Page 1 of 54

32bit Extra Zoom Graphics Works In Progress

Posted: 29 Feb 2008 22:53
by maquinista
I have coded some graphics created by Wacki in a single TAR file, and he allows to distribute the TAR file.

http://wiki.openttd.org/index.php/City_ ... 9#Tropical

Is a preview release. The graphics are excellent.

This is the offsets that I have used:

Code: Select all

4620_z0.png x_offs=-125 y_offs=-53
4621_z0.png x_offs=-125 y_offs=-158
4622_z0.png x_offs=-125 y_offs=-158
4607_z0.png x_offs=-125 y_offs=-81
4593_z0.png x_offs=-125 y_offs=-50
4590_z0.png x_offs=-125 y_offs=-63
4600_z0.png x_offs=-125 y_offs=-28
4599_z0.png x_offs=-125 y_offs=-23
4598_z0.png x_offs=-125 y_offs=-28
4597_z0.png x_offs=-125 y_offs=-10

Re: [32bpp] Extra zoom levels ! ( update: version 9 )

Posted: 01 Mar 2008 10:17
by DeletedUser5
@maquinista: What I can say offset is a little wrong and Wacki reworked them some time ago. New version looks better. I'll ask him if he wants me to code and publish new version of them. And use png format for screenshots. They are larger but better in quality than jpg format.

Re: [32bpp] Extra zoom levels ! ( update: version 9 )

Posted: 01 Mar 2008 10:45
by Roujin
Wow, that looks nice :D
Shame that not much else is done for subtropical, else I'd have started a game purely for gazing at the graphics right now :cool:

New arrows in one way roads

Posted: 01 Mar 2008 17:18
by maquinista
I have done with Inkscape some arrows for one way roads. They aren't very good, but They could be useful now.
They don't fit in roads with slope, or original graphics.

Re: [32bpp] Extra zoom levels ! ( update: version 9 )

Posted: 01 Mar 2008 17:29
by DeletedUser5
In my opinion we need 8 additional sprites for arrows for one way roads. Either on slopes it will look awful.

@maquinista: I like it. In my opinion one arrow instead of two would be better.

Re: [32bpp] Extra zoom levels ! ( update: version 9 )

Posted: 01 Mar 2008 22:59
by Ben_Robbins_
I think the arrows look pretty neat and fitting. Maybe have them very slightly transparent so they merge with the underlying sprite? (not sure till I see it though). I agree with Soeb's points; one arrow rather than 2.

Re: [32bpp] Extra zoom levels ! ( update: version 9 )

Posted: 01 Mar 2008 23:26
by athanasios
I 'd say make them dirty to blend with the road, but transparency might do the job better.

Re: [32bpp] Extra zoom levels ! ( update: version 9 )

Posted: 02 Mar 2008 02:21
by maquinista
I have tried to draw (with Inkscape) a arrow like the original. I am not an artist and the result isn't very good.

The third file, is a package with 24 arrows (3 zoom levels) for roads on slopes. They aren't coded, because there aren't original arrows for slopes.

Re: [32bpp] Extra zoom levels ! ( update: version 9 )

Posted: 03 Mar 2008 01:31
by maquinista
I have coded a TAR file with green arrows, and other TAR file with one arrow.

Re: [32bpp] Extra zoom levels ! ( update: version 9 )

Posted: 03 Mar 2008 01:32
by maquinista
This is the TAR file for green arrows.

Re: [32bpp] Extra zoom levels ! ( update: version 9 )

Posted: 03 Mar 2008 01:52
by Ben_Robbins_
Nice work, I will defiantly be using the white arrow's rather than green though, as there subtle but yet do the job equally well. I think the white arrow's could do with the tails cutting slightly short, or increasing them, so that they end where the road marking ends though.

Re: [32bpp] Extra zoom levels ! ( update: version 9 )

Posted: 03 Mar 2008 17:04
by maquinista
Thanks. I have cutted the arrow. I have modified the smaller zoom level with GIMP.

Re: [32bpp] Extra zoom levels ! ( update: version 9 )

Posted: 03 Mar 2008 18:47
by Timitry
looks really good now :) Just one thing... You can still see the middle-line of the street through the arrow... Looks a bit ugly ;-) MAybe you can fix that?

Re: [32bpp] Extra zoom levels ! ( update: version 9 )

Posted: 03 Mar 2008 19:11
by LordAzamath
hmm.. It's nice arrow and stuff, but wouldn't it be nicer to keep graphics progress in another thread.. So this stays cleaner for GeekToo's messages about fixed and new features/bugs etc.

Re: [32bpp] Extra zoom levels ! ( update: version 9 )

Posted: 03 Mar 2008 19:12
by wil86
Timitry wrote:... You can still see the middle-line of the street through the arrow... Looks a bit ugly ;-) MAybe you can fix that?
i think that is the transparency, which was requested by Ben a few posts ago 8)

Re: [32bpp] Extra zoom levels Graphics

Posted: 03 Mar 2008 21:32
by Ben_Robbins_
lordazamath: I agree. Split.

maquinista/wil86: I did suggest it so that the arrows have a slight texture, but if there in the centre they are going to need to be fully opaque with that texture added to stop the white lines showing through. The texture is so subtle though, making them fully opaque, darkening them slightly and adding noise should have a similar effect. The new arrow length works nicely though.

Re: [32bpp] Extra zoom levels Graphics

Posted: 04 Mar 2008 01:28
by athanasios
I think having 2 arrows is better. One arrow in the middle is unrealistic.

regards
athanasios

Re: [32bpp] Extra zoom levels Graphics

Posted: 04 Mar 2008 02:00
by maquinista
This is a screenshot with the new arrows and a blocking tile signal.

Maybe It could be better something more realistic than a floating signal.

Re: [32bpp] Extra zoom levels Graphics

Posted: 04 Mar 2008 10:38
by Roujin
I think vehicles driving on the road are drawn over the one way signs, so it probably won't look very nice with these floating symbols.
Interesting idea, though...

Re: [32bpp] Extra zoom levels Graphics

Posted: 04 Mar 2008 10:50
by Trond
Arrow looks nice!
Could those signs be added just beside the road, as a roadsign, much like the signals for railroads?