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PostPosted: Sun Jun 17, 2018 11:57 am 
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I've been teaching myself some blender and putting together a temperate set of models for use in my unity game. Currently it is not much more than a basic map editor but with the building collections it is now starting to look somewhat familar :)

Attachment:
moreScenary.PNG [1.92 MiB]
Not downloaded yet


lighthouses and masts

Attachment:
DenseTrees.PNG [553.7 KiB]
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trees

Attachment:
screenshot4-isometric.PNG [775.56 KiB]
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classic style isometric town

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PostPosted: Sun Jun 17, 2018 3:30 pm 
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It's a nice start! :)

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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | RoadTypes?


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PostPosted: Sun Jun 17, 2018 4:51 pm 
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jimbob wrote:
I've been teaching myself some blender and putting together a temperate set of models for use in my unity game. Currently it is not much more than a basic map editor but with the building collections it is now starting to look somewhat familar :)

moreScenary.PNG

lighthouses and masts

DenseTrees.PNG

trees

screenshot4-isometric.PNG

classic style isometric town


GOOD LUCK BRO :D


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PostPosted: Tue Jun 19, 2018 9:57 pm 
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Have added in some industry models:

Attachment:
OilRefinery.PNG [1.23 MiB]
Not downloaded yet


learnt how to create pipes in blender and now have an oil refinery looking like that old windows screensaver

Attachment:
IndustriesFactory.PNG [622.17 KiB]
Not downloaded yet


Factory with some steel in the yard

Attachment:
forest.PNG [916.25 KiB]
Not downloaded yet


lined up some trees and created some log piles and stumps for the forest.

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PostPosted: Sun Jul 01, 2018 7:38 pm 
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Attachment:
File comment: Factory Belching out smoke
Smoke.PNG [971.92 KiB]
Not downloaded yet


Have adjusted the GUI to use a menu bar and adjustable window menus.
Added in town generation code
replace industry models with prefabs as to be include more objects such as particle and sound emitters. Have tested with the factory making smoke, but it will allow for power stations to emit electric arcs, and steel mills to produce moltern sparks/drips.

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Do check out my 3D unity transport game: transporter


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PostPosted: Sat Jul 07, 2018 9:54 pm 
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Got a good suggestion for how to host 3d models from a collegue. I have uploaded the industries to sketchfab so you can see all angles and animations here at https://sketchfab.com/alexdawn

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Do check out my 3D unity transport game: transporter


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PostPosted: Sun Jul 15, 2018 8:21 pm 
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Been chipping away on the project starting to look very pretty, I made my first release last week:
https://github.com/alexdawn/transporter/releases
so please do try it out (the WebGL build is a bit slow and buggy) if you a build to a platform not on there (Mac/Linux) just ask :)
Comments bug reports also very welcome

Since the release I have worked on:
[*] Emissive buildings so they lightup at night
[*] reworked the day/night cycle lighting, date and time of day
[*] Post Processing Effects AA, SO, Depth of Field
[*] Weather particle effects rain/snow
[*] Atmospheric Fog
[*] reworked ground shader to allow patches of mud/snow for transition effects

Attachment:
SnowGrassMix.PNG [1.01 MiB]
Not downloaded yet


Attachment:
SnowyNight.PNG [938.25 KiB]
Not downloaded yet


Hope to finish proper multi-tile buildings before my next release. Longer term plan is to add in buses/trucks as the first major playable milestone.

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PostPosted: Sat Jul 28, 2018 5:22 pm 
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Have released 0.2 at the same location, comments and suggetions welcome.

[*] culling terrain chunks means the game works smoothly up to the 320x320 tiles I tested
[*] used coroutines to optimize the script making the mud changing back into grass
[*] ported all buildings to a building class, properly handles buildings larger than 1x1 and autogenerates their foundations. terrain changes no longer causes building animations and emitters to reset
[*] towns have labels, and clicking on the label gives an info pannel with mini view screen

For the web version of the game https://alexdawn.github.io/transporter/WebGL/index.html but WebGL/Unity has a bug with raycasting and the mouse pointer so for a better experience download a copy here:
https://github.com/alexdawn/transporter/releases

A little preview of the rails I have been making with bezier curves (still have some minor issues with sleeper aligment):

Attachment:
File comment: RailPreview
RailPreview.PNG [436.69 KiB]
Not downloaded yet


A slight depature from your familar tiles, but a nessisary one to stop the curves looking far too sharp. Was really worried about how to handle the 45deg angles without changing the gauge of the track. I have also worked out how to easily animation building construction: https://www.youtube.com/watch?v=1LvuDtMERXo this will look really cool in the game and when the whole idea of the genre is building things I want every object to have a construction animation.

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Do check out my 3D unity transport game: transporter


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PostPosted: Thu Aug 02, 2018 8:37 pm 
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This week have been hard at work. Make a whole bunch of models over the weekend. Level crossings, signals, electric wires all added.

Last three days have been working on modelling and animating a LMS Juiblee Class Steam train :D

Attachment:
File comment: Train, Track, and lots of lineside assets
RailAssets.PNG [108.43 KiB]
Not downloaded yet

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My projects:Link to my UK Scenario|Scenario Builder GS
Do check out my 3D unity transport game: transporter


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PostPosted: Mon Aug 06, 2018 3:24 am 
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Peace be upon you.

Me have downloaded your game, played some time.


Attachments:
File comment: The abundance of atmosphere does not match the abundance of gameplay.
house at hill evening.png [98.35 KiB]
Not downloaded yet
File comment: When elevation is >1 step, the cliffs follow suit.
far and wide.png [312.01 KiB]
Not downloaded yet
File comment: The cliffs does not come down when the elevation is brought down.
viewpoint.png [426.78 KiB]
Not downloaded yet

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Want more wall-to-wall buildings? Click the question mark ;) Or visit my screenshots thread or my scenarios and saved games for OpenTTD or its older brother or The Great Dam - a scenario for Locomotion or this man's graphics

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PostPosted: Mon Aug 06, 2018 5:18 pm 
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This is my name wrote:
Peace be upon you.

Me have downloaded your game, played some time.


Thank you very much for trying out my game and especially for bringing those bugs to my attention.

My next milestone is to add in vehicles which shall turn it from a scenary playground into a real game. However I believe this is going to require a lot of work so don't want to estimate how long it will take to add in tracks and movement.

I've spent the last few evenings working on the vehicle models. Blender has some nice symetry settings which saves on lots of work, and it was interesting/useful to discovered that quite a few BR trains had been build using the same body shell.

Attachment:
TrainsLineup.PNG [55.1 KiB]
Not downloaded yet

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My projects:Link to my UK Scenario|Scenario Builder GS
Do check out my 3D unity transport game: transporter


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PostPosted: Sat Aug 11, 2018 10:43 am 
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I've uploaded a bunch of the trains to: https://sketchfab.com/alexdawn

I dont know how to code GRFs but I would be happy to generate the sprites if anyone wants the models.

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Real life transport planner
My projects:Link to my UK Scenario|Scenario Builder GS
Do check out my 3D unity transport game: transporter


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PostPosted: Fri Aug 17, 2018 9:55 pm 
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Working on Splines and getting vehicles to follow the routes, here is a demo of a bus following the curve for the station:

Attachment:
File comment: BusStation Splines Demo
BusStationDemo.gif
BusStationDemo.gif [ 3.21 MiB | Viewed 673 times ]


Next step is to get both ends of the vehicle to follow the curve which is needed for trains. Slightly more complex

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Do check out my 3D unity transport game: transporter


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PostPosted: Sun Aug 19, 2018 2:23 pm 
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Peace be upon you.

Thank you for responding.

Your bus seems to run smoothly in the shot, although rather queasy with the bus stopping rather suddenly after reversing. Anyways, highly approve.

Seen the locomotive models. The recent ones are very good, certainly approve of them. The ones up to LMS Jubilee had craftsmanship (the precision of joints and intersections and the unpolished, although fine, proportions), as a result, looks ugly when you look close enough.

Me have another screenshot of your game.


Attachments:
File comment: The water is too shiny and disorienting (to the blood pump and mind). This one is the censored version of water.
lakeside.png
lakeside.png [ 124.05 KiB | Viewed 601 times ]
File comment: Using as few colours as possible.
the colours will recede with age pak 64 16 terrain.png [67.36 KiB]
Not downloaded yet

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Want more wall-to-wall buildings? Click the question mark ;) Or visit my screenshots thread or my scenarios and saved games for OpenTTD or its older brother or The Great Dam - a scenario for Locomotion or this man's graphics

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PostPosted: Sat Aug 25, 2018 11:42 am 
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This is my name wrote:
Peace be upon you.

Thank you for responding.

Your bus seems to run smoothly in the shot, although rather queasy with the bus stopping rather suddenly after reversing. Anyways, highly approve.

Seen the locomotive models. The recent ones are very good, certainly approve of them. The ones up to LMS Jubilee had craftsmanship (the precision of joints and intersections and the unpolished, although fine, proportions), as a result, looks ugly when you look close enough.

Me have another screenshot of your game.



Thank you for your comments. I'm working on getting the curves to join up into junctions, as part of that I will have an option to to give a node a slight pause to stop the sudden reversing.

I'm affraid I don't quite understand your comment with the water. Would you be able to get a screenshot or video of the overly shinny water? It appears okay on my machine but I'm quite new to this shader business and there seems to be lots of options variants to work on different machines, so it's possible what I see is not the same water as what you see on your machine.

Apart from working on the junctions code I've been working on more of the models. I'm hoping to get the last of the temperate objects done soon, and at least one example of a vehicle for road, rail, sea and air:
Attachment:
Airport.PNG [29.89 KiB]
Not downloaded yet

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Real life transport planner
My projects:Link to my UK Scenario|Scenario Builder GS
Do check out my 3D unity transport game: transporter


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PostPosted: Sun Sep 02, 2018 6:48 pm 
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How do I start the downloaded Version?


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PostPosted: Sun Sep 02, 2018 9:09 pm 
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BW89 wrote:
How do I start the downloaded Version?


It is just a standard unity build, there should be a Windows_32.exe or a Windows_64.exe executable depending on the version you've downloaded. If you run that it should load the unity menu (see below for the screenshot) which allows you to rebind controls and set graphics options, click the play button and you are good to go.

WASD to move around Q and E to rotate the camera.
On the terrain tool left click to raise terrain and right to lower.
other tools left click to build, right click to demolish.

Attachment:
startup.PNG
startup.PNG [ 9.85 KiB | Viewed 362 times ]


Hoping to release a new build in the next few days, I've added:
- Heightmaps
- Greatly increased performance (distance based culling, and removing some debug tile text did wonders) works smoothly with 512x512 maps
- Improved the color of atmospheric fog and water at night
- Improved how the Iron Mine is placed so it doesn't collide with the ground
- More town buildings
- Music and Sounds Effects

The Big feature which is delaying my release is working on the vehicles and network code now have a fully functional network which can have links added/removed/merged/duplicated
as well as articulated vehicles and also fixed the sudden reversing that This is my name mentioned, as well as some juddering.

Take a look at this low quality gif:
Attachment:
JunctionDemo.gif [4.65 MiB]
Not downloaded yet

The actual game is running far smoother than the gif recording

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Real life transport planner
My projects:Link to my UK Scenario|Scenario Builder GS
Do check out my 3D unity transport game: transporter


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