32bpp-patch: 32bpp sprite lifting?

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Is a 32bpp color and minor alterations "lifting" of original graphics worth to work on?

Yes
79
76%
No
25
24%
 
Total votes: 104

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athanasios
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32bpp-patch: 32bpp sprite lifting?

Post by athanasios »

I recently got farm9.tar and works fine.

New proposed toolbar is cool. I' ll try to make original size one.

I though of doing a lifting to the original graphics. (No addition or something completely different.)
I worked with some toyland buildings (a retouch and recoloring to get away from the horrible toyland colors and scale.) but they are not displayed correctly. They are displayed only top half and with "idols".
Has this to do with my hardware, is problem with the code, or I did something wrong in the info file? (I do not understand what those 0, 0, 0 in the info file stand for.) Same problem with a png I used for the mouse.

Please, if it can work, is anyone willing to help with this project while we wait for the real thing (new engine and Blender graphics)?
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32bit_errors.png
32bit_errors.png (145.8 KiB) Viewed 12652 times
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Post by MeusH »

Do you want to retouch original graphics and convert to pngs so that they look better in 32bpp engine?
This seems to be a good idea, but I see two cons:
-Isn't 32bpp engine going to support 8bpp sprites? If yes, We don't need to hurry
-These graphics are copyrighted and I'm not sure if it's good to modify them this way
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Re: 32bpp-patch: 32bpp sprite lifting?

Post by Korenn »

athanasios wrote:I recently got farm9.tar and works fine.

New proposed toolbar is cool. I' ll try to make original size one.

I though of doing a lifting to the original graphics. (No addition or something completely different.)
I worked with some toyland buildings (a retouch and recoloring to get away from the horrible toyland colors and scale.) but they are not displayed correctly. They are displayed only top half and with "idols".
Has this to do with my hardware, is problem with the code, or I did something wrong in the info file? (I do not understand what those 0, 0, 0 in the info file stand for.) Same problem with a png I used for the mouse.

Please, if it can work, is anyone willing to help with this project while we wait for the real thing (new engine and Blender graphics)?
this looks like a 100% coding problem. In other words, your .nfo file is faulty. you could post it here and hope someone can solve it, or ask someone who knows how the coding for the 32bpp files work (which I am not).
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Post by athanasios »

Sprites Added (feel free to suggest - beautify):
trg1r.grf:
4628_z0
4629_z0
4649_z0
4650_z0
4673_z0
4674_z0
4694_z0

Notes:
General aim is to draw sprites in better scale. (Church doesn't need to change though.)
Wrapping "Gift Box" is not yet retouched.
Attachments
4629_z0.png
4629_z0.png (3.65 KiB) Viewed 12384 times
4628_z0.png
4628_z0.png (4.07 KiB) Viewed 12386 times
Last edited by athanasios on 25 Dec 2006 01:28, edited 1 time in total.
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Post by athanasios »

... 4649_z0, 4650_z0
Attachments
4650_z0.png
4650_z0.png (5.57 KiB) Viewed 9033 times
4649_z0.png
4649_z0.png (6.74 KiB) Viewed 9046 times
Last edited by athanasios on 27 Feb 2007 06:47, edited 6 times in total.
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Post by athanasios »

... 4673_z0, 4674_z0
Attachments
4674_z0.png
4674_z0.png (4.54 KiB) Viewed 8964 times
4673_z0.png
4673_z0.png (5.02 KiB) Viewed 8964 times
Last edited by athanasios on 02 Mar 2007 00:56, edited 2 times in total.
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Post by athanasios »

... 4694_z0.

And a comparison of "original" with "mock".
Attachments
toyland_original.png
toyland_original.png (45.39 KiB) Viewed 12369 times
4694_z0.png
4694_z0.png (4.28 KiB) Viewed 12372 times
toyland_mock.png
toyland_mock.png (128.38 KiB) Viewed 11286 times
Last edited by athanasios on 04 Jan 2007 06:26, edited 2 times in total.
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Post by athanasios »

Sprites Added:
trg1r.grf:
4643_z0
4644_z0
Attachments
4644_z0.png
4644_z0.png (3.65 KiB) Viewed 12258 times
4643_z0.png
4643_z0.png (3.14 KiB) Viewed 12255 times
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Post by MeusH »

Very nice indeed :)
However, I'm not sure if you're not wasting your time. Almost no one plays toyland, maybe try re-touching tropical sprites?
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Post by athanasios »

MeusH: I though of working first on Toyland for the very reason that it is so ugly that no one wants to play with. Toyland graphics are more simple and easy to modify. Other climate graphics in general look better and a retouch would improve them but not big deal. I wish I had more time to work on tropic climate too as it is somewhat neglected. Hasn't someone else worked on Tropic tiles? I am not sure, but I 've seen somewere something more yellowish. If not I suppose to reduce saturation (with a small shift of hue towards yellow or no shift) would look better? Or not? Locomotion yellowish tiles gave an idea of desert but were bright (not healthy for our eyes) and in general a failure. Hope you progress on your project.
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Post by Born Acorn »

Its just not due to the horrible graphics.

The unrealism, childish imagery, and lack of many vehicles play parts as well.
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Post by athanasios »

Yes. Toyland is for 'kids' only! Also vehicle capacities are small.
Nevertheless, I think that we should do something to make it more attractive instead of remaining like it is or of completely removing it. The Mars graphics are better, but actually they could be categorized as a different climate. (I suppose with new engine more climates will be supported. Many prefer this instead of patching existing 4 climates.)
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Post by MeusH »

It was planned to create lego-like block climate in toyland's place. I saw many nice graphics, but artists stopped developing for some time...
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Post by Killer 11 »

That reason mainly being that we cannot test our work ingame, even now it's not possible becouse Bricland 32Bit set was oriented to higher zoom level(becouse of vehicle size).
However i could restart it any time i want, i still have LDraw and Blender so nothing is stoping me, but now i see no point, you just have to keep in mind that when it is possible I for one will restart the set :) .
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Post by Connum »

I totally agree that something has to be done about toyland!
I would even be glad to help, but I can only do html, php and PhotoShop, but not C(++)! :oops:

I heared that there was some kind of mod bringing back the mars climate of TTO, but I couldn't find much about it with the forum search...
I don't know much about the technical side of OTTD, but is there a reason for not replacing toyland by the mars climate from TTO? Doesn't TTO bring you all the stuff you need and you can just implement it into TTD (resp. OTTD)?
As I said, I don't know much about the way TTO and TTD are built and neither do I know much about C... After all the great things you guys are able to do, the graphics, the patches, the new functions, I as a layman imagine that you can just take the graphics and code of TTO mars landscape and replace the toyland stuff with it.

Maybe someone can clarify this to me! :-)
English is not my native language, so please excuse me if I sometimes might appear a bit harsh or if I make a spelling or grammar mistake!
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Post by athanasios »

Connum:
For Mars climate go to Georges's site:
http://george.zernebok.net/newgrf/downloadsold.html

You may also try Quarks 'Experimental multipatch build' (includes "Mars" along with his prefered grfs packed in a single file):
http://www.tt-forums.net/viewtopic.php? ... highlight=

Note: I am not a coder either and I do not use Blender (Seems a bit twisted. And I was not satisfied with the results I had when I tried: No exact isometric rendering, like professional apps. OK I must try to download any newer version to see if it has improved and go through the tutorials). I use Paintshop and Photoshop. I drew the sprites on this post, and I will continue hoping a coder will put them in good use or will make a a nice GUI for coding. Oh, it is a hell to go through the tutorial wheneven someone wants to code new graphics (so many values to remember) - this is not for me!
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Post by Killer 11 »

Erm there IS OpenTTD Rendering setup posted in a sticky AFAIK, and you have to use that to render your stuff for OpenTTD.
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Post by athanasios »

Sprites Added:
trg1r.grf:
4640_z0
4641_z0
Attachments
4641_z0.png
4641_z0.png (4.09 KiB) Viewed 11664 times
4640_z0.png
4640_z0.png (3.86 KiB) Viewed 11667 times
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Post by athanasios »

Sprites Added:
trg1r.grf:
4646_z0
4647_z0
Attachments
4647_z0.png
4647_z0.png (5.05 KiB) Viewed 11258 times
4646_z0.png
4646_z0.png (4.46 KiB) Viewed 11267 times
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Post by athanasios »

Sprites Added:
trg1r.grf:
4686_z0
4687_z0
4688_z0
...
Attachments
4688_z0.png
4688_z0.png (2.87 KiB) Viewed 11066 times
4687_z0.png
4687_z0.png (2.81 KiB) Viewed 11074 times
4686_z0.png
4686_z0.png (2.79 KiB) Viewed 11078 times
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