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

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

Post by Varivar »

maquinista wrote:
thagamer wrote:The screenshots above would look a LOT better if all of the trees were done.

What is the progress on these?
This is the progress on trees:
http://wiki.openttd.org/Trees_Terrain_% ... raphics%29
I don't know if Varivar will model the last trees. Also, the their trees are great, but They need some shading in the base. This could be done with GIMP, PSP or Adobe Photoshop.

Also, there is some trees in the parks. If someone draws them, I will make the two park tiles.
I will finish the last trees soon, I'll give the parks a try after that. I know the shadow and shading of the trees isn't optimal. I'll try to improve the render settings, but achieving a better result is hard and endlessly tweaking render settings is complely boring :P Feel free to improve them if you want.
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Re: New Graphics - Blender ".blend" thread

Post by j0rdax »

Hey Chroma, nice stadium. Just one comment, the crossbar of the goal posts are way too high off the ground and the bottom upright is usually bent towards the center of the field.

Keep up the good work.
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Re: New Graphics - Blender ".blend" thread

Post by GeekToo »

Ben, and other graphics tar creators: this is important for opengfx compatibility:
You tarred your field sprites, and put the sprites in the sprites/trg1r directory. This does not work for those that play with opengfx enabled. Since that will be more and more people, now it is available via the content_download, making OpenTTD independent of the 'original' trg*.grfs. That's why several tars already have been repacked, so the sprites are in the sprites/ogfx1_base directory. So you may consider to make a tar available for opengfx too (Maquinista already offered to do that, see his post above).

In order for opengfx base users to have the 32bpp graphics working, there is no need to unpack the 32bpp tars, but you have to untar the opengfx.tars (from content_download/data) and put the files in the data directory, that is located below the directory where your openttd.cfg file is. Do not put these opengfx files in the content_download/data directory, no 32bpp will appear.
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Re: New Graphics - Blender ".blend" thread

Post by Ben_Robbins_ »

Geektoo: Thanks for that, but I'm a little bit puzzled. I tried making the tar sprites/ogfx1_base but failed to get them working.

I've now got permission from both artists, so here is the slightly edited town trees, and the railway tunnel entrances. The railway tunnels need further work if anyone would like to try it. There are no zoom level variation, and ideally the 2 sprites really need to be cut in such a way that the selection squares appear neater on them, when exposing the divide between the two sprites. The tunnels are GPL v2, and originally created by j0rdax.

If someone could create a tar which is usable for people using opengfx and original sprites, then I'll just mimic that in future. If it's not possible for 1 version for both, then I guess I'll start making variations.
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Town Tree.rar
(8.96 KiB) Downloaded 179 times
Railway Tunnel.rar
(255.16 KiB) Downloaded 168 times
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Re: New Graphics - Blender ".blend" thread

Post by GeekToo »

Almost afraid to ask, but you did have opengraphics activated in the game options base graphics set?
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Re: New Graphics - Blender ".blend" thread

Post by Ben_Robbins_ »

No, I have the opengfx in trunk, and 32bpp sprites in your branch v12. I altered the file on the assumption it would still be working if I had the opengfx activated or not. Does this therefore mean there needs to be 2 .tars One for people with opengfx and one for people without? Apologies for my ignorance here, I missed out about a year of reading.
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Re: New Graphics - Blender ".blend" thread

Post by GeekToo »

May this clarifies it a bit: http://www.tt-forums.net/viewtopic.php?p=848844#p848844 Still a mess, but at least it explains some things
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Re: New Graphics - Blender ".blend" thread

Post by Ben_Robbins_ »

I'm reading and learning, and asking.. I have got to the stage where I have made a NTFS junction point, which seems to be the XP equivalent of a symlink?...anyway, the problem I then have is that if I make that into a .tar, the tar seems to ignore this, and is twice the necessary size. It seems to treat every file as it's own bit of data. I then tried zipping that tar, but little difference. I havn't tried then doing the same with hardlinks (seem to be XP's version (?) of having many faces to the same file.) This is becuase, if that did work it would be unplausable linking each file, considering the many hundreds there are in some packs.

Any known solution here? I'd prefer to be able to get 1 tar working for all than have to have different tar's for different people's game setups, and with that have a string of FAQ's.
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Re: New Graphics - Blender ".blend" thread

Post by GeekToo »

Not a known solution, but maybe you can try the msys/mingw installation that used to be used in the BuildOTTD program. If offers a Unix-like environment in Windows, and includes the tar and ln commands.
But I did not try this myself.
Else it has to be done on Linux, maybe Jupix's server can automate this with a little scripting, when new tars are added to the repo.
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Re: New Graphics - Blender ".blend" thread

Post by Ben_Robbins_ »

Here's the railway crossing sprites, which have been altered to fit the latest z0 roads. Just a .rar until I work out how this .tar issue can be done without 2 separate packs.
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railwaycrossings.rar
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Re: New Graphics - Blender ".blend" thread

Post by Ben_Robbins_ »

A remake of the railway fencing is attached, based on the 2 current variations I've seen/used. I felt they lacked any link with the surface they sat on. These fences will require z1 and z2 at some point, which may just require pixelart alone to look crisp. Thanks to Geektoo here as well for a tweak to the alignments.

The tar has the files in sprites/trg1r/. Feel free to make the necessary adaptations. It's GPL v2.
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Railway Fencing v1.tar
(112.5 KiB) Downloaded 162 times
fencing.PNG
fencing.PNG (819.84 KiB) Viewed 3078 times
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

These graphics are great.
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

Ben_Robbins_ wrote:A remake of the railway fencing is attached, based on the 2 current variations I've seen/used. I felt they lacked any link with the surface they sat on. These fences will require z1 and z2 at some point, which may just require pixelart alone to look crisp. Thanks to Geektoo here as well for a tweak to the alignments.

The tar has the files in sprites/trg1r/. Feel free to make the necessary adaptations. It's GPL v2.
in comparison to the farm-fence, the pilars of the railway fence are slightly big in my opinion, but other then that they look fine....
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

I think that It have a good size:
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Train screenshot.
Train screenshot.
train.jpeg (33.95 KiB) Viewed 2951 times
Example with DMU and bus.
Example with DMU and bus.
fences_train.JPEG (49.21 KiB) Viewed 2951 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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Re: New Graphics - Blender ".blend" thread

Post by Ben_Robbins_ »

ZxBiohazardZx: Railway fences stop people getting over them so they would be about head height, where as the white fence would be waist height. away from reality though I did shrink them down from the size of the yellow ones that were made before, but they can't be too much smaller without being too small to be nicely sized at z2 (yet to be made).

Moving on, I've changed 2 of Varivar's trees. I liked them, but they didn't fit with 3 trees I made. So as to make them work together I moved the lighting, removed the back lighting effect, and made numerous other tweaks. If people prefer the style of the ones in the image linked to, then I'd suggest doing the same to the 3 tree's I made in reverse so they work together in the style of Varivar's trees.

There are 2 other trees which for the time being I think can still just use slightly varied versions of the same trees, but currently I'm having difficulty getting any decent result from hue-sat variations on the 2 I've made.

I've just attached a rar as they can be added into existing .tars on the repository if anyone wants. Varivar released them as GPLv2 and(?) CC-by-sa. Not really clear on how this works since GPLv2 doesn't require credit and CC-by-sa does. I'm going to release these as GPL v2 only.
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2 trees.rar
(375.55 KiB) Downloaded 118 times
2trees.PNG
2trees.PNG (381.26 KiB) Viewed 2936 times
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Re: New Graphics - Blender ".blend" thread

Post by SHADOW-XIII »

bus - dmu pic.
i think bus stopped bit too close to the "barrier" ? it's like touching it
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

SHADOW-XIII wrote:bus - dmu pic.
i think bus stopped bit too close to the "barrier" ? it's like touching it
That's because the bus is far longer than a normal OpenTTD bus, if you shrunk the bus down to TTD length scale it would fit better...
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Re: New Graphics - Blender ".blend" thread

Post by Lord Aro »

plus buses in real life do stop very close to them - i was once in a bus that stopped so close it had to move back so the barrier could come down :lol:
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Re: New Graphics - Blender ".blend" thread

Post by Wasila »

Have those grfs been uploaded to the repo?
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Re: New Graphics - Blender ".blend" thread

Post by petert »

Not yet, but someone should upload them. I'm not sure what Jupix's policy, whether you have to upload your own work, or if it is collaborative.
http://jupix.info/openttd/gfxdev-repo/i ... cat&cat=35
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