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PostPosted: Wed Sep 17, 2008 9:21 am 
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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...

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PostPosted: Wed Sep 17, 2008 9:42 am 
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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]
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PostPosted: Wed Sep 17, 2008 1:44 pm 
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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?

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PostPosted: Wed Sep 17, 2008 1:52 pm 
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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...

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PostPosted: Wed May 12, 2010 3:08 am 
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Tern


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PostPosted: Thu May 13, 2010 3:37 am 
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brigantine


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PostPosted: Thu May 13, 2010 4:53 am 
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cool stuff :-)

I sense shipping in 1500 coming ;-)

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PostPosted: Thu May 13, 2010 7:15 pm 
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:D Nice! I like that A LOT! Be nice to see it in game, I'd definitely put it to good use

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PostPosted: Thu May 13, 2010 7:40 pm 
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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.

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PostPosted: Thu May 13, 2010 8:03 pm 
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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

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PostPosted: Thu May 13, 2010 8:24 pm 
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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

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PostPosted: Sun May 16, 2010 10:51 am 
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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)

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