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

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

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SwissFan91
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Re: New Graphics - Blender ".blend" thread

Post by SwissFan91 »

First, ridiculous amount of kudos for Peter for putting the extra-zooms in trunk I think I am entitled to say that I really know how much effort you must have put into it.
I have no idea how much it was, but I can only imagine it was an awful lot! Thanks from me!
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Xotic750
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Re: New Graphics - Blender ".blend" thread

Post by Xotic750 »

petern wrote:Same set up with OpenGFX, which doesn't suffer from the images being "2px below the rails":
Image

For me, the OpenGFX trains still look like they are running below the rails rather than on them :/

I've stopped working on the trains at the moment and I am current working on getting a generic train chassis created in Blender that can be used for any train body (not including steam). The chassis is being based on the detail I can get from the Floss 47 model and I'm going to scale a box on the top of it to try and match the 8bpp graphics dimensions. We will then be able to see exactly how this looks in those proportions (though my belief is still that the current 32bpp EZ sprites are going to look better, but I said I would give it a go). Once there is some agreement on the scale of the sprites then I will create a generic wagon chassis in the same manner. This will mean that we will be able to easily recreate/rerender all the train and wagon sprites fairly easily to an agreed scale and have Blender sources for them all so that the community can take them and improve things.

I am doing this based on the assumption that the EZ sprite format and the EZ CC mask blending will make it into the trunk and that we will need some rapid graphics development for trains and NewGRF train sets that are of a rendered quality (please stop me if this is not the case).

Attached is a render of the current state of the generic train chassis.
Generic Train Chassis - WIP
Generic Train Chassis - WIP
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Zephyris
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

GeekToo wrote:First, ridiculous amount of kudos for Peter for putting the extra-zooms in trunk
+1 to this! Should've started with that :) the extra zooms really are a great feature, I am using the zoom in (plus my big gui) loads on my high res screens.
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Re: New Graphics - Blender ".blend" thread

Post by peter1138 »

Zephyris wrote:anyway I think the bigger issue is the CC algorithm...
I deliberately didn't mention the CC because that's a totally separate issue to sprite scale.
GeekToo wrote:I will nag about using some kind of scale2x or other algorithm for showing extra zooms, iso duplicating pixels,
We've tried various algorithms and none were a satisfactory improvement on simple non-interpolated scaling; they'd all leave gaps between tiles causing glitches, for example.
Xotic750 wrote:For me, the OpenGFX trains still look like they are running below the rails rather than on them
Remember we're looking down on the track from the sky, the rail is a pixel high by a pixel deep (it makes sense at 1x :-)), therefore the existing vehicles are on the surface on the track, not below it. Anyway, the bottom of the sprites is at near enough the same position, while the top of the 32bpp sprites are around 14 pixels higher.
Xotic750 wrote:I am doing this based on the assumption that the EZ sprite format and the EZ CC mask blending will make it into the trunk and that we will need some rapid graphics development for trains and NewGRF train sets that are of a rendered quality (please stop me if this is not the case).
My work-in-progress implementation on extra-zoom sprites has some extra restrictions on sprite size and offsets that GeekToo's version does not, namely that the size and offsets of each zoom level must precisely match the fully zoomed size, e.g. 16x8 → 8x4 → 4x2 or 31x17 → 16x9 → 8x5 (numbers are rounded up). This is no real drawback as any needed padding can be added with transparent pixels, but it makes many things in the code much simpler.

I have not tackled the recolouring system yet, but whatever is implemented needs to keep 8bpp sprites working the same, and must work for all recolouring in the game, not just CC.
He's like, some kind of OpenTTD developer.
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Re: New Graphics - Blender ".blend" thread

Post by peter1138 »

And now I have a candidate colouring algorithm (bear in mind these sprites aren't designed for it):
Image
Full-size: http://fuzzle.org/~petern/ottd/cc3.png
He's like, some kind of OpenTTD developer.
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Re: New Graphics - Blender ".blend" thread

Post by CryingCorvus »

Hi all! Don't know if you still care about this because I'm bit backward in topic but I thought I'll upload Oil platform anyway
Some suggestions? Some opinions? Maybe I should leave it as it is? Or someone already made Oil Platform?
OilRig3.png
OilRig3.png (185.18 KiB) Viewed 1788 times
OilRig2.png
OilRig2.png (158.06 KiB) Viewed 1788 times
OilRig1.png
OilRig1.png (74.5 KiB) Viewed 1788 times
Last edited by CryingCorvus on 23 Dec 2011 17:58, edited 1 time in total.
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Re: New Graphics - Blender ".blend" thread

Post by GeekToo »

petern wrote:And now I have a candidate colouring algorithm (bear in mind these sprites aren't designed for it):
Image
Full-size: http://fuzzle.org/~petern/ottd/cc3.png
Keep going, obviously much better!
Could you please try with these sprites: http://jupix.info/openttd/gfxdev-repo/i ... file&id=68

I frequently used those to test recolours, they have a nice gradient background that will trigger overflows if the algorithm is not OK.
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

petern wrote:And now I have a candidate colouring algorithm (bear in mind these sprites aren't designed for it):
That looks fantastic! Possibly nudge the brightness down slightly (but only slightly!) to match the 8bpp graphics slightly better? Really nice though.
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Re: New Graphics - Blender ".blend" thread

Post by Lord Aro »

petern wrote:And now I have a candidate colouring algorithm (bear in mind these sprites aren't designed for it):
<snip>
Full-size: http://fuzzle.org/~petern/ottd/cc3.png
omononom

Moar please! :D
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Re: New Graphics - Blender ".blend" thread

Post by peter1138 »

In my opinion it is up to artists to produce art that works with the recolouring system, not for me to fudge the algorithm. As an example, the 32bpp GRVTS vehicles are way brighter than the 32bpp rail vehicles. It's thus not possible to accommodate all existing graphics, and probably all will need some recoding.

The technique I've got here is deliberately simple, and relies on controlled 'overflow'. The pixel brightness in the source 32bpp image max(r, g, b), no complex methods, is multiplied against the rgb values of the recolour. If a colour overflows, it is clamped to 255 and the over colours are raised to increase the brightness. The brightness threshold is 64; values below 64 will give a darker shade, 64 will keep the brightness, and over 64 will increase the brightness.

Hue and saturation are completely ignored, for simplicity and performance reasons.
He's like, some kind of OpenTTD developer.
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

CryingCorvus wrote:Hi all! Don't know if you still care about this because I'm bit backward in topic but I thought I'll upload Oil platform anyway
Some suggestions? Some opinions? Maybe I should leave it as it is? Or someone already made Oil Platform?
OilRig3.png
OilRig2.png
OilRig1.png
Very nice! If nobody has something to point, I will code them. :D
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 maquinista »

CryingCorvus wrote:Hi all! Don't know if you still care about this because I'm bit backward in topic but I thought I'll upload Oil platform anyway
Some suggestions? Some opinions? Maybe I should leave it as it is? Or someone already made Oil Platform?
The attachment OilRig3.png is no longer available
The attachment OilRig2.png is no longer available
The attachment OilRig1.png is no longer available
Since everyone is happy with your oil rig, I coded and released it:
http://jupix.info/openttd/gfxdev-repo/i ... ile&id=313

This is a screenshot. the helicopter stops at the centre of the helipad.
Attachments
Oil rig coded.
Oil rig coded.
Oil_rig.jpg (88.54 KiB) Viewed 7227 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
alfred35
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Re: New Graphics - Blender ".blend" thread

Post by alfred35 »

Xotic750 wrote:Ok, here are my updated (v2.0) SH125 and UU37, they have been slightly resized to give a better perception of proportion in both normal and extra zoom graphics. As a result, they look slightly under sized in extra zoom and slightly over sized in normal but it's the best I can get with a "1 size fits all" project. I am also releasing my replacement for the SH30 and SH40. All sources are available from the OpenTTD 32bit graphics development file repository and you are free to do with them as you please.
Hi, nice work with the engines, love them all but there is a little problem with the pantograph at the SH30-40 engines. It shuld be more like grayish not white and should look like in the pics that I put below.

http://www.vectorsite.net/Yvltr_4m.jpg
http://en.wikipedia.org/wiki/File:Stras ... ograph.jpg

P.S. It's just a tip, to look a bit more realistic. 8)

Btw. hase anyone started to make the monorail engines and vagons ?
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Xotic750
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Re: New Graphics - Blender ".blend" thread

Post by Xotic750 »

alfred35 wrote: Hi, nice work with the engines, love them all but there is a little problem with the pantograph at the SH30-40 engines. It shuld be more like grayish not white and should look like in the pics that I put below.

http://www.vectorsite.net/Yvltr_4m.jpg
http://en.wikipedia.org/wiki/File:Stras ... ograph.jpg

P.S. It's just a tip, to look a bit more realistic. 8)
Thanks, I will be revisiting the models to rework them a little in the future.
maquinista wrote:
CryingCorvus wrote:Hi all! Don't know if you still care about this because I'm bit backward in topic but I thought I'll upload Oil platform anyway
Some suggestions? Some opinions? Maybe I should leave it as it is? Or someone already made Oil Platform?
OilRig3.png
OilRig2.png
OilRig1.png
Very nice! If nobody has something to point, I will code them. :D
There doesn't appear to be any shadow under the Oil Rig? Otherwise, really nice.
petern wrote:And now I have a candidate colouring algorithm (bear in mind these sprites aren't designed for it):
Image
Full-size: http://fuzzle.org/~petern/ottd/cc3.png
Nice :) I see it is in the trunk now.

Can you tell me what the best material colour is to apply the CC masks over (programatically/mathematically speaking), so they give the closest match to the company colour? Just the hex value for the colour would be great and then I will use it in my materials in future.
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Re: New Graphics - Blender ".blend" thread (Works In Progres

Post by peter1138 »

The colour doesn't matter, just the brightness. I'd use a grey myself, brightness depending on what's needed...
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CryingCorvus
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Re: New Graphics - Blender ".blend" thread (Works In Progres

Post by CryingCorvus »

@Xotic750
I'm not sure there's suppose to be any shadow under the oil platform. This thing is huge and definitely shadow would go far behind the sprite. Its just a remake of the old Oil Platform
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Re: New Graphics - Blender ".blend" thread

Post by Antonio1984 »

Xotic750 wrote:And here is a screenshot of all the current 32bpp extra zoom graphics trains.
Hi, congratulations for your trains! Very very nice ...keep up the good work!!!!
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Re: New Graphics - Blender ".blend" thread (Works In Progres

Post by Antonio1984 »

Hi guys...
Are there any buildings ready to use to replace the old and horrible 8bpp stadium?I'm satisfied even with a not completed version...
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Re: New Graphics - Blender ".blend" thread (Works In Progres

Post by Jupix »

There have been WIPs (this is the latest) but no downloadable release as of yet.
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Re: New Graphics - Blender ".blend" thread (Works In Progres

Post by Antonio1984 »

Jupix wrote:There have been WIPs (this is the latest) but no downloadable release as of yet.
I remember this work..it is 2 years old..it is beautiful, why isn't coded yet?
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