New Graphics - Blender ".blend" thread (Works In Progress)
Moderator: Graphics Moderators
where do you guys get these assumptions from?ThorRune wrote:The sad thing is, though more realistic, the new GFX engine apperantly will be a lot darker, with dark green grass versus old gfx engines light green, and such. Wont that posibilly make the game have a "sader" mood/look?
NOTHING is finalised untill the sprites are shipped as packaged files. and one thing which will not be changing (for the standard GFX) is the grass colour.
however since there will be the possibility of as many climate types as anyone wants, each player can make the grass colour what ever colour they want. they can even replace it with ice.... (especially since things like buildings will have alpha for grassed areas, things like deserts can be built on without any building emposing its ground colour onto it.)
i just find it funny that a lot of opposition to the project is founded on bad information.
Alltaken
if you can't help, at least don't disturb!
BTW, i've found no compatibility between blender and 3ds, that makes things harder! I recall Sellu used 3ds.
We should make a standard for images, colours etc, not a limited pallete, but Hub and saturation info for common colours used on vehicles (steamer black, mack truck red, ....)

BTW, i've found no compatibility between blender and 3ds, that makes things harder! I recall Sellu used 3ds.
We should make a standard for images, colours etc, not a limited pallete, but Hub and saturation info for common colours used on vehicles (steamer black, mack truck red, ....)
that would be very helpfull because i'm using anim8or for "ages" and i have no time to learn blender. 
EDIT the anim8or problem is probably solved because i found a program called AniVsObj that converts anim8or files to the obj files that blenders uses. Without losing textures and colors ( if it works) the only problem is that i can't run this program because it works only on a win98 not on winXP

EDIT the anim8or problem is probably solved because i found a program called AniVsObj that converts anim8or files to the obj files that blenders uses. Without losing textures and colors ( if it works) the only problem is that i can't run this program because it works only on a win98 not on winXP

ThorRune, note that that colouring is infact "brighter" than what exists now. it needs to be a few shades darker to meet the TTD colour pallet. perhaps your eyes are fooling you.
infact blender can learn from the other artiss using other software. perhaps its not other artists trying to emulate blenders lighting, but it could be the other way around (or a mixture)
Colours
Material types (the amount of glossiness, i.e. metal, plastic)
textures (bumpiness, things like concrete, roads, dirt...)
basicly a big list of shaders we want to be available in all software used. (and the artists are responsible for emulating these as closely as possible to each other in their respective packages and then sharing the files)
concrete
grass
desert
ashfelt
corrugated iron roof
metal.... .... ....
the list would be huge.
also a set of "common" objects, perhaps 20 various shaped and sized rocks to place on things. trees....
so that within different sets, and different areas we are not having things made that do not differ wildly.
i for one am a fan of having a set of treets (many many trees) that artists just pull into their own files, so that we don't have one type of tree design in one place and another in another place. (i.e. realistic, vs cartoon trees)
Alltaken
i agree 100%Maybe there should be some calibration page how to make any software to produce uniform looking sprites compared to blender renderings.
infact blender can learn from the other artiss using other software. perhaps its not other artists trying to emulate blenders lighting, but it could be the other way around (or a mixture)
well blender does have an importer/exporter script for 3Ds, i am not sure of the exact things it will convert, it may not do materials all that well.i've found no compatibility between blender and 3ds
we shoudl definatly have a list of common ones of these.but Hub and saturation info for common colours used on vehicles (steamer black, mack truck red, ....)
Colours
Material types (the amount of glossiness, i.e. metal, plastic)
textures (bumpiness, things like concrete, roads, dirt...)
basicly a big list of shaders we want to be available in all software used. (and the artists are responsible for emulating these as closely as possible to each other in their respective packages and then sharing the files)
concrete
grass
desert
ashfelt
corrugated iron roof
metal.... .... ....
the list would be huge.
also a set of "common" objects, perhaps 20 various shaped and sized rocks to place on things. trees....
so that within different sets, and different areas we are not having things made that do not differ wildly.
i for one am a fan of having a set of treets (many many trees) that artists just pull into their own files, so that we don't have one type of tree design in one place and another in another place. (i.e. realistic, vs cartoon trees)
Alltaken
OMG
That looks awesome 


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Too bad the shadows 'fall off' the tile. I guess the shadow won't be at the next tile, would it?
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.

Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
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All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
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All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
The shadows falling off is something we'll have to live with. I could set the sun higher but then the building wouldn't receive enough light.
It will take 1 tile.
In the lighting setup thread you - alltaken - said tiles will probably be 128x wide but I've rendered the tile to a width of 256px since there was also talk about an extra zoom level (which I hope will go into the game).
Included is the zipped blend file.
P.s. You might notice a small adjustment to the lighting setup discussed earlier, as I have now turned the two additional "side-suns" into hemis.
It will take 1 tile.
In the lighting setup thread you - alltaken - said tiles will probably be 128x wide but I've rendered the tile to a width of 256px since there was also talk about an extra zoom level (which I hope will go into the game).
Included is the zipped blend file.
P.s. You might notice a small adjustment to the lighting setup discussed earlier, as I have now turned the two additional "side-suns" into hemis.
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Wow, this looks nice, very nice! But I think the trees should be less bright, they seem somewhat unreal to me.
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.

Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
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