If you dont mind windows and powershell then i can tweak this script to suit your purposes. I currently use PNGMeta (because it can output XML tabels which i can easily hashtable) to extract x and y offsets, but if you are rendering full frame without cropping this can be discarded and will significantly speed up the NML generation process. If that were the case i currently have a powershell 3.0 script (as much as i love bash, i am a windows person and powershell gives me bash like capabilities) which i use to compile some 32bpp PNGs and megapacks into a NML that can then be used to spit out a grf, the script basically goes recursively goes through a directory, hashtable all the files, splits the filename into field which i then index and group and feed through a logic operator to generate a replace and all available alternative graphics block for each sprite ID (based upon name), it will test to see if any PNGs have mask files associated with it and append as such (again based upon naming convention). 124, -132 for full zoom) and that no cropping would occur (at the expense of file size) See the top of this post for where to download preview you say no Photoshop and no playing around with ground tiles i presume you mean all your sprites will be renders at full frame (256x256, 128x128 and 64圆4) which would mean all offsets would be constant for a given zoom level (i.e. No fiddly photoshopping, overlaying onto ground tiles or fighting with sheets of many sprites.Ĭoding is in the form of a Base set, like OpenGFX or the original windows graphics. Please don't be offended if I ignore your suggestions for a sprite, there are thousands to make and getting a complete set is the main priority.Īll sprites are to be rendered in 32bpp directly from Blender. In general I will only pay attention to technical suggestions. My aim is to make a functional base set, not to make perfect graphics (that comes later!). For now feel free to contribute "resources", think useful bits of scenery like a crane or a pile of boxes. For now I am keeping a hold on graphics development to make sure everything has a consistent style, logical templates and standard textures. Yes, but only for certain things (this will change in the future). If you do have original models from other 32bpp sprites please do post them though, if they are the right style I will try and fit them in. Only existing 3D models which are of the correct style and can be imported into my render templates will be included. Run OpenTTD and go to "Game Option", select "zBase" from the dropdown list for "Base graphics set". Copy this folder to the data folder of your OpenTTD installation.ģ. ZBase is a base graphics set like the original windows graphics or like OpenGFX. I aim to make a complete, functional and useable base set. The graphics will be 100% produced in Blender (with a few minor exceptions) using standard render templates, materials, lighting, etc. I have started a big 32bpp base set project starting from scratch.
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