New Graphics - Blender ".blend" thread (Works In Progress)

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Ben_Robbins_
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Re: New Graphics - Blender ".blend" thread

Post by Ben_Robbins_ »

PouncingAnt: In short I'm not really sure, but I messed about and the resizing method seems to work so they are the correct size. One thing I wonder, but don't really know the answer to, is that: is the method of team colouring used for the eyes in trunk making the colour relative to the colour used on the 'm'.png? For Geektoo's branch the team colouring is done relative to the saturation of each pixel on the original .png, so the fully blue 'm'.png eyes vary the team colour noticeably where it is most saturated.

If this is so, you could try messing with blending options and vary pixels relative to where they sit in relation to the edge without much work.

That's my guess.

Good work though on resizing.
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Re: New Graphics - Blender ".blend" thread

Post by GeekToo »

Ben_Robbins_ wrote:One thing I wonder, but don't really know the answer to, is that: is the method of team colouring used for the eyes in trunk making the colour relative to the colour used on the 'm'.png? For Geektoo's branch the team colouring is done relative to the saturation of each pixel on the original .png, so the fully blue 'm'.png eyes vary the team colour noticeably where it is most saturated.
In trunk, the mask pixels completely replace the originals sprite pixels. So for the gradient background, you can have max 8 colors (by using different mask colors). Same is true for the colour of the eyes. In other words, in trunk, colors will not be blended.
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Re: New Graphics - Blender ".blend" thread

Post by athanasios »

Roujin wrote:I'm actually curious if it couldn't be 8bpp'ed
There will be a problem with chimney and other edges. Rest of image will be OK as it has plenty of black and brown.


A REQUEST to Bad_Brett: Can we include it in the 8bpp new gfx? If yes would it it be better to draw the chimney as a tube and render to see if it looks better for 8bpp?

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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

It may look good in 8bpp, but it couldn't be used as it doesn't replace the original sprite sizes/tiling...
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Re: New Graphics - Blender ".blend" thread

Post by PouncingAnt »

Ben_Robbins_ wrote: If this is so, you could try messing with blending options and vary pixels relative to where they sit in relation to the edge without much work.
I might give that a try, I'm not overly familiar with the blending options, though. Using a normal blend the company colour would merge with the original eye-colour (ie. blue). It would give some odd eye colours.

Still I'll see what I can do
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Re: New Graphics - Blender ".blend" thread

Post by Bad_Brett »

athanasios wrote: A REQUEST to Bad_Brett: Can we include it in the 8bpp new gfx? If yes would it it be better to draw the chimney as a tube and render to see if it looks better for 8bpp?
Of course you can, but...
Zephyris wrote:It may look good in 8bpp, but it couldn't be used as it doesn't replace the original sprite sizes/tiling...
That's very true. But if someone solves that problem, I would gladly make a 8bpp version as well.
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Re: New Graphics - Blender ".blend" thread

Post by DeletedUser5 »

Maybe this is kind of thread bumping.

Shouldn't "Ground Terrain (New Graphics)" be updated? I can do it, however - should I leave graphics that will be probably redone by Ben or Wacki, but are actually done by Alltaken?
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Re: New Graphics - Blender ".blend" thread

Post by GeekToo »

Soeb wrote: Shouldn't "Ground Terrain (New Graphics)" be updated? I can do it, however - should I leave graphics that will be probably redone by Ben or Wacki, but are actually done by Alltaken?
It did happen before on other sprites:
http://wiki.openttd.org/index.php/City_ ... cs%29#Town

I think you can just duplicate the table and add Ben's and Wacki's Ground Terrain. Maybe add a status field too, so that Alltakens work is marked as WIP or abandoned. When more things are finished, a split could be made between the ones that are done, and the ones that are wip or abandonded. But just the fact that something is present in the wiki, should not stop others from making sprites, I think

In general, I think the sprites only should be marked as done when a playable tar or png exists. But that is just my personal opinion. Maybe more statuses should be available:
unclaimed
claimed
wip
graphics done ( = png available with correct size and light setup)
done ( = pngcodeced, and tarred if applicable )

That way, people that want to contribute by pngcodecing, but do not want to make graphics, can see what is available.
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Re: New Graphics - Blender ".blend" thread

Post by DeletedUser5 »

Four of them exist. Only "Graphics Done" needs to be created.
So I'll update it.
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Re: New Graphics - Blender ".blend" thread

Post by GeekToo »

I did not feel like coding tonight so I made some graphics adaptions:

Because I thought that dmh_mac's graphics deserved to be coded into the game, I rendered one of his blend files, and did some recoloration to fit better in game ( I did contact him about that, and he gave permission).

Sprite is in the next post, 3 attachments is the maximum.
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screenshot#1.png
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Re: New Graphics - Blender ".blend" thread

Post by GeekToo »

The sprite (pngcodeced) and the original
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Pngcodeced file, put in data/sprites/trg1r directory
Pngcodeced file, put in data/sprites/trg1r directory
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houses-a.png
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Re: New Graphics - Blender ".blend" thread

Post by athanasios »

Much better. Thanks!
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Re: New Graphics - Blender ".blend" thread

Post by ikarus »

can I just say this:

AWESOME
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Re: New Graphics - Blender ".blend" thread

Post by DeletedUser5 »

New version looks better. I really like the more colored one.
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Re: New Graphics - Blender ".blend" thread

Post by Jupix »

Scale looks weird though, the parking spots should be 1.5 - 2 times as wide as they're in that pic. You could fit two cars of this width on the roads side by side.
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Re: New Graphics - Blender ".blend" thread

Post by LordAzamath »

Hmm.. My main concern about dmh_mac's buildings was that they haven't got official material.. and I can see it hasn't changed... Could you maybe put official pavement texture there?
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Re: New Graphics - Blender ".blend" thread

Post by ikarus »

Jupix wrote:Scale looks weird though, the parking spots should be 1.5 - 2 times as wide as they're in that pic. You could fit two cars of this width on the roads side by side.
One suggestion, wouldn't it be better for the [32bpp] Extra Zoom Levels trunk, all items should be half size, meaning what normally would occupy 2 tiles (like the eurostar). It would make things more realistic. Buildings would fit better too.
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Re: New Graphics - Blender ".blend" thread

Post by Born Acorn »

Jupix wrote:Scale looks weird though, the parking spots should be 1.5 - 2 times as wide as they're in that pic. You could fit two cars of this width on the roads side by side.
Even then - Imagine a bus on the road next to it. With the road sizes, a bus would be larger than the house.
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Re: New Graphics - Blender ".blend" thread

Post by GeekToo »

Thanks for the feedback on the house, I will change some things soon.

Tonight I started a new project of my own: the flat bridge. It still needs a lot of work, just a preview:
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Re: New Graphics - Blender ".blend" thread

Post by Ben_Robbins_ »

Sorry I've not been around the last week, I've been away/busy and I'm off again in a few hours for a while. Slye fox made some train wagons a while ago, and he made quite a few more and I textured them, and I got most in game 8 days ago, and then had a spare second yesterday/today to do a few more but I've run out of time.

Loads of stuff still to do. (Brightness/Darkness, Matching saturations, getting them in tunnels correctly/etcetc) But I'll post now since I'm out of time, and I'll leave them for comments and advice while I'm off again. (I've also added some station bits and track bits, which are there souly for checking alignment, and are very cut and paste, so not final.)

Once again, credit to Slye Fox for some of the meshes, and helping me render sprites also.

Geektoo: Awesum to see something coming of dmh_mac's work, and very nice work on the bridge!

Also...I noticed one of the grass tiles (full zoom 'V-valley (updown cutting) - bumps' is still misaligned, but don't have time to align it. So if people spot that then it's on my todo list already).

<edit> p.s. shadows have been set to 0.5 (rather than the original 1 for these trains by the way) Please comment on this, and if it's agreed that it works better then I think I may do the same for buildings.
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