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How to do new Graphics? (32bit)
Posted: 05 Dec 2008 02:41
by neX!Tem
So i did read some Tutorials in this Forum how to make new Graphics and such. but i still have basic question and need answers!
- OpenTTD can read 32bit, how exactly i make 32bit Graphics? (Do i have to use a Modeler Software? I have one)
-- If yes, is there any limitation which colors I'm allowed to use? like in 8bit?
--- I am going to use "MED" for modeling, it is fast, easy and can convert to most standard Formats.
---- How big is one Tile?
- Is there another way to create graphics in 32bit without Model Software?
-- If yes , which one?
--- Which Software you would use? ( Paint.net ... Gimp2 ... Photoshop ... MS.Paint )
Yea really basic questions

but thanks for answers!!!

Re: How to do new Graphics? (32bit)
Posted: 05 Dec 2008 07:21
by This is my name
Your answer :
1.
Roujin wrote:You either have to convert it to the TTD palette, or provide some 8bit placeholder grf and do it as 32bpp .tar.
You don't want to use action colours for your graphics. They are used to make light, animation and etc.
2.
Use it if you want

. Just if you want to publish your work here, use
.png.
3.

- 64x64yes.PNG (1023 Bytes) Viewed 4085 times
EDIT : Gah, he is faster!
I'll leave the software question to the next poster

.
Re: How to do new Graphics? (32bit)
Posted: 05 Dec 2008 07:22
by LordAzamath
neX!Tem wrote:So i did read some Tutorials in this Forum how to make new Graphics and such. but i still have basic question and need answers!
- OpenTTD can read 32bit, how exactly i make 32bit Graphics? (Do i have to use a Modeler Software? I have one)
-- If yes, is there any limitation which colors I'm allowed to use? like in 8bit?
--- I am going to use "MED" for modeling, it is fast, easy and can convert to most standard Formats.
---- How big is one Tile?
- Is there another way to create graphics in 32bit without Model Software?
-- If yes , which one?
--- Which Software you would use? ( Paint.net ... Gimp2 ... Photoshop ... MS.Paint )
Yea really basic questions

but thanks for answers!!!

I believe OpenTTD Wiki can help you out quite a bit
http://wiki.openttd.org/wiki/index.php/ ... evelopment
http://wiki.openttd.org/wiki/index.php/ ... l_Graphics
For software, the most convinient (sp?)
for me would be GIMP and Blender, as they are both high quality and free (both as in beer and speech).
Edit: @thisisyourname If he wants to do 32bpp graphics, he doesn't need 8bpp palettes

Only if he wants to make some new things, but for graphics replacement, all he needs is a png with offsets actually

Re: How to do new Graphics? (32bit)
Posted: 05 Dec 2008 09:34
by DeletedUser5
For making 32bpp graphics you don't need 8bpp palette. That's why they're called 32bpp not 8bpp. What would be the point then.
About the software: never use paint. It's ain't good for anything. If you don't want to use modelling software, and don't want to pay money for Photoshop, I suggest GIMP. As LordAzamath said, it's free as in speech, and as in beer. And for me I could only use GIMP - I don't want to spend money on Photoshop, use GNU/Linux (though Paint.net probably works using mono), and don't know anything about 3d modelling (tried, but never got past rendering

).
Re: How to do new Graphics? (32bit)
Posted: 05 Dec 2008 18:41
by frosch
You cannot load any 32bpp sprites on their own. You always need 8bpp fallback graphics. I guess those who say you would not need them, have only read about replacing the base graphics of OTTD - and well - in that case the fallback graphics are already present. However if you want to focus on 32bpp graphics, you can just automatically convert your 32bpp graphics to 8bpp graphics, or if you think the conversion is too ugly you could also replace them with black silhouettes.
Finally for bringing 32bpp graphics into the game you need
- a modeler or drawing program which you like, and that can in the end store/render into a .png file
- google/forumsearch for pngcodec
- the "readme" bundled with pngcodec
- some tool to create .tar archives, google/forumsearch for it as well
That is the minimal setup to replace exiting 8bpp sprites in already existing .grf files with 32bpp sprites.
Of course when you do not want to replace existing sprites, you have to also code a usual .grf file. (google/forumsearch as well)
Re: How to do new Graphics? (32bit)
Posted: 07 Dec 2008 12:26
by neX!Tem
Okay, Thanks very much this will help me greatly , i going to use a Model software because i think its easy for me

Re: How to do new Graphics? (32bit)
Posted: 09 Dec 2008 13:13
by DeletedUser5
@frosch: Well, I'd just like to say you're not right. You don't need 8bpp palette to make new graphics, or replace them. You need existing graphics to replace them, but not to create them. And if you think I only read something about it, well you're not right either. You're however right, that you can't just load graphics into game. Also why he would like to convert 32bpp graphics to 8bpp, when he wants to do the 32bpp ones. Also nobody said he doesn't need 8bpp graphics, just the 8bpp palette.
Re: How to do new Graphics? (32bit)
Posted: 09 Dec 2008 14:37
by DaleStan
Soeb, I think you should listen to the OpenTTD developer when he talks. They are very much in the habit of knowing the requirements of their program.
Re: How to do new Graphics? (32bit)
Posted: 10 Dec 2008 05:29
by LordAzamath
Soeb wrote:@frosch: Well, I'd just like to say you're not right. You don't need 8bpp palette to make new graphics, or replace them. You need existing graphics to replace them, but not to create them. And if you think I only read something about it, well you're not right either. You're however right, that you can't just load graphics into game. Also why he would like to convert 32bpp graphics to 8bpp, when he wants to do the 32bpp ones. Also nobody said he doesn't need 8bpp graphics, just the 8bpp palette.
And frosch didn't say that you need 8bpp palette to create new graphics

Nor replace them. Just a 8bpp sprite to know which one you are replacing. Like for the mainline replacing, they are sprites in trg*r.pcx But if you want to make something new, you still have to create a grf too (with matching sprites), where you will need the 8bpp palette & graphics. And then just replace the sprites as you do with trg*r.grf ones.
Re: How to do new Graphics? (32bit)
Posted: 10 Dec 2008 08:36
by athanasios
frosch wrote:if you think the conversion is too ugly you could also replace them with black silhouettes.
At first you need 3 colors to do this (white, blue and black). But definitely you need to convert to TTD 8bbp palette, because grfcodec will not accept 32bpp or 4bpp pcx files.
Re: How to do new Graphics? (32bit)
Posted: 10 Dec 2008 15:20
by LordAzamath
Are you sure? I was under impression that that requirement can be overridden.. Or maybe it was just that it accepts any indexed file.. (so not only ttd-palette, but others aswell)
Re: How to do new Graphics? (32bit)
Posted: 10 Dec 2008 17:34
by FooBar
IIRC, GRFCodec accepts any 8bpp indexed pcx file. The palette used is irrelevant, because grfcodec assumes either the windows palette or the dos palette (at user option) regardless of the actual palette used.
Re: How to do new Graphics? (32bit)
Posted: 10 Dec 2008 20:45
by DaleStan
GRFCodec can be made to accept any 8-bit indexed PCX. But it complains if it doesn't recognize the palette.
It is still your responsibility to create grfnamew.grf from the Windows PCX, and grfnamed.grf from the DOS PCX -- GRFCodec can't help you there.
Re: How to do new Graphics? (32bit)
Posted: 11 Dec 2008 04:47
by athanasios
Use any 8bpp palette and lament for the graphics displayed...
