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32bpp-patch: 32bpp sprite lifting?

Posted: 23 Dec 2006 02:37
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)?

Posted: 23 Dec 2006 09:33
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

Re: 32bpp-patch: 32bpp sprite lifting?

Posted: 24 Dec 2006 12:24
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).

Posted: 25 Dec 2006 01:15
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.

Posted: 25 Dec 2006 01:17
by athanasios
... 4649_z0, 4650_z0

Posted: 25 Dec 2006 01:18
by athanasios
... 4673_z0, 4674_z0

Posted: 25 Dec 2006 01:23
by athanasios
... 4694_z0.

And a comparison of "original" with "mock".

Posted: 26 Dec 2006 03:47
by athanasios
Sprites Added:
trg1r.grf:
4643_z0
4644_z0

Posted: 26 Dec 2006 10:39
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?

Posted: 26 Dec 2006 17:04
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.

Posted: 26 Dec 2006 17:44
by Born Acorn
Its just not due to the horrible graphics.

The unrealism, childish imagery, and lack of many vehicles play parts as well.

Posted: 28 Dec 2006 00:50
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.)

Posted: 28 Dec 2006 08:54
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...

Posted: 28 Dec 2006 11:32
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 :) .

Posted: 28 Dec 2006 14:16
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! :-)

Posted: 29 Dec 2006 02:55
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!

Posted: 29 Dec 2006 11:21
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.

Posted: 30 Dec 2006 03:24
by athanasios
Sprites Added:
trg1r.grf:
4640_z0
4641_z0

Posted: 04 Jan 2007 06:23
by athanasios
Sprites Added:
trg1r.grf:
4646_z0
4647_z0

Posted: 06 Jan 2007 02:54
by athanasios
Sprites Added:
trg1r.grf:
4686_z0
4687_z0
4688_z0
...