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PostPosted: Thu Jul 26, 2012 2:19 pm 
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It would be great if I could get some help with trees... The trees really do need to rendered from blender so they can be included in other sprites like town buildings. Has anyone had any luck with any free tree generating scripts or programs? Or maybe how Varivar made his trees?

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PostPosted: Thu Jul 26, 2012 2:47 pm 
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Zephyris wrote:
It would be great if I could get some help with trees... The trees really do need to rendered from blender so they can be included in other sprites like town buildings. Has anyone had any luck with any free tree generating scripts or programs? Or maybe how Varivar made his trees?

I found a tutorial on making trees with blender which looks good to me: http://www.blenderguru.com/videos/how-t ... ning-trees

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PostPosted: Thu Jul 26, 2012 3:05 pm 
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Looks very good, but also looks like too much effort.

I had a go with volumetric textures, what do you think of this? These would be far faster to make and render...


Attachments:
256_0001.png
256_0001.png [ 25.99 KiB | Viewed 2843 times ]

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PostPosted: Thu Jul 26, 2012 4:10 pm 
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Looks quite good, though a bit blurry.

I was told that one could also have a look at "ufoai.org->forums->artwork->model replacement, there was a big discussion about trees"

http://ufoai.org/forum/index.php/topic, ... l#msg54814
http://ufoai.org/forum/index.php/topic, ... l#msg49538
http://ufoai.org/forum/index.php/topic, ... l#msg46240
http://ufoai.org/forum/index.php/topic, ... ml#msg7666

I haven't checked each model's license, but I'm confident that they try to use CC-BY-XX or GPL as well.

And that reminds me... I'll dig around there more. I definitely wanted it for at least the last two years: using the ufo models from ufo:AI within OpenTTD as to mimic a similar reference to our free sister project as in the original TTD to its commercial counterpart :-)

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PostPosted: Thu Jul 26, 2012 6:09 pm 
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I can sharpen it up a bit :)

Though through your suggestions I found this guy:
http://opengameart.org/users/yughues
Some pretty awesome resources!


Attachments:
256_0004.png
256_0004.png [ 27.89 KiB | Viewed 2805 times ]

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PostPosted: Thu Jul 26, 2012 6:19 pm 
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That looks really nice!

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PostPosted: Fri Jul 27, 2012 3:20 pm 
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I know that this is just beginning and all..

But I just downloaded a nightly build of zbase and tested it, and while yes it's really just a few buildings and the terrain yet modified, it looks so awesome, the detail it's so much better :bow: :bow: :bow: :bow:

Zephyris you're a legend man :mrgreen:


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PostPosted: Fri Jul 27, 2012 5:27 pm 
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That is a lovely tree, Zephyris. Does it shed over time?

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PostPosted: Fri Jul 27, 2012 5:51 pm 
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Quote:
Zephyris you're a legend man
Thanks :D

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That is a lovely tree, Zephyris. Does it shed over time?
This is what the tree does at the moment... Some tweaking needed but a pretty good, low effort, and decentish quality.


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PostPosted: Sun Jul 29, 2012 10:39 am 
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Wonderful effort, I think this is exactly what was required :D

You have my full support with coding. In the next few days I'll be looking at the work already done by several people and see how I can help.


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PostPosted: Sun Jul 29, 2012 12:46 pm 
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Fast progress! :bow:
Second tree from the right looks rather odd though - bits of it seem to be hovering :roll:

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PostPosted: Sun Jul 29, 2012 2:41 pm 
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FLHerne wrote:
Second tree from the right looks rather odd though - bits of it seem to be hovering :roll:
Yeah it needs a bit of work, probably some twig textures. I will worry about that later though.

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PostPosted: Mon Jul 30, 2012 7:22 am 
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Yexo wrote:
You have my full support with coding. In the next few days I'll be looking at the work already done by several people and see how I can help.

I missed this before, thank you very much!

On the subject of coding I know several people are working on it but it would be good to have a link to test builds at the dev zone if there are any...

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PostPosted: Mon Jul 30, 2012 7:25 am 
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The CF now builds zbase for short time already ;-)
http://bundles.openttdcoop.org/zbuild/push/LATEST/

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PostPosted: Mon Jul 30, 2012 9:57 am 
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Cool, I knew builds were being pushed to somewhere :)

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PostPosted: Mon Jul 30, 2012 10:17 am 
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Btw, the main repository is http://dev.openttdcoop.org/projects/zbuild which includes zbase, opengfx and zbasebuild as sub-repositories in order to allow building zbasebuild without complications (it requirest he relative paths as-is).

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PostPosted: Mon Jul 30, 2012 3:47 pm 
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planetmaker wrote:
Btw, the main repository is http://dev.openttdcoop.org/projects/zbuild which includes zbase, opengfx and zbasebuild as sub-repositories in order to allow building zbasebuild without complications (it requirest he relative paths as-is).


What buildings and other stuff is included in the zbuild? some of the awesome graphics Zephyris created and posted in this topic are in there. Some of them are not (yet?) in there. For example the road stations from page 1 of this toppic. But hey don't let it stop anybody it's no complaint at all! Keep up the good work and kudos to all people making this happen. :wink:

(looking forward to see more sprites being completed and getting this package back on the road again. I have been expecting the worst last couple of months lurking around)


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PostPosted: Mon Jul 30, 2012 3:51 pm 
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sweetdude wrote:
What buildings and other stuff is included in the zbuild?


As it includes Zephyris' zbase repository: everything which Zephyris committed and which was coded since. Currently that's... about nearly single sprite as found in zbase - thanks to Alberth and Rubidium.

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PostPosted: Mon Jul 30, 2012 4:03 pm 
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sweetdude wrote:
getting this package back on the road again.

Back? It's never been off the road since it started two weeks ago :D
This shouldn't be mistaken with previous 32 bit graphic replacement attempts, it's a completely new development.

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PostPosted: Mon Jul 30, 2012 4:11 pm 
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road stations may take a while to get up and running, they come in a few parts and all have their offsets mapped to the orientations north point (which is a sticking piont if your rotating the collection of objects to get all four views), from what i understand zephyris is using templates to quick throw full frame renders out (standardized offset) to quickly fill out the list, anything outside of this would probably be picked up at a later date


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