[Big Project][32bpp] BrickLand Climate

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Zephyris
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Post by Zephyris »

Re:AndersI
What rendering options does blockcad have? Most importantly does it have anti-aliasing, outline options, orthographic projection and camera position/angle definition?

edit: ill download it and have a look when i get back from work!

Re:Me, i suppose...
Drawing a complete set of bricks in the style I have shown above will use the following sizes; single stud (1x1) bricks will be found in:
16 x 8 x 12 (duplo scale)
16 x 8 x 4 (duplo scale) as shown above...
8 x 4 x 6 (lego scale)
8 x 4 x 2 (lego scale)
These will then be arranged into the classic 1x2, 2x2, 3x2, 4x2, etc. sized bricks.
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AndersI
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Post by AndersI »

Chicago Rail Authority wrote:Wow... that is a cool program :).Did you make that yourself?
Thanks! Yes, I've made it all by myself :-)
Zephyris wrote:Re:AndersI
What rendering options does blockcad have? Most importantly does it have anti-aliasing, outline options, orthographic projection and camera position/angle definition?
anti-aliasing - yes, under the 'Eye' button where you choose color depth.
pseudo-shading with user selectable light direction
outline options - not really. Maybe by turning shading off.
ortographic - yes
camera position - free rotation, no possibility to set numeric angles :-(
rendering options - by using the LDRAW parts library you can get one-click rendering with POVRay (raytracer).
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Killer 11
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Post by Killer 11 »

If you want to render lego models use Ldraw (http://www.ldraw.org) or export blockad models as ldraw ones(if it's possible) and then fetcdh an ldraw import script(just google it it's really easy to find) for blender(http://www.blender3d.org) and import your models and then use the rendering setup posted in the sticky of this forum section(correct me if i am wrong here)
Atleast that's how i did it in my "Brickland 32bpp" set :wink:
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Zephyris
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Post by Zephyris »

Re: Killer 11
How far did you get with that?
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bobingabout
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Post by bobingabout »

here is a thought. isn't 32bpp suposed to allow a closer zoom level?
JPG SUX!!! USE PNG!!!
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.

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Maedhros
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Post by Maedhros »

No. At least not in the near future, anyway.
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Post by Red*Star »

Killer 11 wrote:If you want to render lego models use Ldraw (http://www.ldraw.org) or export blockad models as ldraw ones(if it's possible) and then fetcdh an ldraw import script(just google it it's really easy to find) for blender(http://www.blender3d.org) and import your models and then use the rendering setup posted in the sticky of this forum section(correct me if i am wrong here)
Atleast that's how i did it in my "Brickland 32bpp" set :wink:
It's also possible to export Lego ldraw (or something like that, it's a long time since I worked with it) models to POVRay, example of one of my wagons:

http://redboards.de.vu/temp/nocomment/p ... waggon.jpg

IIRC POVRay also is capable of doing orthographic projection (?)
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Post by Thalass »

This is great work (I should really find that HQ I was working on and finish it one day), but aren't the tiles a bit... small? Rather, there aren't many bumps on them, so a one tile house built to that scale would be a 2x2 piece and a single roof piece on top. Perhaps doubling or tripling the number of bumps per tile would help the scale?
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Zephyris
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Post by Zephyris »

Well as promised a selection of blocks in many colours to play with... No special bricks yet...
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Bricks.zip.zip
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Zephyris
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Post by Zephyris »

A bank using both "duplo" and "lego" scale blocks for more detail.
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Bank 1.png
Bank 1.png (3.07 KiB) Viewed 4593 times
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Post by Vachu »

Zephyris wrote:A bank using both "duplo" and "lego" scale blocks for more detail.
Really nice. I like where this project is going. Keep up the good work!
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Post by dihedral »

i am really looking forward to hosting a brick (lego) land game :-)
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Post by Wolf01 »

is really wonderful, good work Zephyris :)
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Post by Killer 11 »

Zephyris wrote:Re: Killer 11
How far did you get with that?
I had quite some models and did the first rendering test, however 32bpp was nowhere at that time and so it was droped, i might help you with vehicles sometime later but i absolutely require the closer zoom level.
Maedhros wrote:No. At least not in the near future, anyway.
And that's exactly why I still can't do any artwork for now.
I'll wait till there is stable and understandable format(i don't say that current ones aren't) and then i'll go into making graphics, maybe even soem SCI-FI set later.
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Post by RMJ »

Looks very nice, its gonna be fun to have a silly landscape that looks good =) instead of the crappy toyland =)
Feel free to join my server on 90.185.50.242. its coop, meaning 1 company to dominate the whole map :) its more random and not as pro as the Openttd Coop guys.
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Post by T-Unit »

Thalass wrote:Aren't the tiles a bit... small? Rather, there aren't many bumps on them, so a one tile house built to that scale would be a 2x2 piece and a single roof piece on top. Perhaps doubling or tripling the number of bumps per tile would help the scale?
Well you can say this for the whole of OTTD. You can fit two train carriages or a house onto one square but if you use the speed and time it takes to travel the distance of a square the distance works out as many km. None of OTTD seems to be to scale.
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Zephyris
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Post by Zephyris »

Have made some directed progress on a complete replacement of graphics in the style I provided. These are not 3D rendered so shading etc. is not perfect, but I like the plasticy look.

These do not have the x and y offsets set, so will not work in the game (anyone whose got pngcodec working feel like doing this?).

Sprites done:
trg1r.grf
4627-4644 (some town buildings)
4648-4650 (some more town buildings)
4686-4690 (battery farm graphics)
trgtr.grf
0-108 (terrain excluding rocky)
133-170 (roads; will want redoing)
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trgtr.zip
(170.73 KiB) Downloaded 160 times
trg1r.zip
(44.35 KiB) Downloaded 174 times
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Ben_K
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Post by Ben_K »

Awesome work Zephyris! Im really quite impressed! Especially by the speed and quality of your work! 8)
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Post by athanasios »

It is true. So many sprites...
The problem with 64 tiles is that 4x4 isn't enough. I don't think that making ground tiles 8x8 will look nice. So I also view duplo as the only solution.
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Post by QtanJ »

Ok, I have added offsets, but with my newly generated bash-script. If I misunderstood what you told me and aren't allowed to post I will remove them as soon as I know(if they aren't removed already)

EDIT: fixed a typo
EDIT2: Added a link to the post where I posted this bash-script
EDIT3: Deleted attachment as I was stupid when I made the bash-script, but here comes the new one

All credit for the attachment to Zephyris.
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withoffs.zip
Extract this in data/sprites/ . The archive contains the subfolder trg1r and trgtr.
(224.78 KiB) Downloaded 138 times
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