32bit Extra Zoom Graphics Works In Progress

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maquinista
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

Varivar wrote:
maquinista wrote:This is the file coded. I need some mask files, because the script will be faster and easier than the magic wand of GIMP. Also, I will update this file to add more stages and the license files.
Here it is.
Thanks, I will use it.

The first stage is easier to render, because You only need remove the building and some fences. :) Also, there are a final stage modeled but untextured that It could be useful:

http://www.tt-forums.net/viewtopic.php?p=670788#p670788
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Varivar
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Re: [32bpp] Extra zoom levels Graphics

Post by Varivar »

maquinista wrote: Thanks, I will use it.

The first stage is easier to render, because You only need remove the building and some fences. :)
You don't have to remove things, you can just open another layer. The first three layers contains buildings.
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Layer example.png
Layer example.png (3.34 KiB) Viewed 5310 times
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Teemes
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Re: [32bpp] Extra zoom levels Graphics

Post by Teemes »

Varivar's trucks v4- now with 100% more vitamin C :wink:

btw, varivar, brupje, maquinista: nice work on those buildings - I hope the updated grass of the company hq will blend in well with the regular grass tiles.
Maquinista, to only render a shadow on the ground without rendering the ground itself (the problem you mentioned on the previous page of this thread), you have to set the OnlySha(dows) option in the shaders tab for the ground's material. You wont see the shadow in the blender render window (as the background should be black, too), but you will see it in the final image after saving it.
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varivars_trucks_v4.tar
(1.24 MiB) Downloaded 1600 times
fruit_truck.png
fruit_truck.png (128.49 KiB) Viewed 5186 times
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

brupje wrote:
Varivar wrote: Sure we should, the construction stages look much better now :)
Thanks :)

Here a first attempt for the futuristic tower
The building is very good. Keep it without ground, because the original sprite doesn't have it.
Attachments
new_town_houses.tar
New town houses with statue of company owner. I will update the Wotan's stations file with the Wotan's statue as a station tile.
(488 KiB) Downloaded 513 times
HQ.tar
Varivar HQ. I will code the arctic building now.
(186.5 KiB) Downloaded 549 times
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brupje
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Re: [32bpp] Extra zoom levels Graphics

Post by brupje »

maquinista wrote:The building is very good. Keep it without ground, because the original sprite doesn't have it.
Thanks, will do :)

I only feel like there is something missing on the blue cubicles. Can't figure it out yet what it is.
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Re: [32bpp] Extra zoom levels Graphics

Post by ArmEagle »

brupje wrote:
Varivar wrote: Great that you're working on the construction stages. It looks a bit weird now, you should make the walls more sediment. Also the floor texture doesn't align good. To help you I've uploaded the blend files of the construction stages of one of my buildings. You're free to use them :)
Thanks, we should do more sharing :P
It looks very nice. But technically I'd say that with this type of building the outer wall is added after the base columns and floor are built.
That's how I thought some other big (office) building was made too.

- Don't want to be too much of a criticizer though, since all this work you guys are doing here is just great!
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

I have coded It, and It is a very good model.
Varivar: remember that the other building (sprites 4420-4423) only needs the building, the ground is shared with the building that I coded.
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Varivar_artic.tar
TAR file
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brupje
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Re: [32bpp] Extra zoom levels Graphics

Post by brupje »

Final for the futuristic tower, I made it less toony and added some textures.

Don't know which colors are required, couldn't find it in the sprites. :S
Attachments
futuristicstower.zip
(1.93 MiB) Downloaded 192 times
futuristictower_green_z0.png
futuristictower_green_z0.png (110.68 KiB) Viewed 4877 times
futuristictower_blue_z0.png
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brupje
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Re: [32bpp] Extra zoom levels Graphics

Post by brupje »

... and a building stage
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futuristictower_stage2_z0.png
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brupje
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Re: [32bpp] Extra zoom levels Graphics

Post by brupje »

... and building stage 2 for modernofficebuilding
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modernofficebuild_stages.zip
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modernofficebuild_stage2_z0.png
modernofficebuild_stage2_z0.png (97.13 KiB) Viewed 4811 times
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Re: [32bpp] Extra zoom levels Graphics

Post by Varivar »

brupje wrote:Final for the futuristic tower, I made it less toony and added some textures.

Don't know which colors are required, couldn't find it in the sprites. :S
Nice building! You don't have to render all colors seperately, you only need a mask file. How to generate such a file is discribed here. This is how a mask file should look (from the water truck). Amask file "masks the areas which should be colored. Then the game will do the coloring part.

Thanks Teemes and Maquinista for coding :)
Attachments
Example mask file
Example mask file
3249_z0m.png (519 Bytes) Viewed 4798 times
Last edited by Varivar on 29 Sep 2008 17:07, edited 1 time in total.
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brupje
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Re: [32bpp] Extra zoom levels Graphics

Post by brupje »

... and building stage 1 for modernofficebuilding
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modernofficebuild_stage1.zip
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modernofficebuild_stage1_z0.png
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brupje
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Re: [32bpp] Extra zoom levels Graphics

Post by brupje »

Varivar wrote:
brupje wrote:Final for the futuristic tower, I made it less toony and added some textures.

Don't know which colors are required, couldn't find it in the sprites. :S
Nice building! You don't have to render all colors seperately, you only need a mask file. How to generate such a file is discribed here. This is how a mask file should look (from the water truck). Amask file "masks the areas which should be colored. Then the game will do the coloring part.

I was afraid of that, the reflection in the tower might get interesting :P
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Re: [32bpp] Extra zoom levels Graphics

Post by Varivar »

brupje wrote: I was afraid of that, the reflection in the tower might get interesting :P
The reflection doesn't have to be a problem, if you add the reflective parts to the mask file. But you have to do that by hand (in GIMP or so).
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

brupje wrote:
Varivar wrote:
brupje wrote:Final for the futuristic tower, I made it less toony and added some textures.

Don't know which colors are required, couldn't find it in the sprites. :S
Nice building! You don't have to render all colors seperately, you only need a mask file. How to generate such a file is discribed here. This is how a mask file should look (from the water truck). Amask file "masks the areas which should be colored. Then the game will do the coloring part.

I was afraid of that, the reflection in the tower might get interesting :P
This model is simple, I can create their colour masks easily.
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brupje
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Re: [32bpp] Extra zoom levels Graphics

Post by brupje »

maquinista wrote:This model is simple, I can create their colour masks easily.
Well here is what I got so far, please go ahead :)
Attachments
fixed_FuturisticTower_4_z0.png
fixed_FuturisticTower_4_z0.png (119.68 KiB) Viewed 4735 times
fixed_FuturisticTower_4_z0m.png
fixed_FuturisticTower_4_z0m.png (1.96 KiB) Viewed 4757 times
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Re: [32bpp] Extra zoom levels Graphics

Post by Lordmwa »

Just to say i love watching this thread as it always looks so good :D

Keep up the good work

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maquinista
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Re: [32bpp] Extra zoom levels Graphics

Post by maquinista »

I have added the latest models. A ground shadow would be better in the futuristic tower, but I think that It is good enough. I prefer a custom building placement tool with construction stages.

The desert roads are 1 pixel down, It creates some random pixels in the borders.
Attachments
brupje_houses_preview.tar
file updated.
(1.02 MiB) Downloaded 238 times
Detail with reference bare tiles.
Detail with reference bare tiles.
detail.png (67.15 KiB) Viewed 5547 times
Last edited by maquinista on 29 Sep 2008 23:56, edited 1 time in total.
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Re: [32bpp] Extra zoom levels Graphics

Post by athanasios »

brupje wrote:... and building stage 1 for modernofficebuilding
Just make sure pillars are of same width with ones of stage 2. They seem thinner here.
Nice stuff!
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Re: [32bpp] Extra zoom levels Graphics

Post by habell »

maquinista wrote:The desert roads are 1 pixel down, It creates some random pixels in the borders.
I'll see what I can do about it when I get home.
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