Bug #280

standard signals

Added by Ammler over 10 years ago. Updated about 9 years ago.

Status:ClosedStart date:2009-06-27
Priority:HighDue date:
Assignee:-% Done:

100%

Category:Base
Target version:0.3.0

Description

the signals are very hard to see:

signals.png (117 KB) Ammler, 2009-06-27 13:52

comparison.png (12.9 KB) foobar, 2009-08-13 20:16

lightersig.png - Slightly ligher backsides of PBS signals (9.83 KB) bilbo, 2010-03-29 02:14

12751290.png (14.4 KB) 2006TTD, 2010-08-14 06:32

presignals.png (38 KB) 2006TTD, 2010-08-16 14:22

Quarwich_Transport__22-04-1950.png (18.6 KB) 2006TTD, 2010-08-16 17:20

signals-normal.png (8.09 KB) 2006TTD, 2010-08-18 09:32

signals-entry.png (9.16 KB) 2006TTD, 2010-08-18 09:32

signals-exit.png (9.05 KB) 2006TTD, 2010-08-18 09:32

signals-combo.png (9.12 KB) 2006TTD, 2010-08-18 09:32

Bildschirmfoto_2010-08-21_um_11.13.40.png (1.57 MB) planetmaker, 2010-08-21 11:22

signals-combo2.png - With Palette (10.3 KB) 2006TTD, 2010-08-21 17:41

signals-entry2.png - With Palette (10.2 KB) 2006TTD, 2010-08-21 17:41

signals-exit2.png - With Palette (10.2 KB) 2006TTD, 2010-08-21 17:41

signals-normal2.png - With Palette (9.11 KB) 2006TTD, 2010-08-21 17:41


Related issues

Related to OpenGFX - Feature #840: Improved signal sprites Closed 2010-03-17

Associated revisions

Revision 483:bd557a1795a7
Added by Ammler over 9 years ago

Feature #840, #280: template for signals

Revision 483:bd557a1795a7
Added by Ammler over 9 years ago

Feature #840, #280: template for signals

Revision 489:8bb93c641446
Added by Ammler about 9 years ago

Fix #280: new light signals by 2006TTD

Revision 489:8bb93c641446
Added by Ammler about 9 years ago

Fix #280: new light signals by 2006TTD

Revision 502:d359a364ffb1
Added by Ammler about 9 years ago

Fix #280 (r483): a bit of readjustment, still trying to reach a general offset

Revision 502:d359a364ffb1
Added by Ammler about 9 years ago

Fix #280 (r483): a bit of readjustment, still trying to reach a general offset

Revision 509:13ecdfffef64
Added by planetmaker about 9 years ago

Fix #280: Remove animation pixels from red signals

Revision 509:13ecdfffef64
Added by planetmaker about 9 years ago

Fix #280: Remove animation pixels from red signals

History

#1 Updated by foobar over 10 years ago

  • Target version set to 0.1.0-alpha6

#2 Updated by Ammler over 10 years ago

  • Target version deleted (0.1.0-alpha6)

I think, we need feedback here, If I am the only one, we can reject it.

#3 Updated by athanasios over 10 years ago

No, you are not alone! Are there signals there? :-)

#4 Updated by Ammler over 10 years ago

  • Status changed from New to Confirmed

ok, then we set it to "confirmed" ;-)

#5 Updated by foobar over 10 years ago

Is it me or is there no difference where it says that it's a good fix?

#6 Updated by planetmaker over 10 years ago

foobar wrote:

Is it me or is there no difference where it says that it's a good fix?

It was my impression that the sign in the screenshot has nothing to do with the (barely visible) signals. It's just a relict from the game the screeny was taken from.

#7 Updated by Ammler over 10 years ago

Yeah, sorry about the sign, nothing to do with the bug report. ;-)

#8 Updated by foobar over 10 years ago

Ah, that explains :)

Also I think the dip between the two bridges is ugly :P

#9 Updated by foobar over 10 years ago

Comparison of signals: Back side of OGFX signal is darker than TTD. Making signal state brighter should improve the visibility quite a bit I think.

#10 Updated by Ammler over 10 years ago

  • Assignee set to bilbo

bilbo, what do you think?

#11 Updated by bilbo over 10 years ago

Perhaps the signals are a bit too dark. I'll try to create a lighter version and then I'll post comparisons here.

#12 Updated by Ammler almost 10 years ago

  • Category set to Base
  • Assignee deleted (bilbo)
  • Target version set to 0.3.0

#13 Updated by Ammler over 9 years ago

  • Priority changed from Low to Normal

#14 Updated by bilbo over 9 years ago

I tried creating slightly lighter backsides of PBS signals, attaching screenshot from game. Do you think it looks better and should be committed? Should I try to improve the ordinary signals too? (I have not touched those ... yet)

#15 Updated by Ammler over 9 years ago

Nice to see you back :-)

The issue is specially with the usual signals and catenary. (As on the screen)

I can't tell you how it should be done, I just know, the original ttd signals are better distinguishable.

#16 Updated by planetmaker over 9 years ago

Looking at the original signals, the light is always at least two pixels while the current OpenGFX signals often only have a light of the size of one pixel. At this scale that's a very noticable difference and makes them far worse distinguishable. Increasing the ease to distinguish signal states while maintaining a nice look is IMHO the biggest challange for all the light signals, especially the block signals (path signals have double red lights and are much less of a concern).

#17 Updated by 2006TTD over 9 years ago

Further adjustments done. Please use the columns pointed by the green arrows.
Changes:
A. Lights became brighter and larger
B. Cone shaped lights preserved
C. More obvious, but still subtle hints for the lights facing back of us i.e. 1289, 1290

#18 Updated by 2006TTD over 9 years ago

And where can I find the presignals and PBS?

#19 Updated by planetmaker over 9 years ago

Many signals (pre-signals and alike) are found in infra08.pcx.
The PBS signals are in signals_pbs.pcx.

http://dev.openttdcoop.org/projects/opengfx/repository/show/sprites/pcx

Don't worry about replacing them within infra08.pcx; new versions of block signals I'd rather like to see in a separate file just like the pbs signals are already now; possibly such that a full set of signals is in one graphics file, so that another full set for another climate could use the same offsets. As usual: equal spacing helps, but no template for normal signals exists so far.

#20 Updated by 2006TTD over 9 years ago

Wow there's almost 100 of them. But let me see how the modified signal sprites look like first.
Moreover, that may be too many for me. Maybe later.

#21 Updated by planetmaker over 9 years ago

Well. There are: (normal+pre+combo+exit)*(6 facings)*(red+green) = 48 per set
PBS signals are fine and don't need re-doing IMHO.

#22 Updated by 2006TTD over 9 years ago

planetmaker wrote:

PBS signals are fine and don't need re-doing IMHO.

OK, I will do presignals only.
And I will choose to remake the signals with a darker backside pole i.e. 1238 to 1285.

#23 Updated by planetmaker over 9 years ago

There must be one facing of the signals missing though I'm not entirely sure which; I only count 7 facings while there must be 8: + and x directions.

Besides that: a nice improvement; I like that the principle style is kept :-)

#24 Updated by 2006TTD over 9 years ago

But I just copied all 1275-1290 from the sprite list, and there is 16 = 8 pairs, so as in the file 1275190.png
It should be complete.
And moreover, is the sprite list up to date?
I use this link:
http://mz.openttdcoop.org/opengfx/authors/script.php?feature=spritesbyfile&q=ogfx1_base&orderby=range_start&direction=ASC
Is it right?
Also, is it ok for me to only remake the signals with darker pole?

#25 Updated by 2006TTD over 9 years ago

Presignals are done. So this should mark the end of this issue.

#26 Updated by Ammler over 9 years ago

We need some logic on the sprite ordering to make coding somehow templateable, there is also the UK semaphores of Arcon (#840).

Measure every single sprite could be tedious.

#27 Updated by 2006TTD over 9 years ago

Do I need to follow up then? Or is my work here done?

#28 Updated by Ammler over 9 years ago

Well, ideas are welcome :-)

Maybe it would need rearrangement.

Also the standard signals are still missing.

#29 Updated by 2006TTD over 9 years ago

But haven't I done the standard signals in 12751290.png ?

#30 Updated by 2006TTD over 9 years ago

Suggestion for order: '/' then '\' then '-' then '|'
In each direction: Facing us then Facing back of us
In each facing: Red then Green

So the order is: /-Facing us-Red, /-Facing us-Green, /-Facing back of us-Red, /-Facing back of us-Green, \-Facing us-Red
etc.

#31 Updated by Ammler over 9 years ago

the order is fixed and given by TTD

I have added a template file and also committed already the generic semaphores from Born Acorn to give a example. Maybe you like to make your signals self, either as png or pcx.

#32 Updated by 2006TTD about 9 years ago

Transfer to template done.

#33 Updated by Ammler about 9 years ago

  • Status changed from Confirmed to Closed
  • % Done changed from 0 to 100

Applied in changeset 8bb93c641446.

#34 Updated by 2006TTD about 9 years ago

  • Status changed from Closed to Reopened
  • Priority changed from Normal to High
  • % Done changed from 100 to 80

In the game I found out that some of the red pixels become red cycle pixels. I checked in paint but the pixels are R:252, not red cycle R:255.
Why did that happen?
A fix is needed.
Using OpenTTD r20584 and OpenGFX r497

#35 Updated by planetmaker about 9 years ago

I can confirm the flashing pixels. Also alignment could be adjusted:

#36 Updated by Ammler about 9 years ago

you should save the pngs with indexed palette, then we can be sure, nothing changes with converting to the palette

#37 Updated by Ammler about 9 years ago

I expected "right" colors and didn't use "reduced" palette for converting to indexed colors.

Also checkout the tool TTDViewer, it might help to find action colors nicely :-)

#38 Updated by 2006TTD about 9 years ago

Here are the same images with palette.
I will also check out TTDViewer.

#39 Updated by Ammler about 9 years ago

  • Status changed from Reopened to Closed
  • % Done changed from 80 to 100

Applied in changeset d359a364ffb1.

#40 Updated by Ammler about 9 years ago

  • Status changed from Closed to Reopened

the issue is still progress...

#41 Updated by planetmaker about 9 years ago

  • Status changed from Reopened to Closed

Applied in changeset 13ecdfffef64.

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