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32bit Base Set Conversion Project Development Thread

Posted: 08 Jan 2010 13:33
by Wasila
For those that have read the 'Organisation' thread (I'm sure many of you), I would really like to see some sort of OpenGFX - type set-up which will allow a proper 32bpp set - allowing it to be released in mainstream without having to worry about having only some sprites available. There are a number of things to do before this project gets off the ground (if it does).

1. A new name! (keep 'OpenGFX'?)
2. See who's on-board with the project (we need coders and, of course, artists).
3. Which license to use (same as OpenGFX?).
4. Update the wiki page (make a new one for the project?).

I had absolutely no hand in OpenGFX and so don't know the details of how that was done. We already have a compile farm and a host in the form of planetmaker, so that hurdle is already overcome.

Also, I cannot code or draw, so have decided to help out in a managerial role. If I could be taught to code, that would help ;).

I do suggest that you check out the Organisation thread, as that is where discussion is going on for now. Also, as those that led OpenGFX have said, for this to work focus has to be shifted from tinkering and perfecting graphics to mass-producing them - tinkering can be done after when the OpenTTD community is out in force to provide suggestions.

Suggestions, comments?

Licensing

The following have agreed to release under GPLv2:

Ben_Robbins_ ("I'm stating now that all sprites which I have posted here (tt-forum) as a .tar file are GPLv2. Preview images and .rar's, unless I have otherwise stated, are just for previews, and are here to gather opinions, but are not publicly released, and not for cutting up/reassembling. Any files which I post onto Jupix's file repository or the wiki are GPLv2 likewise.") Here

maquinista (“Yes, You can use all my graphics under GPL, since most of my contributions are Creative Commons BY or CC BY SA.”) Here

GeekToo ("I release any tars or png files I've uploaded in this forum or on Jupix repository up til this moment under the GPL-2 and GPL-3 licence. I grant permission to any user of this forum or OpenTTD developer to redistribute them in a larger graphics pack or to modify them as needed. This includes also the toolbar tar, for which I have JoeD's permission to use the sprites he created.
One exception: the town houses that I created (viewtopic.php?p=722362#p722362) are a derivative work of DMC_Mac's work, maybe not recognizable as such. I do have his permission to modify and distribute that, but he released his work under the CC-BY-SA licence, so I'm bound to that for redistribution, and you'll have to contact him if you want to relicence it.") Here

Re: 32 bpp OpenGFX

Posted: 08 Jan 2010 19:30
by Lord Aro
Zephyris wrote:Less talking, more drawing
i think we should get the original 32bpp set finished first... :roll:

Re: 32 bpp OpenGFX

Posted: 08 Jan 2010 20:33
by 32Bpp-Pack
Lord Aro wrote:
Zephyris wrote:Less talking, more drawing
i think we should get the original 32bpp set finished first... :roll:
some ppl have a concern regarding the 32Bpp Fullzoom project, that if the the focus of the work will 'original 32Bpp' then the moment it will be done the '32Bpp Fullzoom' will be thrown to the dogs by the main trunk devs.

Re: 32 bpp OpenGFX

Posted: 08 Jan 2010 21:33
by GeekToo
32Bpp-Pack wrote: some ppl have a concern regarding the 32Bpp Fullzoom project, that if the the focus of the work will 'original 32Bpp' then the moment it will be done the '32Bpp Fullzoom' will be thrown to the dogs by the main trunk devs.
Don't worry about that, because since the fullzoom patch is not in trunk, but created by me, they cannot throw the patch to the dogs. A more reasonable worry would be that they drop the normal zoom 32bpp, because no graphics are created for it, and then it would be nearly impossible to maintain the fullzoom patch.

Re: 32 bpp OpenGFX

Posted: 09 Jan 2010 10:14
by Wasila
I'm at a little loss to understand the two types of graphics - aren't fullzoom just zoomed in versions of regular? Excuse my ignorance.

Re: 32 bpp OpenGFX

Posted: 09 Jan 2010 11:25
by Jupix
In terms of graphics, they are very similar like you said. But in terms of code (OTTD code that is), they are worlds apart. Extra-zoom requires GeekToo's custom version of OTTD that is not recognized or supported in any way by the official developers.

Re: 32 bpp OpenGFX

Posted: 09 Jan 2010 13:06
by ZeroMD
Jupix wrote:In terms of graphics, they are very similar like you said. But in terms of code (OTTD code that is), they are worlds apart. Extra-zoom requires GeekToo's custom version of OTTD that is not recognized or supported in any way by the official developers.
So isn't it better to create the base graphics for both versions, but code and tweak those "base graphics" individually for each version.
This way you can later use the same graphics for the extra zoom version.

Re: 32 bpp OpenGFX

Posted: 09 Jan 2010 14:26
by Wasila
So how about work on regular zoom levels first and then update them for extra zoom levels?
The other option - of course, is to push on getting the zoom levels patch into trunk (if the devs want it at all?).

Re: 32 bpp OpenGFX

Posted: 09 Jan 2010 14:31
by CommanderZ
Wasila wrote:The other option - of course, is to push on getting the zoom levels patch into trunk (if the devs want it at all?).
I think you will have to prove its feasibility first if you want to get the patch into trunk. And not only on the "graphic level" (that you can make all the sprites), but also on technical level (that the patch works and is stable. Remember: only a fraction of all sprites is replaced yet and there IIRC already were reports of memory running out... The full set will put huge strain on CPU and memory). And even then nothing is quaranteed.

Re: 32 bpp OpenGFX

Posted: 09 Jan 2010 14:32
by Ben_Robbins_
Wasila:

Because that would require far more work...If you model for z0 then z2 can be made, and not vice versa.

I see no reason in pushing for anything until the graphics set nears completion, if even then. Just make the sprites as bate for programmers; you need 1 to catch the other.

Re: 32 bpp OpenGFX

Posted: 09 Jan 2010 14:57
by Wasila
z0 being zoomed out or zoomed in?

Re: 32 bpp OpenGFX

Posted: 09 Jan 2010 14:59
by CommanderZ
Wasila wrote:z0 being zoomed out or zoomed in?
Max zoomed in, the standard zoom level (the max zoom in vanilla OTTD) is z2

Re: 32 bpp OpenGFX

Posted: 09 Jan 2010 15:08
by Wasila
I understand then - so perhaps the project should be for zoomed in which is then tweaked for zoomed out as we go?

Re: 32 bpp OpenGFX

Posted: 09 Jan 2010 15:27
by Ben_Robbins_
so, same as we've been doing for the last few years then?

Re: 32 bpp OpenGFX

Posted: 10 Jan 2010 11:59
by Wasila
Fair enough - but in an organised manner, unlike what we have now.

Re: 32 bpp OpenGFX

Posted: 10 Jan 2010 12:02
by Hyronymus
Wasila wrote:Fair enough - but in an organised manner, unlike what we have now.
Now that's funny. Projects tend to be organised.

Re: 32 bpp OpenGFX

Posted: 10 Jan 2010 12:07
by Wasila
I don't understand. There is no proper organised effort to get a complete set of 32bpp sprites; these points have been brought up in the 'Organisation' thread. Are all 32bpp graphics released under the same license?

Re: 32 bpp OpenGFX

Posted: 10 Jan 2010 12:12
by Hyronymus
You're now asking too many things in one question. I.e., what does the type of license has to do with your initial question?

Please don't get me wrong, Wasila. I'm not out to get you but I don't see the problem. 32bpp is a new concept and yes, it lacks some organisation. But experience tells me all will end well. People will start creating comprehensive 32bpp sets, just look at the alternaive dessert tiles.

Re: 32 bpp OpenGFX

Posted: 10 Jan 2010 12:20
by Wasila
Initial question being why there is no co-ordinated effort? Well, a co-ordinated pack has to be released under one license.

Also I thought that 32bpp is older than OpenGFX? I do too believe that we will undoubtedly get 32bpp graphics one day: but, with so many sprites to do, I am sure that we can bring that day closer by years.

Re: 32 bpp OpenGFX

Posted: 10 Jan 2010 12:42
by Hyronymus
It can be that OpenGFX is newer. But the effort in making 32bpp graphics is larger, personally I think that is the reason.