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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Thu Mar 04, 2010 7:56 pm 
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Xand wrote:
About the smaller airport. On this forum I saw a version of the small airport. On a Russian website I saw the working version:

What has happend to this version?

It's nice, but It needs some work with the ground tiles (texture and offsets). They can release this airport in a new GRF+TAR file.

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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Thu Mar 04, 2010 8:35 pm 
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It's probably a WIP render stolen and coded by Sergey.

As for the model itself, I think it looks too modern for the 1950s with those textures.

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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Thu Mar 04, 2010 10:08 pm 
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Lamoot wrote:
Hello, quite some time ago (around page 30-50 ?) I made a radio tower model for OTTD. I still have that model and it's about time I release it! ;) (for someone else to do the finishing touches)

It was made with one of the older rendering setups, so the materials might need to be changed. Otherwise it shouldn't require very much work to finish it. The only thing needed is to render it properly (and perhaps also apply appropriate materials due to a different rendering setup)

Here are object names in the .blend file out of which the model is made and the corresponding material I suggest to use (to get the result as seen on the attached render).

*tower base = concrete
*control box = pale army green
*middle antenna = dark grey / black
*red tower = red paint
*white tower = white paint
*orange antenna.001 + orange antenna = orange

It's a more modern radio tower, for earlier periods a more vintage design would probably be better.

Also, do I have to release it under a particular license? I have no problem with any of them, but I have no idea what OpenTTD is comfortable with :)


A suggestion for replacing the radio tower http://www.tt-forums.net/viewtopic.php?f=36&t=14549&p=780937#p780937


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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Thu Mar 04, 2010 10:26 pm 
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Xand wrote:
Lamoot wrote:
Hello, quite some time ago (around page 30-50 ?) I made a radio tower model for OTTD. I still have that model and it's about time I release it! ;) (for someone else to do the finishing touches)

It was made with one of the older rendering setups, so the materials might need to be changed. Otherwise it shouldn't require very much work to finish it. The only thing needed is to render it properly (and perhaps also apply appropriate materials due to a different rendering setup)

Here are object names in the .blend file out of which the model is made and the corresponding material I suggest to use (to get the result as seen on the attached render).

*tower base = concrete
*control box = pale army green
*middle antenna = dark grey / black
*red tower = red paint
*white tower = white paint
*orange antenna.001 + orange antenna = orange

It's a more modern radio tower, for earlier periods a more vintage design would probably be better.

Also, do I have to release it under a particular license? I have no problem with any of them, but I have no idea what OpenTTD is comfortable with :)


A suggestion for replacing the radio tower http://www.tt-forums.net/viewtopic.php?f=36&t=14549&p=780937#p780937

It's very nice, I would like to see new objects in OpenTTD, and include it.

Also, If You preffer, I can replace the current antenna.

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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Thu Mar 04, 2010 10:30 pm 
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maquinista wrote:
It's very nice, I would like to see new objects in OpenTTD, and include it.

Also, If You preffer, I can replace the current antenna.


Yes, please :)


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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Thu Mar 04, 2010 11:16 pm 
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Do You like this color on bridges?


Attachments:
File comment: Modified sprites.
prueba.png
prueba.png [ 57.76 KiB | Viewed 289 times ]
File comment: Original sprites.
prueba2.png
prueba2.png [ 55.68 KiB | Viewed 288 times ]

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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Thu Mar 04, 2010 11:45 pm 
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refrence pic:
Image

new pic:
Image

its hard to say without seeing the whole picture but i think that the new one better :)

---

Jupix wrote:
It's probably a WIP render stolen and coded by Sergey.

As for the model itself, I think it looks too modern for the 1950s with those textures.


more urabn than modern i'll say, but nice never the less.
what i would really love is to get all those WIP planes/trains funny that we have so many train enthusiast on the forum and trains is actually the one thing we lack the most :evil:

EDIT: i checked this and there is nothing usable released neither for the airport nor the plane.

---

EDIT: how do you make vehicle sprites?
for example our user 'Trainboy2004's' made some great train models that he offered to be used in the project.
so if i import them and fix all the import little screw ups, how do i make all the train sprites (camera directions?)
so he can work in the medium that he is most comfortable with i can "code" them with blender.

p.s. speaking of coding, i just wanted to say big thanks for maquinista helping out here

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Last edited by neob on Fri Mar 05, 2010 3:51 am, edited 4 times in total.

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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Thu Mar 04, 2010 11:56 pm 
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neob wrote:
Image

its hard to say without seeing the whole picture but i think it is better :)


Jupix wrote:
It's probably a WIP render stolen and coded by Sergey.

As for the model itself, I think it looks too modern for the 1950s with those textures.


more urabn than modern i'll say, but nice never the less.
what i would really love is to get all those WIP planes/trains funny that we have so many train enthusiast on the forum and trains is actually the one thing we lack the most :evil:

Do You preffer the radio tower?
I can leave the current as new GRF.

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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Fri Mar 05, 2010 8:53 am 
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maquinista wrote:
Do You like this color on bridges?


It's better, but it may still look too dark when it gets put in game. Consider this screenshot by Raichase: download/file.php?id=121165&mode=view
The red bridge there is pretty much the brightness I'm looking for... similar in brightness to the surroundings. I realize it's brick as opposed to metal but still, if anything a smooth metal structure should reflect light even more.

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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Fri Mar 05, 2010 8:54 am 
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Good work maquinista..new color is better...


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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Fri Mar 05, 2010 3:49 pm 
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Attachment:
Untitled2.jpg
Untitled2.jpg [ 72.53 KiB | Viewed 178 times ]

my first successful attempt at using UV maps basics which is a great tool, although i forgot the lesson about choosing better textures as things that look good in blender after render in small size usually look like cr** :twisted:

maquinista wrote:
Do You preffer the radio tower?
I can leave the current as new GRF.

the antenna looks great but i cant seem to find/recall how the other one looks so i cannt really say
but Xand, seem to like at as well, use your judgment.

little fun fact, you was here when this tower was made :D
p.s. i edited the post you quoted before.

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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Fri Mar 05, 2010 4:43 pm 
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Image
Image

I don't know which other particular I can add...any suggestion?

Ps. the remaining sprite of the farm (a part the house), is a pigsty?or it is an other stall with a manger?


Last edited by Antonio1984 on Fri Mar 05, 2010 4:48 pm, edited 1 time in total.

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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Fri Mar 05, 2010 4:44 pm 
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I don't think the oil wells had been made, so here they are... The ground tiles to use are the plain flat grass tiles from the appropriate climate.

I know the animation is not perfect, ie. no rotary motion on the engine, flywheel etc., but this is impossible with the sprite structure of the 8bpp graphics.


Attachments:
OilWells.zip [1.04 MiB]
Downloaded 50 times
anipreview.gif
anipreview.gif [ 144.64 KiB | Viewed 160 times ]
tmp0001.png
tmp0001.png [ 56.34 KiB | Viewed 160 times ]

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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Fri Mar 05, 2010 4:53 pm 
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Very nice Zephyris!!In my opinion the animation looks very good..it's hard to do better...
maybe the oil flow can be improved..finally I advice you to go to show the bucket...actually it is hidden by the fence...


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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Fri Mar 05, 2010 5:17 pm 
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Looks very nice, but the animation is too fast (or is that only an effect of the animated gif? Is the speed adjustable in game?).

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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Fri Mar 05, 2010 5:36 pm 
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Antonio1984 wrote:
I advice you to go to show the bucket...actually it is hidden by the fence...
I'm not sure what you mean, see attached.
AndersI wrote:
Looks very nice, but the animation is too fast (or is that only an effect of the animated gif? Is the speed adjustable in game?).
The sprites will be displayed at whatever speed they are coded to display at, it is 100% non-configurable and is hard-coded into the game.


Attachments:
re.png
re.png [ 51.01 KiB | Viewed 141 times ]

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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Fri Mar 05, 2010 5:40 pm 
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Antonio1984 wrote:
Image
I don't know which other particular I can add...any suggestion?

Ps. the remaining sprite of the farm (a part the house), is a pigsty?or it is an other stall with a manger?


I like the white one the most because it just looks like the old 8bpp drawing is refreshed with better graphics.
The remaining sprite should be the manager because the farm only puts out grain and cows (or corn for the tropics) so pigs don't really fit the picture unless the farmer is drunk and is seeing flying pigs :wink:

Zephyris wrote:
I don't think the oil wells had been made, so here they are... The ground tiles to use are the plain flat grass tiles from the appropriate climate.

I know the animation is not perfect, ie. no rotary motion on the engine, flywheel etc., but this is impossible with the sprite structure of the 8bpp graphics.

This one is actually looking great. I can't wait to see it in game. The speeds looks fine so no adjustment if possible is really necessary.


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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Fri Mar 05, 2010 6:33 pm 
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i give up, this is the best layout i could thing of for the pipey mess sprite:
Attachment:
30.png
30.png [ 140.2 KiB | Viewed 117 times ]


its only a layout i plan to fill it with a lot of pipes, railing , air ducts etc
any suggestions will be mostly welcome.


also here is the previous 2 sprites, i have no idea what other little final touches could be added, from all the photo i seen all the refineries are very clean and very pipey :)
Attachment:
10.png
10.png [ 195.38 KiB | Viewed 117 times ]

Image


Attachments:
20.jpg [94.49 KiB]
Not downloaded yet

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Last edited by neob on Fri Mar 05, 2010 6:37 pm, edited 2 times in total.
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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Fri Mar 05, 2010 6:36 pm 
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Zephyris wrote:
Antonio1984 wrote:
I advice you to go to show the bucket...actually it is hidden by the fence...
I'm not sure what you mean, see attached.


Sorry for my english..I try spell out my idea:
Image
In the original sprite the oil well (the hole) is showed clearly...instead in your sprite the fence hide it...so at first sight due to this fact and to the oil flow, I didn't understand that the sprite is a replacemente of the oil well industry...after 2 second I have reflect and I have understood...


Last edited by Antonio1984 on Fri Mar 05, 2010 6:47 pm, edited 1 time in total.

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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Fri Mar 05, 2010 6:40 pm 
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Neob congratulations..you have learned quickly...I think your work is perfect...


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