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03:20:29 <Brot6> Britrains (BROS based on CETS) - Revision 44:64a72a429d8d: Feature: Temporary graphics for BR blue 1... (oberhuemer) @ http://dev.openttdcoop.org/projects/britrains/repository/revisions/64a72a429d8d 03:36:14 <Brot6> britrains: update from r43 to r44 done (10 warnings) - http://bundles.openttdcoop.org/britrains/push/r44 04:13:39 <Brot6> Britrains (BROS based on CETS) - Revision 45:9c9233a05e9e: Fix: Head and tail switched on BR blue 10... (oberhuemer) @ http://dev.openttdcoop.org/projects/britrains/repository/revisions/9c9233a05e9e 04:34:47 <Brot6> britrains: update from r44 to r45 done (10 warnings) - http://bundles.openttdcoop.org/britrains/push/r45 06:47:31 *** Zuu has joined #openttdcoop.devzone 06:57:51 *** Nat_AFK is now known as Nat_aS 07:10:59 *** Zuu has quit IRC 07:45:45 *** Xotic750 has quit IRC 08:10:14 *** Nat_aS has quit IRC 10:55:25 *** Nat_aS has joined #openttdcoop.devzone 10:55:27 *** Nat_aS is now known as Nat_AFK 12:38:39 <Brot6> Dutch Trains 2 - Feature #3937 (Feedback): Mat'54-56 (Voyager1) @ http://dev.openttdcoop.org/issues/3937#change-10820 15:00:14 *** andythenorth has joined #openttdcoop.devzone 16:03:56 *** ODM has joined #openttdcoop.devzone 16:14:01 *** Nat_AFK is now known as Nat_aS 16:50:13 *** frosch123 has joined #openttdcoop.devzone 17:08:55 <Brot6> Dutch Trains 2 - Revision 545:bc82a0a4ed11: Fix (r519): sprite alignment of Mat'54 ELD4 (closes #393... (foobar) @ http://dev.openttdcoop.org/projects/dutchtrains/repository/revisions/bc82a0a4ed11 17:08:55 <Brot6> Dutch Trains 2 - Feature #3937 (Closed): Mat'54-56 (foobar) @ http://dev.openttdcoop.org/issues/3937#change-10821 17:19:18 *** Nat_aS is now known as Nat_AFK 17:26:34 *** Nat_AFK is now known as Nat_aS 18:01:22 *** andythenorth has quit IRC 19:23:25 <Brot6> Dutch Trains 2 - Revision 546:e9a52a6da931: Codechange: prepare railtypetable for standardized railt... (foobar) @ http://dev.openttdcoop.org/projects/dutchtrains/repository/revisions/e9a52a6da931 19:23:25 <Brot6> Dutch Trains 2 - Revision 547:0dc7f9102a0e: Feature: standardized railtype labels for steamers (issu... (foobar) @ http://dev.openttdcoop.org/projects/dutchtrains/repository/revisions/0dc7f9102a0e 19:23:25 <Brot6> Dutch Trains 2 - Revision 548:4804c610115e: Feature: standardized railtype labels for diesels (issue... (foobar) @ http://dev.openttdcoop.org/projects/dutchtrains/repository/revisions/4804c610115e 19:23:27 <Brot6> Dutch Trains 2 - Revision 549:ee620c8bbb39: Feature: standardized railtype labels for metros (issue ... (foobar) @ http://dev.openttdcoop.org/projects/dutchtrains/repository/revisions/ee620c8bbb39 19:23:31 <Brot6> Dutch Trains 2 - Revision 550:37a96a9ddd2b: Feature: standardized railtype labels for electrics (iss... (foobar) @ http://dev.openttdcoop.org/projects/dutchtrains/repository/revisions/37a96a9ddd2b 19:33:43 *** Xotic750 has joined #openttdcoop.devzone 19:42:43 <Brot6> OpenGFX+ Trains - Revision 469:2372f140786d: Update: New render to reduce file size and use new ligh... (Xotic750) @ http://dev.openttdcoop.org/projects/ogfx-trains/repository/revisions/2372f140786d 19:43:56 <Brot6> OpenGFX+ Trains - Revision 470:e9462f0b8de9: Update: Post-processed sprites, using new light and mat... (Xotic750) @ http://dev.openttdcoop.org/projects/ogfx-trains/repository/revisions/e9462f0b8de9 20:04:59 <Xotic750> planetmaker: the new renders are up, they now crop the sources during the render process, saving about 50% of the original file size. Hope that helps some. 20:05:55 <planetmaker> :-) What light direction does it now use? 20:06:53 <Xotic750> same light direction as original, just adjusted materials considerably so that they have different light properties 20:07:34 <planetmaker> original = TTD = 4 ... 4:30h? 20:07:36 <Xotic750> I have a much larger scale of adjustment, either darker or lighter available to me now 20:08:13 <Xotic750> the original template from EZ project, lighting at 15:30 with elevation of 60 degrees to the groung 20:08:40 <planetmaker> #gm hm... tbh, I don't like that. Michi's argument that 60% is shadows is very valid. It's a stupid decision 20:09:03 <planetmaker> this game is known for its crisp colours and nice contrast 20:09:38 <Xotic750> I did some rendering with the light where he suggested and the results were awful 20:10:05 <planetmaker> how? 20:10:12 <Xotic750> try the new sprites, they are much crisper 20:10:14 <planetmaker> I mean... do you have comparable shots? 20:10:36 <planetmaker> s/shots/sprites/ 20:10:41 <planetmaker> for the different light directions? 20:10:50 <planetmaker> I honestly can't imagine it being "horrible" 20:11:01 <Xotic750> I do, but not on this pc 20:11:51 <planetmaker> And I seriously think, it's a thing to be decided *now* before more and more sprites are rendered with *whatever* light setting and direction 20:12:45 <Xotic750> sure, I agree. I f we change the lighting position then all other renders will need to do the same 20:13:03 <Xotic750> as the shadow fall difference is huge 20:13:31 <planetmaker> Honestly I don't see that as a big issue. Either they exist as model - then it's "only" some computation time. Or they don't exist as model. Then it's stuff w/o source 20:13:45 <planetmaker> But the "damage" by going a wrong way now, could be huge 20:14:31 <Xotic750> I would render a set with the other light setting, but it just took me 3 days to re-render this lot :) 20:15:49 <planetmaker> For discussion purposes a single vehicles totally sufficient, I think 20:16:56 <Xotic750> I could create a repository on github or google code to upload a vehicle lit by the suggested lighting 20:17:11 <michi_cc> Xotic750: Just to be clear, I'm arguing for more light on the "bottom" side (bottom as in image bottom). I'm not saying anything about *how* to achieve that so I have no problems believing that simply moving a single light source doesn't look good. 20:19:13 <Xotic750> sure, I understand your argument. We can give more light using fill in and better materials, without moving the main light. And for me it's really no big issue as I have the source to all my models, the big issue is all the other models out there 20:21:37 <Xotic750> Anyway, I'm happy to render a vehicle with an altered sun position and post it somewhere if you want to see it. Just drop it in the project and compile it. 20:23:07 <Xotic750> but also take a look at the changes that I have made so far and see if you think that they are better, I still have plenty of adjustment available to me 20:40:03 *** Nat_aS is now known as Nat_AFK 20:40:33 <michi_cc> Yes, e.g. http://dev.openttdcoop.org/projects/ogfx-trains/repository/revisions/e9462f0b8de9/entry/src/gfx/engines/armoured/32bpp/0008_in4x.png is definitely better than http://dev.openttdcoop.org/projects/ogfx-trains/repository/revisions/2372f140786d/entry/src/gfx/engines/armoured/32bpp/0008_in4x.png 20:41:08 <michi_cc> Purely from these images the CC still looks quite dark to me, but I didn't look in-game, so after the remap it might be okay. 20:41:51 <Xotic750> I'm going to post screenshots in a few moments, so you will be able to see 20:44:35 <Xotic750> Ok, screenshots are now in in the development thread on the forum 20:46:12 <Xotic750> just noticed that I missed a couple of mask files in the recent changes :P 20:53:12 *** Nat_AFK is now known as Nat_aS 20:55:07 *** ODM has quit IRC 21:07:57 *** andythenorth has joined #openttdcoop.devzone 21:08:19 <michi_cc> Yeah, CC looks better in-game than raw. 21:10:31 <Xotic750> at the moment, I have not added any extra lamps, or changed the main lamp in any way. The changes have been purely material 21:11:06 <michi_cc> Xotic750: Is the UU 37 somehow misaligned or am I being tricked by a different wheel height? 21:12:02 <Xotic750> trick of the eye due to wheel height. It has the same dimensions as all the other vehicles and uses the same template 21:12:29 <michi_cc> Probably wheel height (or better floor height), but on the first glance it seems to be somehow a bit more right (driving direction right). 21:12:35 *** andythenorth has quit IRC 21:14:37 <Xotic750> I could change the floor height, but in real life the vehicle is quite "stocky" and we would lose that feeling of "stockyness" by doing so. Otherwise it is the same as all the others 22:02:17 <Brot6> DevZone Help Center - Bug #3969: Corrupt OpenGFX+ Trains repository (r468) (oberhuemer) @ http://dev.openttdcoop.org/issues/3969#change-10822 22:06:31 *** frosch123 has quit IRC 23:02:02 *** Nat_aS is now known as Nat_AFK