marine dump (ship and stuff)

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

Moderator: Graphics Moderators

User avatar
PikkaBird
Graphics Moderator
Graphics Moderator
Posts: 5602
Joined: 13 Sep 2004 13:21
Location: The Moon

Re: marine dump (ship and stuff)

Post by PikkaBird »

Zephyris wrote:I have a blender set-up for rendering 8bpp sprites, would you like it?
The main thing I'm having problem with is the animation (for rendering multiple angles). It seems to work quite differently from max...
User avatar
Zephyris
Tycoon
Tycoon
Posts: 2890
Joined: 16 May 2007 16:59

Re: marine dump (ship and stuff)

Post by Zephyris »

Ok, attached is my template file.
1. Centre the ship on the origin (remember to cut a bit off the hull for the water).
2. There is no scale defined, scale your model to what looks correct.
3. The textures included are white, shadeless black (windows), CC and 2CC (you may need to tweak the colramp for the CCs to get the brightness right).
4. The camera uses an IPO curve to rotate it at a constant distance round the origin at a constant distance. Render with Ctrl+F12.

Any questions just ask, I keep meaning to make a thread for this template :) It works quite well, I made the ekranoplan and OpenGFX planes with this and no pixel tweaking...
Attachments
StandardAniNew.zip
(42.22 KiB) Downloaded 309 times
LordAzamath
Tycoon
Tycoon
Posts: 1656
Joined: 08 Jun 2007 08:00

Re: marine dump (ship and stuff)

Post by LordAzamath »

Zephyris wrote: Any questions just ask, I keep meaning to make a thread for this template :) It works quite well, I made the ekranoplan and OpenGFX planes with this and no pixel tweaking...
Not counting ccing some of the blues later?
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
User avatar
Zephyris
Tycoon
Tycoon
Posts: 2890
Joined: 16 May 2007 16:59

Re: marine dump (ship and stuff)

Post by Zephyris »

The colour ramps used for shading only use the CC shades so a typical conversion to 8bpp (especially when using a safe palette) doesn't give any non-CC blues...
User avatar
lead@inbox
Transport Coordinator
Transport Coordinator
Posts: 377
Joined: 28 Dec 2007 04:35
Location: Serge, Russia, Vladivostok
Contact:

Re: marine dump (ship and stuff)

Post by lead@inbox »

Tern
Attachments
buffer.zip
(59.95 KiB) Downloaded 227 times
0001.png
0001.png (5.12 KiB) Viewed 6250 times
User avatar
lead@inbox
Transport Coordinator
Transport Coordinator
Posts: 377
Joined: 28 Dec 2007 04:35
Location: Serge, Russia, Vladivostok
Contact:

Re: marine dump (ship and stuff)

Post by lead@inbox »

brigantine
Attachments
0001.png
0001.png (33.19 KiB) Viewed 6163 times
User avatar
planetmaker
OpenTTD Developer
OpenTTD Developer
Posts: 9432
Joined: 07 Nov 2007 22:44
Location: Sol d

Re: marine dump (ship and stuff)

Post by planetmaker »

cool stuff :-)

I sense shipping in 1500 coming ;-)
User avatar
DanMacK
Tycoon
Tycoon
Posts: 3906
Joined: 27 Feb 2004 20:03
Location: Ontario, Canada
Contact:

Re: marine dump (ship and stuff)

Post by DanMacK »

:D Nice! I like that A LOT! Be nice to see it in game, I'd definitely put it to good use
User avatar
AndersI
Tycoon
Tycoon
Posts: 1732
Joined: 19 Apr 2004 20:09
Location: Sweden
Contact:

Re: marine dump (ship and stuff)

Post by AndersI »

Just a small idea about sailing ships - shouldn't they be designed as if the wind was coming from a certain direction all the time? As it is now, if two of those meet out in the ocean, they will give the image of each having the wind in their back...

We could decide that the wind is blowing in the same direction as the light falls, and adjust the sails (and the ship's sidways angle) in the different views accordingly.
User avatar
andythenorth
Tycoon
Tycoon
Posts: 5658
Joined: 31 Mar 2007 14:23
Location: Lost in Music

Re: marine dump (ship and stuff)

Post by andythenorth »

AndersI wrote:We could decide that the wind is blowing in the same direction as the light falls, and adjust the sails (and the ship's sidways angle) in the different views accordingly.
Good points about the wind. I'd probably do it the same direction as the wind sock on the small airport.

If I add sailing ships to FISH (probably by painting renders from lead@inbox), then I might standardise the sails, and use copy and paste to put more/less sails on a ship. I know it's not very realistic to have same sails on the ships, but the work to model and pixel paint gazillions of sails (at different angles) is just too much :o
User avatar
PikkaBird
Graphics Moderator
Graphics Moderator
Posts: 5602
Joined: 13 Sep 2004 13:21
Location: The Moon

Re: marine dump (ship and stuff)

Post by PikkaBird »

andythenorth wrote:Good points about the wind. I'd probably do it the same direction as the wind sock on the small airport.
I'd probably make them move clockwise around the map. :P
User avatar
wallyweb
Tycoon
Tycoon
Posts: 6102
Joined: 27 Nov 2004 15:05
Location: Canada

Re: marine dump (ship and stuff)

Post by wallyweb »

PikkaBird wrote:
andythenorth wrote:Good points about the wind. I'd probably do it the same direction as the wind sock on the small airport.
I'd probably make them move clockwise around the map. :P
Prevailing Westerlies would seem to prevail in the latitudes where TTDX and OpenTTD graphics are based upon. 8)
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: No registered users and 43 guests