![]() Like the polish set shows, it fits and looks nice at the same time. and actually, I think if someone finds a good way to make 8bpp from 32bpp images, it could be a really interesting project because the TTD colour scheme would remain, just with more pixels. Unless you just want to say "f*** you" to anybody with 8bpp blitter like Pikka does with Pineapple (transparent 8bpp sprites) without even trying to make 8bpp there. * you also need to have 8bpp sprites and converting them from 32bpp is super clunky. * once you start doing 32bpp with extra zoom, the NewGRFs quickly have hundreds of megabytes so people often do not even want to download them, for example putting 300 MB RAWR on a server just means almost nobody will want to connect. Also, zbase has set a terrible example of how not to do graphics and many authors are/were afraid to even try 32bpp. Not a single 32bpp project looks good in x1 and hardly even x2 zoom at the moment. * the resulting graphics actually look visually WORSE than classic PROFESSIONAL 8bpp graphics from 1994-1998 - and NewGRFs made in 8bpp in that fashion to fit the old graphics. * company colours do not support anti-aliasing - this just demolishes any nice rendered graphics unless you use the company colour mask on the whole sprite (the exact pixel shape how should each sloped tile look like so they would all fit together properly) Fun fact with ground tiles: Nobody has yet made a proper x4 or x2 zoom tile shape mask. ![]() Things like railtypes are just "more proper" to do this way, but ground tiles do seriously BAD things if they have semi-transparent edges. This just adds a ton to ALL of the problems and adds a lot of work. * everything must be with hard edges (no antialiasing) - this alone might seem like a tiny thing, but it means you HAVE to render everything a bit bigger, and then crop it in postproduction programs like After Effects for me. * slopes are actually one huge hack - making tunnels, bridges and other slope related things is just wtf because the actual 3D height is different for those things with drawing you draw 4-8 views regardless so it is not really an issue there * vehicles have different lengths on diagonals - you want to make one 3D model, not two. constantly fighting technical issues which were not nearly as problematic with drawn graphics requires knowledge/willpower to learn using 3D software (unless you want to hand draw the 32bpp which might actually be a great idea due to the following points) The first, clearest one, is that 32bpp is simply: ![]()
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