Trouble using NewGRF for 32bpp company color changes

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Kenkron
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Trouble using NewGRF for 32bpp company color changes

Post by Kenkron »

HI, I'm Kenkron, and this is my first post.

After a little research and some elbow grease, I managed to make those sweet new 32bpp graphics work on openttd. Unfortunately, the trains were now obnoxiously pale. After a little more digging, I found this page http://bugs.openttd.org/task/5316 and this http://www.tt-forums.net/viewtopic.php? ... 9#p1040469 describing the problem. From what I could tell, proper 32bpp coloring required palatte changes that might break previous versions, but that someone made a grf applying these changes for those who were willing do enable/disable a grf whenever they switched image sets. I downloaded the GRF, put it in the ~/.openttd/newgrf, opened openttd->newgrf settings, enabled 32bppCCDemo, and hit apply changes. Regretably, nothing seemed to change, even after restarting openttd. I also tried NewCCSet from the online content, again with no results.

I know 32bpp graphics aren't fully released yet, and I won't ragequit if the trains on the 32 bit graphics are too bright, but it would be cool to have good looking trains on a high resolution tileset. Does anyone know if I made a mistake installing the grf, or if I am skipping some step for getting better colors? This is my first try at adding a newgrf, so I could have overlooked something. I am running openttd 1.2.2 on ubuntu 12.10

[If you like emoticons, please imagine that this post has occasional smileys indicating a polite curiosity]
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planetmaker
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Re: Trouble using NewGRF for 32bpp company color changes

Post by planetmaker »

Welcome to the forums :-)
Kenkron wrote: After a little research and some elbow grease, I managed to make those sweet new 32bpp graphics work on openttd. Unfortunately, the trains were now obnoxiously pale. After a little more digging, I found this page http://bugs.openttd.org/task/5316 and this http://www.tt-forums.net/viewtopic.php? ... 9#p1040469 describing the problem.
Zephyris is suggesting there to change both, OpenTTD and NewGRFs at the same time. Thus the NewGRF provided there is provided for testing purposes only and of little value without a modified OpenTTD.
The NewGRF is not really meant to be played with: Even if you use the properly modified OpenTTD, the gameplay value is low as it's only a demonstration NewGRF which changes a limited amount of gameplay items to use the new, suggested company colouring scheme.

So currently there's little you can do to get the result as suggested in that thread except making your own versions of both, OpenTTD and the graphics: manually modify OpenTTD's source in the way suggested there, compile OpenTTD, grab zBase' source, modify zBase's company colour masks for all sprite which need them according to the suggested mechanism, compile zBase. Then start OpenTTD.
Kenkron
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Re: Trouble using NewGRF for 32bpp company color changes

Post by Kenkron »

Thanks for the quick response; I think I get it now. It's a shame that the new color scheme isn't ready yet, but I can't expect in-development graphics to be perfect. I'll just keep using the old graphics. Thanks again.
peter1138
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Re: Trouble using NewGRF for 32bpp company color changes

Post by peter1138 »

Which 32bpp graphics are you trying to use? 32bpp GRFs should not require any elbow grease at all.
He's like, some kind of OpenTTD developer.
Supercheese
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Re: Trouble using NewGRF for 32bpp company color changes

Post by Supercheese »

Wasn't the 32bpp brightness algorithm changed in r24610, thus resolving the issue referred to in the original post? See: http://vcs.openttd.org/svn/changeset/24610
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