BrickLand set(32bit) (WIP)

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Killer 11
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BrickLand set(32bit) (WIP)

Post by Killer 11 »

2005 07 17

I got news for you.
From this time when you post a train post all info needed for it ingame like speed, name, cost, etc.
If you have already posted models please edit those posts or repost all your trains in one post with the required info.

Post shoul be like this:
A pic of a train(lego model).
A pic of one in real life if it exists.
Info.

And one more request:
I need somebody to create and manage a web site.
So if you are interested in doing that website post a message in this tread.

2005 07 15

Aydan has rerendered the models in 32 bit here they are:
normal sized:
http://www.tt-forums.net/files/lego_1_159.png
2x bigger:
http://www.tt-forums.net//files/lego_2_165.png
I have to say that they look fantastic :wink:
All hail Aydan!!!


2005 07 09

Ok the work has been started and i found a way to convert LDR/DAT to OBJ but sadly no textures convert but in blender each part is a separate segment so it's easy to retexture if you have the ldraw file for the model.

So now if you have a model made in ldraw post it here and then i will convert it to obj so people that render can use it.

All zip files will include OBJ/MTL(blender object) and LDR/DAT(Ldraw file that will have textures)

Now i need people that know how to texture and render stuff in blender.
In order to texture stuff you'll need the ldraw files(becouse only these files have colors).

And here it is the first model that loads in blender Dextros blue train :wink:


2005 07 08
I gave up on ttd patch one becouse this set needs 32bit colors to look good.
So as a start i need a man that knows how to work with pov ray.
His task will be to rerender all the work that was rendered in 256 colors.
Everything must be rerendered for these two standarts:
1. The old ttd standart but this time 32bit
2. The new graphics engine standart with 2x biger tiles and extra rotations.
Attachments
vagons.zip
some vagons for the train
(1.37 MiB) Downloaded 828 times
blue train.zip
the train and it's tender
(766.68 KiB) Downloaded 1165 times
Last edited by Killer 11 on 22 Jul 2005 18:44, edited 5 times in total.
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Post by Alltaken »

is there a conversion from POV to a mesh format at all?

like OBJ, Blend, VRML, DXF?

the reason being is, we can get very standardised stuff done in blender, and i have many of the files automated for these tasks.

things like shadows, shading.... are all needed IMO.

but good work, i look forward to a block set.

feel free to work to current sizes for now, once i have finalised all the settings for the larger renders... i can contact you and give you the info.

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Post by Killer 11 »

i once found some progs thath conver pov to lwo but i had problems when i tried to open those files in blender(blender should open lwo)
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Post by DaleStan »

Alltaken wrote:is there a conversion from POV to a mesh format at all?
Why would you want it? POVRay is open source too.
It shouldn't be hard to move the blender lights to POVRay.
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Post by Dextro »

DaleStan wrote:
Alltaken wrote:is there a conversion from POV to a mesh format at all?
Why would you want it? POVRay is open source too.
It shouldn't be hard to move the blender lights to POVRay.
and remember that this particular set is to be non-realistic. It's meant to look like a toy world so lots of coulors are needed. You should go for a cartoon feel :)

And we use POV because there are already tools to build lego stuff for it (LDraw).

PS: if you want me to build a few more trains just point me to the instructions :mrgreen: (http://www.hccamsterdam.nl/brick/)
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Post by Killer 11 »

you see the problem is thath i don't know how to set camera positions for povray so i would like to have some type of converter thath would convert pov to a format thath can be used in pov ray.
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Post by Alltaken »

well i can get the positions for you Killer.

since the block set would probably not cross over (or vice versa) with the current development, i don't think it will be a problem to render it all in Pov since it will probably prove a hassle the other direction.

if you can download the camera.blend file (if you don't already have it) select the camera by right clicking it, and then press N this should bring up a dialouge with the cameras relative angles etc....

isometric of course, so the camera position will be 45 degrees then up a certain number of degrees..... (i think there are some angles on the net for isometric somewhere, that is how i found mine out.)

dmh_mac is doing some lighting setups now, so those could be transposed i am sure to pov later.

we still need to finalise company colour overlays (one last time) and then you will probably be fairly sorted.

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Post by Burgundavia »

Nice work. I have a similar idea but haven't been able to work on it.

My ideas are thus:

-Buildings would duplo style (large) blocks with textures on them
-Trains 6 dots wide
-Vehicles 4 dots wide
--The reason for the above is that you can thus clearly see that they are bricks and also us minifigs (as that is the "real" lego scale)
--It also means we can use existing lego designs/pieces

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Post by Killer 11 »

i won't be able to do any work for some time duo to my crashed(totaly) windows.
Don't worry i have lots of backups for my work :wink:
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Post by Killer 11 »

first post updated
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Re: LegoLand set(32bit) (WIP)

Post by Dextro »

Killer 11 wrote:And here it is the first model that loads in blender Dextros blue train :wink:
:mrgreen:

And I'll make more out of official Lego instructions if you want :) I don't know how to convert them and sometime I leave a few erros in my ldraw files but if you want me to help... :)

PS: I also posted a monorail in the other thread if you would like to use it. It would require callbacks imho though...
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Post by Killer 11 »

More news on 1st post!!!
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Post by Hackykid »

hmm, arent those renderings too big? even the "normal" one seems bigger as the tdd trains.
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Post by Killer 11 »

well yes they are a larger but this is a TC so everything maybe made bigger.
EDIT:
BTW i can ask Aydan to make them smaller becouse these are 3d models so it's very easy to rescale :wink:
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Post by Hackykid »

Well, i think it should use the same scale as ottd. Meaning 2 train vehicles need to fit on a tile, for example. With buildings you might have more freedom with the size, though. Even if its a TC, train vehicles longer than half a tile wont work, or you'll get grahpics glitches and/or clipping problems.
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Post by Killer 11 »

well this set is more aimed to new gfx engine.
And about gliches they might be fixed with new sprite sorter.
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Post by bobingabout »

dunno if its just me, but those graphics look a bit dull. I've never seen lego that dull before, you need more, brighter colours!!!
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Post by Hackykid »

hmm, the start post sais it will also be rendered to the current ottd standards, but in 32bpp ;-)
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Post by CobraA1 »

Cool :). I look forward to seeing the end results :).

Problem with exporting POV is that, if I remember correctly, it's not a polygon-based renderer, it's totally mathematical, which means it's more difficult to convert.

In any case, here's the official word from the POV-Ray people:
http://www.povray.org/documentation/view/3.6.1/166/
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Post by Purno »

They look nice.

Btw, for the first post, can you increase all text size so they get at least size=9, makes them readable.
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