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10.98 64x64 sprites & stuff

Dercas

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Hi all,

Here's a link to tibia.spr with 64x64 sprites (which I said I will share in a different thread so I am sharing). It's not, sadly, completed in 100%. There still might be some 32x32 sprites in the file. I would say it's around 95% completed.
615.76 MB file on MEGA (https://mega.nz/file/tb1UmChZ#YHHnLYCcpTYHAUTdbCtLV4sx7G8mBDBrS6QUXkAcfFo)

I did put a few random objects around and took a pic for you:
1711713642646.png

The sprites were upscaled using PowerToys & then replaced using macro. Unfrotunately, Macro sometimes was making an error... so whenever an error occured it wasn't replacing a sprite (or was replacing incorrect number). If anyone actually download the tibia.spr and test it - let me know if you find any 32x32 sprites or anything wrong. I shall fix it straight away.

Tibia.spr weights a lot - around 650mb.
It's fully compatibile with OTClient but OTClient does require some source changes. I would recommend using v8 rather than, for example, Mehah, due to number of source edits required (it needs for example, the position of player messages to be changed). If you want to use mine tibia.spr and you struggle to make it work with otclient I could help.
GitHub - OTCv8/otcv8-dev: OTCv8 Development repository (source code) (https://github.com/OTCv8/otcv8-dev)

It works without any issues with ObjectBuilder (ive been using 0.5.5).
You can use compile & use itemeditor for .otb & RME for map from Skullz:
SkullzOTS - Overview (https://github.com/SkullzOTS)
(All credits go to him, of course)
(Thanks @mOVNI )
If anyone needs I can upload compiled programs.


tbh, 64x64 sprites were only upscaled -noone make them more smooth, more detailed, whatsoever. They do not look nicer in anyway than standard 32x32 but they give you more space when it comes to custom sprites.

You may also consider using this (picture from above is without more tiles so it's not bad but i think it'd work nicely together) :
[Tutorial] Adding more tiles to game window - Updated 7/6/2018 (https://otland.net/threads/tutorial-adding-more-tiles-to-game-window-updated-7-6-2018.228243/)

I have not found/managed to make sprite extractor/compiler for 64x64 sprites.

If you have any questions, feedback or suggestions please let me know.

PS. If anyone wants tibia.spr for a different tibia version and is too lazy to do it himself, I could help but it may take some time.
 
Very cool, but a side by side comparrison might be appropiate here.
Thanks for the feedback!

I've been thinking about the comparision but the truth is that you wouldn't see much difference in the game client. The sprites were not made nicer but just upscaled.
Here: Tibia 64x64 (https://otland.net/threads/tibia-64x64.244725/)
And here: Enhancing graphics to 64x64 with machine learning (https://otland.net/threads/enhancing-graphics-to-64x64-with-machine-learning.246990/)
You can have a look about the possibilities with 64x64 sprites.

I could give you a single sprite comparision:

1711719558770.png
 
Have you tried using that .spr with the normal tibia client?
 
Have you tried using that .spr with the normal tibia client?
I didn't, I will try within 30 mins and edit the post to let you know what happened :p most likely the game will crash

//edit

So, the game didn't crash but happened exactly what happens if you use 32x32 OTClient or normal RME etc.:
1721385814754.png
 
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Although it's great im not a great fan of it, prefer to have 64x64 .spr
 
thats why You have 650MBs instead of 300 cwm :D
Since we live in 2024, not 2006, i dont think 300 mb matters at all
+ it's less than convenient to use cwm as you can't even use cwm in rme, object builder, item editor (correct me if im wrong). Juggling with 2 300mb files aint fun
 
We live in 2024, but still ppl are using x86 otcv8 build which limits ram usage to 3GB's. Additionally when using data.zip it takes twice as that. So I dont think its a good idea to waste 1.2GB just for storing Tibia.spr :D I got a lot of questions why client crashes at the init stage. Always it was due to 3GB limit :)
 
thats why You have 650MBs instead of 300 cwm :D

CWM is not the only option in the world for storing sprites, and its definitely not even the best option. The real reason all those upscaled sprites are so big on size is not because of the upscale or lack of being compressed into a cwm anyways, its because all the data is stored as basically bitmaps without headers.... We should honestly move past all limitations tibia has placed on us, and the use of bitmaps for sprites is just another one of those limitations, and by switching to "CWM" method, people are just imposing another limitation on themselves again.

If you really want the best of both worlds, high quality graphics, with low storage costs, then its webp images you want to be using, NOT sprites upscaled and stored into a "CWM" file 🤣
 
cwm is another easy option, already implemented in v8 for free. There is a one big reason why we are using cwm instead of "Why it could not be just folder with png or webp"
 
cwm is another easy option, already implemented in v8 for free. There is a one big reason why we are using cwm instead of "Why it could not be just folder with png or webp"
It is true that cwm is a free option with code already provided, but I didn't say anything about using a folder of images, webp or otherwise....
 
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