Transport Tycoon Forums

The place to talk about Transport Tycoon
It is currently Sat May 18, 2013 10:27 pm

All times are UTC




Post new topic Reply to topic  [ 272 posts ]  Go to page Previous  1 ... 5, 6, 7, 8, 9, 10, 11 ... 14  Next
Author Message
PostPosted: Tue Apr 24, 2012 1:04 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Wed May 16, 2007 4:59 pm
Posts: 2624
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!

_________________
GRVTS/eGRVTS --- Generic Tram Set --- UK Town Set --- zBase ---RichardWheeler.net


Top
 Profile  
 
PostPosted: Tue Apr 24, 2012 1:07 pm 
Offline
Route Supervisor
Route Supervisor
User avatar

Joined: Sun Feb 21, 2010 12:15 am
Posts: 441
Location: Canal Street - 6 N Q R J Z
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,


Top
 Profile  
 
PostPosted: Tue Apr 24, 2012 1:09 pm 
Offline
Traffic Manager
Traffic Manager
User avatar

Joined: Sun Nov 13, 2011 6:46 pm
Posts: 205
Location: Sweden
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.

_________________
OpenGFX+ Trains Nightly Build | OpenGFX+ Trains Development Thread | OpenGFX+ Trains Release Thread
OpenGFX+ Trains Repository | OpenGFX+ Trains Backup Repository


Top
 Profile  
 
PostPosted: Tue Apr 24, 2012 1:11 pm 
Offline
Traffic Manager
Traffic Manager
User avatar

Joined: Sun Nov 13, 2011 6:46 pm
Posts: 205
Location: Sweden
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.

_________________
OpenGFX+ Trains Nightly Build | OpenGFX+ Trains Development Thread | OpenGFX+ Trains Release Thread
OpenGFX+ Trains Repository | OpenGFX+ Trains Backup Repository


Top
 Profile  
 
PostPosted: Tue Apr 24, 2012 1:43 pm 
Offline
Traffic Manager
Traffic Manager
User avatar

Joined: Sun Nov 13, 2011 6:46 pm
Posts: 205
Location: Sweden
Here is the first sheet of wagons.


Attachments:
wagons1.png
wagons1.png [ 60.11 KiB | Viewed 773 times ]

_________________
OpenGFX+ Trains Nightly Build | OpenGFX+ Trains Development Thread | OpenGFX+ Trains Release Thread
OpenGFX+ Trains Repository | OpenGFX+ Trains Backup Repository
Top
 Profile  
 
PostPosted: Tue Apr 24, 2012 1:53 pm 
Offline
Traffic Manager
Traffic Manager
User avatar

Joined: Sun Nov 13, 2011 6:46 pm
Posts: 205
Location: Sweden
And here is the second sheet showing full loads (there are loading sprites too)


Attachments:
wagons2.png
wagons2.png [ 81.43 KiB | Viewed 769 times ]

_________________
OpenGFX+ Trains Nightly Build | OpenGFX+ Trains Development Thread | OpenGFX+ Trains Release Thread
OpenGFX+ Trains Repository | OpenGFX+ Trains Backup Repository
Top
 Profile  
 
PostPosted: Tue Apr 24, 2012 2:06 pm 
Offline
Traffic Manager
Traffic Manager
User avatar

Joined: Sun Nov 13, 2011 6:46 pm
Posts: 205
Location: Sweden
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

_________________
OpenGFX+ Trains Nightly Build | OpenGFX+ Trains Development Thread | OpenGFX+ Trains Release Thread
OpenGFX+ Trains Repository | OpenGFX+ Trains Backup Repository
Top
 Profile  
 
PostPosted: Tue Apr 24, 2012 5:01 pm 
Offline
Traffic Manager
Traffic Manager

Joined: Tue Dec 21, 2010 5:24 pm
Posts: 166
Nice screenhots and stuff :D

One little thing

The front window of Sh125 looks a bit flat int the screenshot...


Top
 Profile  
 
PostPosted: Tue Apr 24, 2012 7:09 pm 
Offline
Traffic Manager
Traffic Manager
User avatar

Joined: Sun Nov 13, 2011 6:46 pm
Posts: 205
Location: Sweden
Yoshi wrote:
Nice screenhots and stuff :D

One little thing

The front window of Sh125 looks a bit flat int the screenshot...


Thanks. Flat in what respect? Actual shape or material wise?

_________________
OpenGFX+ Trains Nightly Build | OpenGFX+ Trains Development Thread | OpenGFX+ Trains Release Thread
OpenGFX+ Trains Repository | OpenGFX+ Trains Backup Repository


Top
 Profile  
 
PostPosted: Wed Apr 25, 2012 6:09 pm 
Offline
Traffic Manager
Traffic Manager
User avatar

Joined: Sun Nov 13, 2011 6:46 pm
Posts: 205
Location: Sweden
All the above sprites have now been coded into the nightly build. There are more coming soon :)

_________________
OpenGFX+ Trains Nightly Build | OpenGFX+ Trains Development Thread | OpenGFX+ Trains Release Thread
OpenGFX+ Trains Repository | OpenGFX+ Trains Backup Repository


Top
 Profile  
 
PostPosted: Wed Apr 25, 2012 7:37 pm 
Offline
Traffic Manager
Traffic Manager

Joined: Tue Dec 21, 2010 5:24 pm
Posts: 166
I compared with an original photo

(http://farm8.staticflickr.com/7146/6432 ... c9bc_o.jpg)

and it's there flat as well.


Top
 Profile  
 
PostPosted: Wed Apr 25, 2012 8:03 pm 
Offline
Traffic Manager
Traffic Manager
User avatar

Joined: Sun Nov 13, 2011 6:46 pm
Posts: 205
Location: Sweden
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
sh125.png [ 71.78 KiB | Viewed 642 times ]

_________________
OpenGFX+ Trains Nightly Build | OpenGFX+ Trains Development Thread | OpenGFX+ Trains Release Thread
OpenGFX+ Trains Repository | OpenGFX+ Trains Backup Repository
Top
 Profile  
 
PostPosted: Thu Apr 26, 2012 12:31 pm 
Offline
Traffic Manager
Traffic Manager
User avatar

Joined: Sun Nov 13, 2011 6:46 pm
Posts: 205
Location: Sweden
Here is a spritesheet of additional graphics that are coded and will be in tonight's build.


Attachments:
wagons3.png
wagons3.png [ 74.5 KiB | Viewed 593 times ]

_________________
OpenGFX+ Trains Nightly Build | OpenGFX+ Trains Development Thread | OpenGFX+ Trains Release Thread
OpenGFX+ Trains Repository | OpenGFX+ Trains Backup Repository
Top
 Profile  
 
PostPosted: Fri Apr 27, 2012 1:26 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Aug 16, 2008 10:26 pm
Posts: 2595
Location: Ontario, Canada
Why are some of the 32bit sprites so short? They look squished (like passenger/mail and longer locomotives)

_________________
Nekomasters Projects...
# Utah Lake > v 1.00
# Generic Australian Rail Set (GARS) R&D


Top
 Profile  
 
PostPosted: Fri Apr 27, 2012 1:31 am 
Offline
Traffic Manager
Traffic Manager
User avatar

Joined: Sun Nov 13, 2011 6:46 pm
Posts: 205
Location: Sweden
They are the same dimensions as the 8bpp sprites, i.e. ½ tile.

That is what we have to work with.

_________________
OpenGFX+ Trains Nightly Build | OpenGFX+ Trains Development Thread | OpenGFX+ Trains Release Thread
OpenGFX+ Trains Repository | OpenGFX+ Trains Backup Repository


Top
 Profile  
 
PostPosted: Fri Apr 27, 2012 1:47 am 
Offline
Traffic Manager
Traffic Manager
User avatar

Joined: Sun Nov 13, 2011 6:46 pm
Posts: 205
Location: Sweden
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
high_speed_liveries.png [ 60.2 KiB | Viewed 511 times ]

_________________
OpenGFX+ Trains Nightly Build | OpenGFX+ Trains Development Thread | OpenGFX+ Trains Release Thread
OpenGFX+ Trains Repository | OpenGFX+ Trains Backup Repository
Top
 Profile  
 
PostPosted: Fri Apr 27, 2012 1:53 am 
Offline
Traffic Manager
Traffic Manager
User avatar

Joined: Sun Nov 13, 2011 6:46 pm
Posts: 205
Location: Sweden
And here we have a screenshot of them in-game.


Attachments:
File comment: SH125, TIM and Asia Star along side one another.
Tedingworth Falls Transport, 25th Aug 2019.png [197.53 KiB]
Downloaded 2 times

_________________
OpenGFX+ Trains Nightly Build | OpenGFX+ Trains Development Thread | OpenGFX+ Trains Release Thread
OpenGFX+ Trains Repository | OpenGFX+ Trains Backup Repository
Top
 Profile  
 
PostPosted: Fri Apr 27, 2012 7:49 am 
Offline
OpenTTD Developer
OpenTTD Developer
User avatar

Joined: Wed Nov 07, 2007 10:44 pm
Posts: 6972
Location: Sol d
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?

_________________
Image
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML


Top
 Profile  
 
PostPosted: Fri Apr 27, 2012 1:47 pm 
Offline
Traffic Manager
Traffic Manager
User avatar

Joined: Sun Nov 13, 2011 6:46 pm
Posts: 205
Location: Sweden
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) :)

_________________
OpenGFX+ Trains Nightly Build | OpenGFX+ Trains Development Thread | OpenGFX+ Trains Release Thread
OpenGFX+ Trains Repository | OpenGFX+ Trains Backup Repository


Top
 Profile  
 
PostPosted: Fri Apr 27, 2012 7:55 pm 
Offline
OpenTTD Developer
OpenTTD Developer

Joined: Thu Sep 11, 2008 7:32 am
Posts: 1028
Location: Spain
Nice :D

_________________
Spanish translation of OpenTTD
Extended heightmaps

Have fun, don't quarrel too much and add as many advanced settings as you can.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 272 posts ]  Go to page Previous  1 ... 5, 6, 7, 8, 9, 10, 11 ... 14  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 5 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  

Powered by phpBB © 2000-2013 phpBB Group

Copyright © Owen Rudge/The Transport Tycoon Forums 2001-2013.
Hosted by Zernebok Hosting.