ! (revived)

Post by CryingCorvus »

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 :D
Soeb: im not that far yet
User avatar
Ben_Robbins_
Tycoon
Tycoon
Posts: 1234
Joined: 20 Nov 2005 01:56
Location: Abu Dhabi, UAE

Re: [32bpp] Extra zoom levels ! (revived)

Post by Ben_Robbins_ »

Ben
User avatar
DeletedUser5
Transport Coordinator
Transport Coordinator
Posts: 277
Joined: 07 Oct 2007 15:10

Re: [32bpp] Extra zoom levels ! (revived)

Post by DeletedUser5 »

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. :D
User avatar
CryingCorvus
Engineer
Engineer
Posts: 89
Joined: 06 Jul 2006 16:30

Re: [32bpp] Extra zoom levels ! (revived)

Post by CryingCorvus »

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?
User avatar
DeletedUser5
Transport Coordinator
Transport Coordinator
Posts: 277
Joined: 07 Oct 2007 15:10

Re: [32bpp] Extra zoom levels ! (revived)

Post by DeletedUser5 »

Just download windows binaries from second page, first post. Then download graphics. See how in my little "tutorial".
Ben posted link to binaries.
User avatar
CryingCorvus
Engineer
Engineer
Posts: 89
Joined: 06 Jul 2006 16:30

Re: [32bpp] Extra zoom levels ! (revived)

Post by CryingCorvus »

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 :o 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.
User avatar
GeekToo
Tycoon
Tycoon
Posts: 961
Joined: 03 Jun 2007 22:22

Re: [32bpp] Extra zoom levels ! (revived)

Post by GeekToo »

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).
Attachments
Predinghead Transport, 9th Aug 1983.png
Predinghead Transport, 9th Aug 1983.png (183.16 KiB) Viewed 5465 times
User avatar
Wacki
Traffic Manager
Traffic Manager
Posts: 137
Joined: 28 Feb 2007 09:02
Location: Czech Republic
Contact:

Re: [32bpp] Extra zoom levels ! (revived)

Post by Wacki »

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 ;)
Sorry for my very bad English!!! :(
I am 3dsmax artist.
User avatar
Ben_Robbins_
Tycoon
Tycoon
Posts: 1234
Joined: 20 Nov 2005 01:56
Location: Abu Dhabi, UAE

Re: [32bpp] Extra zoom levels ! (revived)

Post by Ben_Robbins_ »

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
874_z2.PNG
874_z2.PNG (4.79 KiB) Viewed 5281 times
874_z2.PNG
874_z2.PNG (11.98 KiB) Viewed 5311 times
Ben
User avatar
DeletedUser5
Transport Coordinator
Transport Coordinator
Posts: 277
Joined: 07 Oct 2007 15:10

Re: [32bpp] Extra zoom levels ! (revived)

Post by DeletedUser5 »

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.
User avatar
Bilbo
Tycoon
Tycoon
Posts: 1710
Joined: 06 Jun 2007 21:07
Location: Czech Republic

Re: [32bpp] Extra zoom levels ! (revived)

Post by Bilbo »

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.
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 :)

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)
User avatar
DeletedUser5
Transport Coordinator
Transport Coordinator
Posts: 277
Joined: 07 Oct 2007 15:10

Re: [32bpp] Extra zoom levels ! (revived)

Post by DeletedUser5 »

And graphics. Smoke is already done, but not flame. And paying for removing vehicle faster.
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: Amazon [Bot] and 23 guests