It is currently 28 Mar 2024, 16:30

WELCOME TO SIMUSCAPE!


Please Sign in or Register to enable all features, remove restrictions and gain additional access!
For information on how to bypass the CAPTCHA or to contact Team Simuscape, Continue Here!


Post a new topicPost a reply Page 6 of 7   [ 128 posts ]
Go to page Previous  1 ... 3, 4, 5, 6, 7  Next
Author Message
PostPosted: 20 Oct 2018, 05:20 
Master Mentor
User avatar

Joined: 27 Feb 2012, 22:45
Posts: 1880
Location: Canada
Hi Garry,

Try these.
There are seven shades of orange for fire in the OTTD/TTD 8bpp windows palette.
Each pixel shifts its colour from left to right.
If the pixel starts with the middle orange, it will change until it returns to its original colour and then it will repeat.
Mix them up in a test graphic and watch what happens.

Attachment:
FireColours.png
FireColours.png [ 870 Bytes | Viewed 6017 times ]

_________________
Visit SimuSchool - Tutorials, Questions and Answers
TTDPatch Nightlies Downloads are back
Thrive


Top
 Offline Profile  
 
PostPosted: 20 Oct 2018, 06:32 
Expert
Expert
User avatar

Joined: 03 May 2015, 03:27
Posts: 1716
Location: Newcastle, Australia
Thanks Wally, but they same as on the Dos Palette I used.
Attachment:
DOSpalette.PNG
DOSpalette.PNG [ 10.43 KiB | Viewed 6017 times ]


edit:

Curiosity I tried the camp fire with the object sets as that where I first got the pixels from.

And it works fine.
Attachment:
FetterlsWaypointE.png
FetterlsWaypointE.png [ 17.83 KiB | Viewed 6017 times ]

_________________
All my projects are GPLv2 License.
Soot Happens.
Projects: viewtopic.php?f=179&t=811


Top
 Offline Profile  
 
PostPosted: 20 Oct 2018, 10:21 
Player
Player
User avatar

Joined: 06 Mar 2012, 21:55
Posts: 480
Location: The Netherlands
Strange…

What happens if you remove the fire from the 32bpp (so the static one with the fettlers) file?


Top
 Offline Profile  
 
PostPosted: 20 Oct 2018, 10:35 
Expert
Expert
User avatar

Joined: 03 May 2015, 03:27
Posts: 1716
Location: Newcastle, Australia
I tried that and the image from the MASK doesn't appear. No fire at all.

Also removed the flames from the 32bpp and replaced with blue and get animated flames ok but still as the yellowish look.

I first thought maybe it the ballast from my tracks, so I tried default tracks and made no difference.

Just strange why it not show correct colours. Even when game frozen at start shows all the flame pixels as yellowish colours.

_________________
All my projects are GPLv2 License.
Soot Happens.
Projects: viewtopic.php?f=179&t=811


Top
 Offline Profile  
 
PostPosted: 20 Oct 2018, 10:41 
Player
Player
User avatar

Joined: 06 Mar 2012, 21:55
Posts: 480
Location: The Netherlands
I am getting a bit confused here with what you are saying..
Quote:
Also removed the flames from the 32bpp and replaced with blue

So, is now that transparent blue in your 32bpp-file?
Because that will show up ingame!
That should not be there, nothing should be at the place where the fire should be in your 32bpp-file.
The fire should only be drawn in the MASK-file.


Top
 Offline Profile  
 
PostPosted: 20 Oct 2018, 10:45 
Expert
Expert
User avatar

Joined: 03 May 2015, 03:27
Posts: 1716
Location: Newcastle, Australia
Even I get confused with what I saying .. :mrgreen:

The blue transparent doesn't show.

I'll try again and fill in those blues and be back sooon with results.

Wonder if it the rain we having today effecting the fire.

I'll be back

_________________
All my projects are GPLv2 License.
Soot Happens.
Projects: viewtopic.php?f=179&t=811


Top
 Offline Profile  
 
PostPosted: 20 Oct 2018, 10:53 
Expert
Expert
User avatar

Joined: 03 May 2015, 03:27
Posts: 1716
Location: Newcastle, Australia
I just removed the fire and the blue from the 32bpp.png file and only have it in the MASK.

When I tested it the flames do not appear.

Just wonder do I need the 8bpp_MASK after every 32pbb reference as the flames are only in 2 sections of the MASK file?

_________________
All my projects are GPLv2 License.
Soot Happens.
Projects: viewtopic.php?f=179&t=811


Top
 Offline Profile  
 
PostPosted: 20 Oct 2018, 11:07 
Expert
Expert
User avatar

Joined: 03 May 2015, 03:27
Posts: 1716
Location: Newcastle, Australia
I just put the flames back in the 32bpp sprite and have the animation .. they work this way but just not showing correct colours.

Curiosity I'll try the block Cycles and see what happens.

_________________
All my projects are GPLv2 License.
Soot Happens.
Projects: viewtopic.php?f=179&t=811


Top
 Offline Profile  
 
PostPosted: 20 Oct 2018, 11:10 
Player
Player
User avatar

Joined: 06 Mar 2012, 21:55
Posts: 480
Location: The Netherlands
Give me a couple of minutes to test


Top
 Offline Profile  
 
PostPosted: 20 Oct 2018, 11:14 
Expert
Expert
User avatar

Joined: 03 May 2015, 03:27
Posts: 1716
Location: Newcastle, Australia
I just tried the block cycle colours and they work perfect and correct colours. :mrgreen:

_________________
All my projects are GPLv2 License.
Soot Happens.
Projects: viewtopic.php?f=179&t=811


Top
 Offline Profile  
 
PostPosted: 20 Oct 2018, 11:19 
Player
Player
User avatar

Joined: 06 Mar 2012, 21:55
Posts: 480
Location: The Netherlands
The brown ones, right?

But still no good looking flames though?

Again, give me a couple of minutes, I have just managed to replicate your issue and am now trying to think of a solution (as I think I know what the issue is)


Top
 Offline Profile  
 
PostPosted: 20 Oct 2018, 11:23 
Expert
Expert
User avatar

Joined: 03 May 2015, 03:27
Posts: 1716
Location: Newcastle, Australia
The brown work good.

The flames work but don't show correct colours. I copied those colours from the palette Wally sent me and also tried from the Dos and the Windows palettes and get the same results.

I be away from computer for about 1/2 hour as diner time .. back soon.

Cheers

_________________
All my projects are GPLv2 License.
Soot Happens.
Projects: viewtopic.php?f=179&t=811


Top
 Offline Profile  
 
PostPosted: 20 Oct 2018, 12:29 
Player
Player
User avatar

Joined: 06 Mar 2012, 21:55
Posts: 480
Location: The Netherlands
I think I understand the issue you were having with the fire-cycle colors.

First:
- Make sure that in your 32bpp-file there is something drawn at the location where the graphics of the MASK-file should be placed over.
if nothing is there (so fully transparent) in your 32bpp-file, the graphics in your MASK-file will not show up at all!!

Second:
- Apparently the MASK-file has some sort of transparency! :o
This means that the graphics of the 32bpp-file have some sort of influence on how the animated colors in your MASK-file will eventually show up ingame.
This is what caused your issue with the fire burning too bright, the colors were apparently doubling up, making it more brighter ingame.
Use this uniform grey color at the spot in your 32bpp-file where you would have your fire:
Attachment:
BackgroundColor_FireCycle.png
BackgroundColor_FireCycle.png [ 377 Bytes | Viewed 6009 times ]

This backgroundcolor will make the fire look more like it should.
So, your 32bpp-file should be like this:
Attachment:
template_Fettlers_1_32bpp.png
template_Fettlers_1_32bpp.png [ 7.8 KiB | Viewed 6009 times ]

This should fix the issue.




Now, I quickly did some more testing and also some other (so probably all) animated colors are affected by this.
To be honest, an interesting type of behaviour, this way you can get more variations in the animated colors, by using different (tones of) colors in your 32bpp-file as background.
Good to know this! :W
And I hope this fixes your issue! :help:


Top
 Offline Profile  
 
PostPosted: 20 Oct 2018, 12:37 
Expert
Expert
User avatar

Joined: 03 May 2015, 03:27
Posts: 1716
Location: Newcastle, Australia
Just had a lovely feed of bacon and eggs on toast .. that might make my brain work better.

Shall give those a try .. my fiancée be on line in a moment so I better give her my attention first. We usually chat an hour .. some times a bit longer if kids want to chat too.

Just strange wasn't it how the browns worked fine but the flames decided to be different.

Cheers my friend .. thank you for your time in helping solve this problem.

See what other problems can find later :mrgreen:

_________________
All my projects are GPLv2 License.
Soot Happens.
Projects: viewtopic.php?f=179&t=811


Top
 Offline Profile  
 
PostPosted: 20 Oct 2018, 12:39 
Player
Player
User avatar

Joined: 06 Mar 2012, 21:55
Posts: 480
Location: The Netherlands
Quote:
Just strange wasn't it how the browns worked fine but the flames decided to be different.

Guessing here, but this may be because the browns are darker and thus maybe less affected by whats in the background of the 32bpp-file.


Top
 Offline Profile  
 
PostPosted: 20 Oct 2018, 14:11 
Expert
Expert
User avatar

Joined: 03 May 2015, 03:27
Posts: 1716
Location: Newcastle, Australia
well my friend it all works good now.
Attachment:
FetterlsWaypointF.png
FetterlsWaypointF.png [ 20.04 KiB | Viewed 6007 times ]


The fire has died down a bit so suitable for boiling the billy now.

Wonder if I should put someone in charge of the fire and the cooking .. bacon and eggs would go great (maybe kangaroo steak and emu eggs be even better).

I tried something else in code too ..

Code:
 1694 * 6    01 04 01 FF 08 00
 1695 c:/grfcodec603/auzstations/gfx/template_Fettlers_1_8bpp_EMPTY.png  8bpp   10   40   64  122  -31  -91 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_1_32bpp.png  32bpp  10   40   64  122  -31  -91 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_1_8bpp_MASK.png  mask 10  40
 1696 c:/grfcodec603/auzstations/gfx/template_Fettlers_1_8bpp_EMPTY.png  8bpp   90   40   64  122  -53  -102 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_1_32bpp.png  32bpp   90   40   64  122  -53  -102 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_1_8bpp_MASK.png  mask 90  40
 1697 c:/grfcodec603/auzstations/gfx/template_Fettlers_1_8bpp_EMPTY.png  8bpp   170   40   64  122  -31  -91 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_1_32bpp.png  32bpp   170   40   64  122  -31  -91 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_1_8bpp_MASK.png  mask 170  40
 1698 c:/grfcodec603/auzstations/gfx/template_Fettlers_1_8bpp_EMPTY.png  8bpp   250   40   64  122  -9   -102 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_1_32bpp.png  32bpp   250   40   64  122  -9   -102 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_1_8bpp_MASK.png  mask 250  40
 1699 c:/grfcodec603/auzstations/gfx/template_Fettlers_1_8bpp_EMPTY.png  8bpp   330   40   64  122  -31  -91 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_1_32bpp.png  32bpp   330   40   64  122  -31  -91 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_1_8bpp_MASK.png  mask 330  40
 1700 c:/grfcodec603/auzstations/gfx/template_Fettlers_1_8bpp_EMPTY.png  8bpp   410   40   64  122  -53  -102 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_1_32bpp.png  32bpp   410   40   64  122  -53  -102 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_1_8bpp_MASK.png  mask 410  40
 1701 c:/grfcodec603/auzstations/gfx/template_Fettlers_1_8bpp_EMPTY.png  8bpp   490   40   64  122  -31  -91 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_1_32bpp.png  32bpp   490   40   64  122  -31  -91 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_1_8bpp_MASK.png  mask 490  40
 1702 c:/grfcodec603/auzstations/gfx/template_Fettlers_1_8bpp_EMPTY.png  8bpp   570   40   64  122  -9   -102 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_1_32bpp.png  32bpp   570   40   64  122  -9   -102 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_1_8bpp_MASK.png  mask 570  40
 1703 * 7    02 04 00 00 01 00 00
 1704 * 6    01 04 01 FF 08 00
 1705 c:/grfcodec603/auzstations/gfx/template_Fettlers_2_8bpp_EMPTY.png  8bpp   10   40   64  122  -31  -91 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_2_32bpp.png  32bpp  10   40   64  122  -31  -91 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_1_8bpp_MASK.png  mask 10  40
 1706 c:/grfcodec603/auzstations/gfx/template_Fettlers_2_8bpp_EMPTY.png  8bpp   90   40   64  122  -53  -102 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_2_32bpp.png  32bpp   90   40   64  122  -53  -102 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_1_8bpp_MASK.png  mask 90  40
 1707 c:/grfcodec603/auzstations/gfx/template_Fettlers_2_8bpp_EMPTY.png  8bpp   170   40   64  122  -31  -91 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_2_32bpp.png  32bpp   170   40   64  122  -31  -91 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_1_8bpp_MASK.png  mask 170  40
 1708 c:/grfcodec603/auzstations/gfx/template_Fettlers_2_8bpp_EMPTY.png  8bpp   250   40   64  122  -9   -102 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_2_32bpp.png  32bpp   250   40   64  122  -9   -102 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_1_8bpp_MASK.png  mask 250  40
 1709 c:/grfcodec603/auzstations/gfx/template_Fettlers_2_8bpp_EMPTY.png  8bpp   330   40   64  122  -31  -91 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_2_32bpp.png  32bpp   330   40   64  122  -31  -91 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_1_8bpp_MASK.png  mask 330  40
 1710 c:/grfcodec603/auzstations/gfx/template_Fettlers_2_8bpp_EMPTY.png  8bpp   410   40   64  122  -53  -102 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_2_32bpp.png  32bpp   410   40   64  122  -53  -102 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_1_8bpp_MASK.png  mask 410  40
 1711 c:/grfcodec603/auzstations/gfx/template_Fettlers_2_8bpp_EMPTY.png  8bpp   490   40   64  122  -31  -91 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_2_32bpp.png  32bpp   490   40   64  122  -31  -91 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_1_8bpp_MASK.png  mask 490  40
 1712 c:/grfcodec603/auzstations/gfx/template_Fettlers_2_8bpp_EMPTY.png  8bpp   570   40   64  122  -9   -102 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_2_32bpp.png  32bpp   570   40   64  122  -9   -102 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_Fettlers_1_8bpp_MASK.png  mask 570  40


The mask can refer to the same file in both Fettlers_1 and Fettlers_2.

Here the game file if any one like to try.

Thanks for everything.


Attachments:
AuzWaypointsV4.grf [821.05 KiB]
Downloaded 229 times

_________________
All my projects are GPLv2 License.
Soot Happens.
Projects: viewtopic.php?f=179&t=811
Top
 Offline Profile  
 
PostPosted: 20 Oct 2018, 15:09 
Player
Player
User avatar

Joined: 06 Mar 2012, 21:55
Posts: 480
Location: The Netherlands
Quote:
well my friend it all works good now.

Good!
I've already updated the tutorial to warn about this behaviour.

Quote:
The mask can refer to the same file in both Fettlers_1 and Fettlers_2

In this case, yes.
But that is because the fire is always on the same place and doesnt change its shape.
If, in future, you have something with animated colors that changes position/shape, then you do have to supply a separate MASK-file.
Lets say for example that when the men are working, the fire is high (kettle just put on for boiling), but when they have their break the fire is low (been burning for a while).


Top
 Offline Profile  
 
PostPosted: 20 Oct 2018, 23:54 
Expert
Expert
User avatar

Joined: 03 May 2015, 03:27
Posts: 1716
Location: Newcastle, Australia
Quast65 wrote:
Lets say for example that when the men are working, the fire is high (kettle just put on for boiling), but when they have their break the fire is low (been burning for a while).


I like this idea .. I think I'll go put another log on the fire. :mrgreen:

Cheers

_________________
All my projects are GPLv2 License.
Soot Happens.
Projects: viewtopic.php?f=179&t=811


Top
 Offline Profile  
 
PostPosted: 21 Oct 2018, 02:31 
Moderator
User avatar

Joined: 29 Feb 2012, 00:55
Posts: 1770
Location: Hellas
GarryG wrote:
.. bacon and eggs would go great (maybe kangaroo steak and emu eggs be even better).

Crocodile steak?


Top
 Offline Profile  
 
PostPosted: 21 Oct 2018, 02:41 
Moderator
User avatar

Joined: 29 Feb 2012, 00:55
Posts: 1770
Location: Hellas
Quast65 wrote:
This way you can get more variations in the animated colors, by using different (tones of) colors in your 32bpp-file as background.

This is great! I always wandered if it was possible-and how-to get more variations ad now you solved it! :bowing:
May you add some useful examples in a new tutorial thread and in the wiki?


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post a new topicPost a reply Page 6 of 7   [ 128 posts ]
Go to page Previous  1 ... 3, 4, 5, 6, 7  Next


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
cron


Status SimuscapeTerms of UseAbout Simuscape

Design by SAC © 2012-2015, Sweden • Powered by phpBB • Based on twilightBB by Daniel St. Jules