The main thing I'm having problem with is the animation (for rendering multiple angles). It seems to work quite differently from max...Zephyris wrote:I have a blender set-up for rendering 8bpp sprites, would you like it?
marine dump (ship and stuff)
Moderator: Graphics Moderators
Re: marine dump (ship and stuff)
Re: marine dump (ship and stuff)
Ok, attached is my template file.
1. Centre the ship on the origin (remember to cut a bit off the hull for the water).
2. There is no scale defined, scale your model to what looks correct.
3. The textures included are white, shadeless black (windows), CC and 2CC (you may need to tweak the colramp for the CCs to get the brightness right).
4. The camera uses an IPO curve to rotate it at a constant distance round the origin at a constant distance. Render with Ctrl+F12.
Any questions just ask, I keep meaning to make a thread for this template
It works quite well, I made the ekranoplan and OpenGFX planes with this and no pixel tweaking...
1. Centre the ship on the origin (remember to cut a bit off the hull for the water).
2. There is no scale defined, scale your model to what looks correct.
3. The textures included are white, shadeless black (windows), CC and 2CC (you may need to tweak the colramp for the CCs to get the brightness right).
4. The camera uses an IPO curve to rotate it at a constant distance round the origin at a constant distance. Render with Ctrl+F12.
Any questions just ask, I keep meaning to make a thread for this template

- Attachments
-
- StandardAniNew.zip
- (42.22 KiB) Downloaded 354 times
-
- Tycoon
- Posts: 1656
- Joined: 08 Jun 2007 08:00
Re: marine dump (ship and stuff)
Not counting ccing some of the blues later?Zephyris wrote: Any questions just ask, I keep meaning to make a thread for this templateIt works quite well, I made the ekranoplan and OpenGFX planes with this and no pixel tweaking...
Re: marine dump (ship and stuff)
The colour ramps used for shading only use the CC shades so a typical conversion to 8bpp (especially when using a safe palette) doesn't give any non-CC blues...
- lead@inbox
- Transport Coordinator
- Posts: 377
- Joined: 28 Dec 2007 04:35
- Location: Serge, Russia, Vladivostok
- Contact:
Re: marine dump (ship and stuff)
Tern
- Attachments
-
- buffer.zip
- (59.95 KiB) Downloaded 264 times
-
- 0001.png (5.12 KiB) Viewed 6812 times
- lead@inbox
- Transport Coordinator
- Posts: 377
- Joined: 28 Dec 2007 04:35
- Location: Serge, Russia, Vladivostok
- Contact:
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: marine dump (ship and stuff)
cool stuff 
I sense shipping in 1500 coming

I sense shipping in 1500 coming

OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: marine dump (ship and stuff)

Regards,
Dan MacKellar
================
Projects in Progress
North American Renewal Train Set Topic,Canadian Train Set Website, Canadian Train Set Development Topic, Finnish Train Set Website,Visit my Train Gifs Site

CN Boxcar drawn by Dave Hersrud
Dan MacKellar
================
Projects in Progress
North American Renewal Train Set Topic,Canadian Train Set Website, Canadian Train Set Development Topic, Finnish Train Set Website,Visit my Train Gifs Site
CN Boxcar drawn by Dave Hersrud
Re: marine dump (ship and stuff)
Just a small idea about sailing ships - shouldn't they be designed as if the wind was coming from a certain direction all the time? As it is now, if two of those meet out in the ocean, they will give the image of each having the wind in their back...
We could decide that the wind is blowing in the same direction as the light falls, and adjust the sails (and the ship's sidways angle) in the different views accordingly.
We could decide that the wind is blowing in the same direction as the light falls, and adjust the sails (and the ship's sidways angle) in the different views accordingly.
- andythenorth
- Tycoon
- Posts: 5705
- Joined: 31 Mar 2007 14:23
- Location: Lost in Music
Re: marine dump (ship and stuff)
Good points about the wind. I'd probably do it the same direction as the wind sock on the small airport.AndersI wrote:We could decide that the wind is blowing in the same direction as the light falls, and adjust the sails (and the ship's sidways angle) in the different views accordingly.
If I add sailing ships to FISH (probably by painting renders from lead@inbox), then I might standardise the sails, and use copy and paste to put more/less sails on a ship. I know it's not very realistic to have same sails on the ships, but the work to model and pixel paint gazillions of sails (at different angles) is just too much

FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: marine dump (ship and stuff)
I'd probably make them move clockwise around the map.andythenorth wrote:Good points about the wind. I'd probably do it the same direction as the wind sock on the small airport.

Re: marine dump (ship and stuff)
Prevailing Westerlies would seem to prevail in the latitudes where TTDX and OpenTTD graphics are based upon.PikkaBird wrote:I'd probably make them move clockwise around the map.andythenorth wrote:Good points about the wind. I'd probably do it the same direction as the wind sock on the small airport.

wallyweb on tt-forums: Screenshots - Wallyweb World - Projects & Releases
wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016 - January 2018 - December 2018 - May 2019
wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016 - January 2018 - December 2018 - May 2019
Who is online
Users browsing this forum: Brickblock1 and 6 guests