OpenGFX+ Trains development thread
Moderator: Graphics Moderators
Re: OpenGFX+ Trains development and translations thread
Those models look good but they are very dark, you will need to make them brighter or increase lighting intensity for rendering. There is also something slightly strange going on with the shadows. Otherwise very nice though!
Re: OpenGFX+ Trains development and translations thread
looks good! the Sprinter should look good in that style too - I've always like the deformed toy scale.
This makes me want to start a train grf!
Best,
This makes me want to start a train grf!
Best,
Re: OpenGFX+ Trains development and translations thread
Thanks.
The lighting is the standard that was set down in the EZ project plus I added 1 hemi light to throw a little extra light on just the chassis material. The "something strange" that you see in the shadow is how the vehicle shadow is effected by the actual rail, just like the originals that Ben Robbins did for the EZ project.
I will try and do a sheet of some of the wagons with loads for you to see.
The lighting is the standard that was set down in the EZ project plus I added 1 hemi light to throw a little extra light on just the chassis material. The "something strange" that you see in the shadow is how the vehicle shadow is effected by the actual rail, just like the originals that Ben Robbins did for the EZ project.
I will try and do a sheet of some of the wagons with loads for you to see.
Re: OpenGFX+ Trains development and translations thread
supermop wrote:looks good! the Sprinter should look good in that style too - I've always like the deformed toy scale.
This makes me want to start a train grf!
Best,
The trains and wagons have actually been scaled different to the original EZ project, so that now they match the dimensions of the OpenTTD 8bpp graphics, rather than the slightly bigger versions in the EZ project.
Re: OpenGFX+ Trains development and translations thread
Here is the first sheet of wagons.
- Attachments
-
- wagons1.png (60.11 KiB) Viewed 3140 times
Re: OpenGFX+ Trains development and translations thread
And here is the second sheet showing full loads (there are loading sprites too)
- Attachments
-
- wagons2.png (81.43 KiB) Viewed 3136 times
Re: OpenGFX+ Trains development and translations thread
Here is an in-game screenshot showing what has been already coded.
- Attachments
-
- Prentborough Transport, 22nd Mar 2010.png
- (273.03 KiB) Downloaded 2 times
Re: OpenGFX+ Trains development and translations thread
Nice screenhots and stuff
One little thing
The front window of Sh125 looks a bit flat int the screenshot...
One little thing
The front window of Sh125 looks a bit flat int the screenshot...
Re: OpenGFX+ Trains development and translations thread
Thanks. Flat in what respect? Actual shape or material wise?Yoshi wrote:Nice screenhots and stuff
One little thing
The front window of Sh125 looks a bit flat int the screenshot...
Re: OpenGFX+ Trains development and translations thread
All the above sprites have now been coded into the nightly build. There are more coming soon
Re: OpenGFX+ Trains development and translations thread
I compared with an original photo
(http://farm8.staticflickr.com/7146/6432 ... c9bc_o.jpg)
and it's there flat as well.
(http://farm8.staticflickr.com/7146/6432 ... c9bc_o.jpg)
and it's there flat as well.
Re: OpenGFX+ Trains development and translations thread
Here is my original render before down-scaling, it is much bigger than the game sprites. Remember that I am just trying to get a feel of the real world equivalents, it is not possible to make a perfectly realistic model for the game.
- Attachments
-
- sh125.png (71.78 KiB) Viewed 3009 times
Re: OpenGFX+ Trains development and translations thread
Here is a spritesheet of additional graphics that are coded and will be in tonight's build.
- Attachments
-
- wagons3.png (74.5 KiB) Viewed 2960 times
- NekoMaster
- Tycoon
- Posts: 4001
- Joined: 16 Aug 2008 22:26
- Skype: neko-master
- Location: Oshawa, Ontario, CANADA
Re: OpenGFX+ Trains development and translations thread
Why are some of the 32bit sprites so short? They look squished (like passenger/mail and longer locomotives)
Proud Canadian
Nekomasters Projects! (Downloads available on BaNaNaS!) \(>^w^<)/
# NARS ADD-ON SET 2CC | 2cc Rapid Transit For Me! (2ccRTFM) | 2cc Wagons In NML (2ccWIN)
# NML Category System (Organize your GRFS!) <- TT-Forums Exclusive Download!
Nekomasters Projects! (Downloads available on BaNaNaS!) \(>^w^<)/
# NARS ADD-ON SET 2CC | 2cc Rapid Transit For Me! (2ccRTFM) | 2cc Wagons In NML (2ccWIN)
# NML Category System (Organize your GRFS!) <- TT-Forums Exclusive Download!
Re: OpenGFX+ Trains development and translations thread
They are the same dimensions as the 8bpp sprites, i.e. ½ tile.
That is what we have to work with.
That is what we have to work with.
Re: OpenGFX+ Trains development and translations thread
In tomorrow's nightly build (or now if you build it yourself), we have the Asia Star and the TIM along with their passenger, mail and armoured liveries.
- Attachments
-
- high_speed_liveries.png (60.2 KiB) Viewed 2878 times
Re: OpenGFX+ Trains development and translations thread
And here we have a screenshot of them in-game.
- Attachments
-
- Tedingworth Falls Transport, 25th Aug 2019.png
- SH125, TIM and Asia Star along side one another.
- (197.53 KiB) Downloaded 2 times
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: OpenGFX+ Trains development and translations thread
You do excellent work here And I also really love the wagons which I haven't seen before
May I suggest to vary the brightness on the CC part a bit more, esp. on the MU trains and wagons? I'd try to break the rather uniform shade of blue, without any stains, light reflections etc by adding some greeble or random variation. Maybe the passenger and mail wagons could use some details to break that, e.g. door frames or so.
Maybe the windows can get a slight touch of violet to mimic thermal insulation glass and give them a better feel of being transparent?
May I suggest to vary the brightness on the CC part a bit more, esp. on the MU trains and wagons? I'd try to break the rather uniform shade of blue, without any stains, light reflections etc by adding some greeble or random variation. Maybe the passenger and mail wagons could use some details to break that, e.g. door frames or so.
Maybe the windows can get a slight touch of violet to mimic thermal insulation glass and give them a better feel of being transparent?
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: OpenGFX+ Trains development and translations thread
Yep, the materials still need some adjustment as the texturing is clearly still not enough and it requires something more than the metal noise that is currently being used. The liveried wagons still need some work, as you say, they are pretty plain just now and I need to look at some more photos to get ideas of details. The windows of all the sprites are using the standard official OpenTTD window material, and I agree it's not perfect, I have collected some other glass materials that may be better but I wanted to keep things as standard as possible so that it fits with the work that any others may do. It's easy to change the materials, it just requires a re-render and post-processing of every sprite afterwards (automated)
Re: OpenGFX+ Trains development and translations thread
Nice
Spanish translation of OpenTTD
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Who is online
Users browsing this forum: Ahrefs [Bot], Google Adsense [Bot] and 36 guests