32bit Extra Zoom Graphics Works In Progress

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 Graphics

Post by DeletedUser5 »

There's the only one grass like that and if you download it it looks like that.

Link: http://www.tt-forums.net/viewtopic.php?p=658581#p658581
Quote from wiki: This is link to post. You need to download the .rar ( with or without grid lines ) and then unpack them to "data/sprites/trg1r".
Trond
Tycoon
Tycoon
Posts: 973
Joined: 25 Jan 2008 07:32
Location: Gamle Ørnenuten

Re: [32bpp] Extra zoom levels Graphics

Post by Trond »

Small bug in that farmland soeb... (innermost zoom)
Attachments
clip.png
clip.png (304.99 KiB) Viewed 17104 times
..: Trond :.. because you deserve it! Image

The whole problem with the world is that fools and fanatics are always so certain of themselves,
and wiser people so full of doubts.
Bertrand Russell

MyGRFs: Norwegian Funny Town Names 4 | LOTR & WoW Town Names 2 | Islandic Town Names 1 | Random Norwegian Town Names
Favorites: GRFCrawler | ISR | WIKI | Now Playing: OpenTTD 1.3.2 w/YAPP 3.0-RC3.9ish
maquinista
Tycoon
Tycoon
Posts: 1828
Joined: 10 Jul 2006 00:43
Location: Spain

Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

Trond wrote:Small bug in that farmland soeb... (innermost zoom)
Yes, some tiles don't have offset values:

Code: Select all

ini: trailing characters at end of setting 'loading_indicators'
dbg: [misc] Warning: PNG Sprite 'trg1r/4177.png' doesn't have x_offs and y_offs;
 expect graphical problems
dbg: [misc] Warning: PNG Sprite 'trg1r/4143.png' doesn't have x_offs and y_offs;
 expect graphical problems
dbg: [misc] Warning: PNG Sprite 'trg1r/4144.png' doesn't have x_offs and y_offs;
 expect graphical problems
This is the new transmiter coded:
Attachments
Sample.
Sample.
transmisor.jpg (57.96 KiB) Viewed 17021 times
Coded PNG file, add to "data\sprites\trg1r" as "2601_z0.png"
Coded PNG file, add to "data\sprites\trg1r" as "2601_z0.png"
2601_z0.png (18.22 KiB) Viewed 17015 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
User avatar
DeletedUser5
Transport Coordinator
Transport Coordinator
Posts: 277
Joined: 07 Oct 2007 15:10

Re: [32bpp] Extra zoom levels Graphics

Post by DeletedUser5 »

My fault. I noticed I always forgot to add offset to it. Fixed tar:

@EDIT: Fixed farm1:
Attachments
farm3_Alltaken.tar
(840 KiB) Downloaded 2601 times
farm1_Alltaken.tar
(820 KiB) Downloaded 2592 times
User avatar
DeletedUser5
Transport Coordinator
Transport Coordinator
Posts: 277
Joined: 07 Oct 2007 15:10

Re: [32bpp] Extra zoom levels Graphics

Post by DeletedUser5 »

Sorry for double post but I have three more tars.
Attachments
farm4_Alltaken.tar
(740 KiB) Downloaded 2441 times
farm5_Alltaken.tar
(890 KiB) Downloaded 1972 times
farm6_Alltaken.tar
(870 KiB) Downloaded 2029 times
User avatar
cmoiromain
Chief Executive
Chief Executive
Posts: 655
Joined: 15 Jan 2007 21:45
Location: FRANCE
Contact:

Re: [32bpp] Extra zoom levels Graphics

Post by cmoiromain »

about the new transmitter: I see the cables hit the ground on tiles other than the transmitter its self. What if a rail goes there? Will the cable go through the rail, or will it be cut in the middle? Anyway, it will lead to a glitch I believe...
I am little, ugly, and nasty. How do you do?
LordAzamath
Tycoon
Tycoon
Posts: 1656
Joined: 08 Jun 2007 08:00

Re: [32bpp] Extra zoom levels Graphics

Post by LordAzamath »

Rail won't go there :P
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
Ben_Robbins_
Tycoon
Tycoon
Posts: 1234
Joined: 20 Nov 2005 01:56
Location: Abu Dhabi, UAE

Re: [32bpp] Extra zoom levels Graphics

Post by Ben_Robbins_ »

The original transmitter cables also comes to the ground outside the tile. It's fine because rail doesn't run along the side of the tile, nor will much else that won't block you from seeing it altogether.
Ben
User avatar
athanasios
Tycoon
Tycoon
Posts: 3138
Joined: 23 Jun 2005 00:09
Contact:

Re: [32bpp] Extra zoom levels Graphics

Post by athanasios »

Maybe it is time to fix it.
http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.


I prefer to be contacted through PMs. Thanks.
User avatar
RSpeed tycoonfreak
Transport Coordinator
Transport Coordinator
Posts: 349
Joined: 02 Feb 2006 13:17
Location: Azewijn The netherlands
Contact:

Re: [32bpp] Extra zoom levels Graphics

Post by RSpeed tycoonfreak »

@Soeb: these are looking very good, when do U think you wil have farm 7, farm 8 and farm 9 done?
Visit The Fake Airport Website
Image
Hobbys: being 18 years old, soccer, go karting, and transport tycoon.
User avatar
GeekToo
Tycoon
Tycoon
Posts: 961
Joined: 03 Jun 2007 22:22

Re: [32bpp] Extra zoom levels Graphics

Post by GeekToo »

these are looking very good, when do U think you wil have farm 7, farm 8 and farm 9 done?
As usual, when they're finished


@ Soeb, I like the texture of the farm tiles, but the shading does seem to be a little flat, I have difficulty finding out the slopes. Can you change the brightness of the various tiles to match the shading scheme Ben has published somewhere in the Blender thread?
To see what I mean: create a hill with grass and compare it to the same sloped farm tiles.
User avatar
cmoiromain
Chief Executive
Chief Executive
Posts: 655
Joined: 15 Jan 2007 21:45
Location: FRANCE
Contact:

Re: [32bpp] Extra zoom levels Graphics

Post by cmoiromain »

Ben_Robbins_ wrote:The original transmitter cables also comes to the ground outside the tile. It's fine because rail doesn't run along the side of the tile, nor will much else that won't block you from seeing it altogether.
try that with roads, you'll see there are a few pixels of concrete after the cable. It doesn't shock with the actual game because it is the same colour and it is pretty small, but I think you should try it (at least photoshop it) with new road, new transmitter and new zoom to check it doesn't look bad...
I am little, ugly, and nasty. How do you do?
User avatar
Ben_Robbins_
Tycoon
Tycoon
Posts: 1234
Joined: 20 Nov 2005 01:56
Location: Abu Dhabi, UAE

Re: [32bpp] Extra zoom levels Graphics

Post by Ben_Robbins_ »

Soeb: The shading scheme that I have ended up with (after a lot of helpful advice) is here, to save you the search.

cmoiromain: Thanks for that, I'll check it out. If there are issues that are known about with the transmitter cables exceeding the edge of it's tile, then I'd suggest altering it accordingly.
Ben
User avatar
DeletedUser5
Transport Coordinator
Transport Coordinator
Posts: 277
Joined: 07 Oct 2007 15:10

Re: [32bpp] Extra zoom levels Graphics

Post by DeletedUser5 »

RSpeed tycoonfreak wrote:@Soeb: these are looking very good, when do U think you wil have farm 7, farm 8 and farm 9 done?
Yes I'm coding farm9 actually.

Ben_Robbins_ & GeekToo: But why are you telling me that? I'm not the one who created it. Those graphics are done by Alltaken. I'm only coding them, nothing more. And I'm not good in modifying graphics - even with Gimp.
User avatar
Ben_Robbins_
Tycoon
Tycoon
Posts: 1234
Joined: 20 Nov 2005 01:56
Location: Abu Dhabi, UAE

Re: [32bpp] Extra zoom levels Graphics

Post by Ben_Robbins_ »

Soeb: Since your allowed to use the graphics, you can alter them also. If you can't modify them then fair enough, but in that case the criticism's can be applied to the sprites, and maybe somebody would be interested in working on this.

I intend to make farm tiles myself at some point anyway, which fit with the other bits I have worked on, as these farm tiles are in a very different style, and appear like z1 sprites also.
Ben
User avatar
DeletedUser5
Transport Coordinator
Transport Coordinator
Posts: 277
Joined: 07 Oct 2007 15:10

Re: [32bpp] Extra zoom levels Graphics

Post by DeletedUser5 »

Alltaken allowed it but I'm not good in doing it. I'll try to do something - if anybody else don't want to do it.

Also there are few problems: Alltaken loosed bare graphics - without them I can't make whole set. And city roads are only 128px wide - so may I use your concrete and bare graphics and then create city roads and stages 33% and 66% with them?
Attachments
farm9_Alltaken.tar
(840 KiB) Downloaded 1383 times
Last edited by DeletedUser5 on 11 Mar 2008 12:25, edited 1 time in total.
User avatar
Ben_Robbins_
Tycoon
Tycoon
Posts: 1234
Joined: 20 Nov 2005 01:56
Location: Abu Dhabi, UAE

Re: [32bpp] Extra zoom levels Graphics

Post by Ben_Robbins_ »

If you want yes.
Ben
maquinista
Tycoon
Tycoon
Posts: 1828
Joined: 10 Jul 2006 00:43
Location: Spain

Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

I have drawed in Inkscape some fences for temperate.
Attachments
fences.tar
TAR file
(13.5 KiB) Downloaded 3143 times
Screenshot.
Screenshot.
fences1.jpg (292.32 KiB) Viewed 1656 times
Other screenshot.
Other screenshot.
fences2.jpg (320.28 KiB) Viewed 1534 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
maquinista
Tycoon
Tycoon
Posts: 1828
Joined: 10 Jul 2006 00:43
Location: Spain

Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

Soeb wrote:Alltaken allowed it but I'm not good in doing it. I'll try to do something - if anybody else don't want to do it.

Also there are few problems: Alltaken loosed bare graphics - without them I can't make whole set. And city roads are only 128px wide - so may I use your concrete and bare graphics and then create city roads and stages 33% and 66% with them?
I like this 32bbp files, but a sprite is wrong.
Attachments
Is very good, but one sprite is wrong.
Is very good, but one sprite is wrong.
farm_tiles.jpg (244.46 KiB) Viewed 1559 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
LordAzamath
Tycoon
Tycoon
Posts: 1656
Joined: 08 Jun 2007 08:00

Re: [32bpp] Extra zoom levels Graphics

Post by LordAzamath »

maquinista wrote:I have drawed in Inkscape some fences for temperate.
As noted to Soeb in the 8bpp replacement thread, to get them align precisely is a hard job, but I believe in you :P
The corners should overlap imo..
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.
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: No registered users and 26 guests