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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Mon Mar 08, 2010 12:41 am 
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Coal mine, including all 3 buildings, all 3 construction stages, the 3 animation frames and 3 piles of coal. Ground tile not included/done (has it already been made?). Tesselation of the belts/cables hasn't been tested but should be fine.

The full .blend sources and sprites zip are available at the 32bpp repo here: http://www.jupix.info/openttd/gfxdev-re ... ile&id=165

BTW, I think someone mentioned having coded the oil well sprites, are these avaiable anywhere, it would be good to put them on the repo and wiki with appropriate links and sources.


Attachments:
Building3a1ANIPREVIEW.gif
Building3a1ANIPREVIEW.gif [ 33.55 KiB | Viewed 346 times ]
Building2a.png
Building2a.png [ 34.79 KiB | Viewed 346 times ]
CoalMineSprites.zip [453.84 KiB]
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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Mon Mar 08, 2010 8:59 am 
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And a mockup, I think the coal piles are a bit too large looking at this, but it should just be a simple resize job to get them to a better size.


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Mockup.png
Mockup.png [ 331.37 KiB | Viewed 312 times ]

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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Mon Mar 08, 2010 9:20 am 
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Niiiice!

I agree that the coal piles themselves could be a bit smaller. Next to that I suggest more smudges and coal dust spots elsewhere on the ground. Now the area looks too 'clean'.


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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Mon Mar 08, 2010 9:24 am 
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Antonio1984 wrote:
I'm worn out :D
added: crain, fire escape, large door for load/unload cargo..I think it can be sufficient...


I think that the windows need some sections inside. When comparing the windows with doors, it seems that the windows are approx 4...5 m wide and 2...2,5...3 meters high. The hangar isn't some expensive business building or something like that to afford so big single glass made windows. I think that the windows should look like on those Google Images or at least have the max width measure for one glass ca 1,5m. The height - 2m should then be OK.

Also about the skylight, this also should be a bit more realistic. Like this for instance.

A little Sample:
Image


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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Mon Mar 08, 2010 9:56 am 
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Zephyris: very very nice...my only advice is the same of tsjook...dirty th ground and it is perfect!


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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Mon Mar 08, 2010 10:14 am 
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Also the buildings of the coal mine are way too clean. It should have some dirt on it like the in the orginal one and could have some broken windows. Discoloration of the wood. Now the coal mine looks brand spanking new.

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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Mon Mar 08, 2010 10:27 am 
Tycoon
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Zephyris wrote:
And a mockup, I think the coal piles are a bit too large looking at this, but it should just be a simple resize job to get them to a better size.

It does look a tad bit too dark, when you look at all the other sprites.

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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Mon Mar 08, 2010 11:36 am 
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Killer 11 wrote:
It does look a tad bit too dark, when you look at all the other sprites.
True, I will lighten it up a bit.

Antonio1984 wrote:
Zephyris: very very nice...my only advice is the same of tsjook...dirty th ground and it is perfect!

tsjook wrote:
Next to that I suggest more smudges and coal dust spots elsewhere on the ground. Now the area looks too 'clean'.
This mockup is done on the bare earth tile, not the industry ground tile. The industry ground tile can be more dirty/have track marks etc. but I didn't know if it was made already.

Xand wrote:
Also the buildings of the coal mine are way too clean. It should have some dirt on it like the in the orginal one and could have some broken windows. Discoloration of the wood. Now the coal mine looks brand spanking new.
TBH I don't think it should look all broken, it is a fully functional coal mine; the picture you posted is of a building which looks like it has been unused for decades!

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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Mon Mar 08, 2010 12:42 pm 
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The picture was meant as an example for discolored wood and the broken windows. Of course it should not look all broken. But it should look like the coal mine is in production and not like it has just been built!

Oh and the coal piles are already modeled and look perfect IMO.


Last edited by Xand on Mon Mar 08, 2010 12:46 pm, edited 1 time in total.

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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Mon Mar 08, 2010 12:45 pm 
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Quote:
Oh and the coal piles are already modeled.
Where!? They are not on the wiki or in the repo.

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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Mon Mar 08, 2010 12:51 pm 
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Zephyris wrote:
Quote:
Oh and the coal piles are already modeled.
Where!? They are not on the wiki or in the repo.


Here you go. I don't know who modeled them, but somebody else probably will.


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Sprites.zip [206.28 KiB]
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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Mon Mar 08, 2010 1:19 pm 
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Don't problem, I can add the coal piles as new GRF station tiles, between tracks.

I have coded the buildings.
http://jupix.info/openttd/gfxdev-repo/i ... ile&id=167

If You preffer, I can code the coal piles in the simple stations GRF with a building in / tracks.

Xand wrote:
Zephyris wrote:
Quote:
Oh and the coal piles are already modeled.
Where!? They are not on the wiki or in the repo.


Here you go. I don't know who modeled them, but somebody else probably will.

They are coded here:
http://jupix.info/openttd/gfxdev-repo/i ... file&id=41


Attachments:
File comment: Preview of station GRF.
coal_station_mockup.JPEG
coal_station_mockup.JPEG [ 31.92 KiB | Viewed 235 times ]

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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Mon Mar 08, 2010 1:56 pm 
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Xand wrote:
Here you go. I don't know who modeled them, but somebody else probably will.

probably is better to check this, because unless they are licensed, there is no point to even consider them.
while we use some unlicensed stuff in the unofficial pack its only a temporary measure until licensed materials found.

Zephyris wrote:
And a mockup, I think the coal piles are a bit too large looking at this, but it should just be a simple resize job to get them to a better size.

i like it, it simple and good, which is what it suppose to be, details is over estimated good texturing and coloring is preferable (like lordz bank), that why if i ever want to release something of the refinery i'll have to curve half of it out :(

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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Mon Mar 08, 2010 4:17 pm 
32-bit Graphics Manager
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Zephyris wrote:
And a mockup, I think the coal piles are a bit too large looking at this, but it should just be a simple resize job to get them to a better size.


Nice. How come the main building is sitting on the ground whereas the smaller buildings are on extensions?

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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Mon Mar 08, 2010 4:34 pm 
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Jupix wrote:
Zephyris wrote:
And a mockup, I think the coal piles are a bit too large looking at this, but it should just be a simple resize job to get them to a better size.


Nice. How come the main building is sitting on the ground whereas the smaller buildings are on extensions?

Because thats how the originals are...

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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Mon Mar 08, 2010 4:45 pm 
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Zephyris wrote:
Coal mine, including all 3 buildings, all 3 construction stages, the 3 animation frames and 3 piles of coal. Ground tile not included/done (has it already been made?). Tesselation of the belts/cables hasn't been tested but should be fine.

The full .blend sources and sprites zip are available at the 32bpp repo here: http://www.jupix.info/openttd/gfxdev-re ... ile&id=165

BTW, I think someone mentioned having coded the oil well sprites, are these avaiable anywhere, it would be good to put them on the repo and wiki with appropriate links and sources.


Zephyris, the Coal mine looks awesome in game. Although the idea of more smudges and a less "cleaner" look would add even more character to the building.

The oil well can be found here and was coded by Maquinista.
I don't know if it is a coding thing or something else but the oil well is not available in the Arctic and tropical climate. Same goes for the farm as well.


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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Mon Mar 08, 2010 4:54 pm 
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The oil well sprites appear twice in the base graphics, once in the base base grf and once in the arctic base grf, therefore they will need symlinking/duplicating to appear in both climates.

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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Mon Mar 08, 2010 4:56 pm 
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The coal piles was modified by Wacki using this file released by Slye_Fox:
viewtopic.php?p=655780#p655780

I have used this file to made the coal piles:
viewtopic.php?p=770332#p770332

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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Mon Mar 08, 2010 5:10 pm 
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Zephyris, the link http://www.tt-forums.net/viewtopic.php?p=770332#p770332 maquinista gave, is sort of how I envision the dirty look.


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 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Mon Mar 08, 2010 7:41 pm 
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This is the first attempt to replace the house in the first picture...
inspired by the house in the second picture:


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Detached6.jpg
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detachedHouse.png
detachedHouse.png [ 59.78 KiB | Viewed 117 times ]
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