jimbobs 3d town and scenary models

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jimbob
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jimbobs 3d town and scenary models

Post by jimbob » 17 Jun 2018 11:57

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
(1.92 MiB) Not downloaded yet
lighthouses and masts
DenseTrees.PNG
(553.7 KiB) Not downloaded yet
trees
screenshot4-isometric.PNG
(775.56 KiB) Not downloaded yet
classic style isometric town
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Re: jimbobs 3d town and scenary models

Post by Cocoro » 17 Jun 2018 16:51

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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Re: jimbobs 3d town and scenary models

Post by jimbob » 19 Jun 2018 21:57

Have added in some industry models:
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
IndustriesFactory.PNG
(622.17 KiB) Not downloaded yet
Factory with some steel in the yard
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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Re: jimbobs 3d town and scenary models

Post by jimbob » 01 Jul 2018 19:38

Smoke.PNG
Factory Belching out smoke
(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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Re: jimbobs 3d town and scenary models

Post by jimbob » 07 Jul 2018 21:54

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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Re: jimbobs 3d town and scenary models

Post by jimbob » 15 Jul 2018 20:21

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
SnowGrassMix.PNG
(1.01 MiB) Not downloaded yet
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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Re: jimbobs 3d town and scenary models

Post by jimbob » 28 Jul 2018 17:22

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):
RailPreview.PNG
RailPreview
(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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Re: jimbobs 3d town and scenary models

Post by jimbob » 02 Aug 2018 20:37

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
RailAssets.PNG
Train, Track, and lots of lineside assets
(108.43 KiB) Not downloaded yet
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Re: jimbobs 3d town and scenary models

Post by This is my name » 06 Aug 2018 03:24

Peace be upon you.

Me have downloaded your game, played some time.
Attachments
house at hill evening.png
The abundance of atmosphere does not match the abundance of gameplay.
(98.35 KiB) Not downloaded yet
far and wide.png
When elevation is >1 step, the cliffs follow suit.
(312.01 KiB) Not downloaded yet
viewpoint.png
The cliffs does not come down when the elevation is brought down.
(426.78 KiB) Not downloaded yet
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Re: jimbobs 3d town and scenary models

Post by jimbob » 06 Aug 2018 17:18

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.
TrainsLineup.PNG
(55.1 KiB) Not downloaded yet
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Re: jimbobs 3d town and scenary models

Post by jimbob » 11 Aug 2018 10:43

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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Re: jimbobs 3d town and scenary models

Post by jimbob » 17 Aug 2018 21:55

Working on Splines and getting vehicles to follow the routes, here is a demo of a bus following the curve for the station:
BusStation Splines Demo
BusStation Splines Demo
BusStationDemo.gif (3.21 MiB) Viewed 2963 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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Re: jimbobs 3d town and scenary models

Post by This is my name » 19 Aug 2018 14:23

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
The water is too shiny and disorienting (to the blood pump and mind). This one is the censored version of water.
The water is too shiny and disorienting (to the blood pump and mind). This one is the censored version of water.
lakeside.png (124.05 KiB) Viewed 2891 times
the colours will recede with age pak 64 16 terrain.png
Using as few colours as possible.
(67.36 KiB) Not downloaded yet
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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Re: jimbobs 3d town and scenary models

Post by jimbob » 25 Aug 2018 11:42

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:
Airport.PNG
(29.89 KiB) Not downloaded yet
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Re: jimbobs 3d town and scenary models

Post by BW89 » 02 Sep 2018 18:48

How do I start the downloaded Version?

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Re: jimbobs 3d town and scenary models

Post by jimbob » 02 Sep 2018 21:09

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.
startup.PNG
startup.PNG (9.85 KiB) Viewed 2652 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:
JunctionDemo.gif
(4.65 MiB) Not downloaded yet
The actual game is running far smoother than the gif recording
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Re: jimbobs 3d town and scenary models

Post by This is my name » 20 Dec 2018 01:17

Peace be upon you.

Me want to correct my mistake. This paragraph:
This is my name wrote: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.
That paragraph is in this post:
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.
Me am supposed to say this:
This is my name wrote:Seen the locomotive models. The recent ones are very good, certainly approve of them. The ones up to LMS Jubilee had craftsmanship issues (the precision of joints and intersections and the unpolished, although fine, proportions), as a result, looks ugly when you look close enough.
For your reading, me have enclosed this .txt file. This file specifies what improvements that can be done to the game. For the diagram, here: https://orig00.deviantart.net/3baf/f/20 ... cu1k8m.pdf

EDIT: Rush edit of 'nitpicks and suggestions': in Synekism, latest played in 2018, latest made in 2014.

Peace be upon you.
Attachments
nitpicks and suggestions synekism citybound raid on bungeling bay.txt
(4.03 KiB) Downloaded 49 times
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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Re: jimbobs 3d town and scenary models

Post by This is my name » 01 Jan 2019 07:42

This is my name wrote:Peace be upon you.

Me want to correct my mistake. This paragraph:
This is my name wrote: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.
That paragraph is in this post:
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.
Me am supposed to say this:
This is my name wrote:Seen the locomotive models. The recent ones are very good, certainly approve of them. The ones up to LMS Jubilee had craftsmanship issues (the precision of joints and intersections and the unpolished, although fine, proportions), as a result, looks ugly when you look close enough.
For your reading, me have enclosed this .txt file. This file specifies what improvements that can be done to the game. For the diagram, here: https://www.deviantart.com/qayyum94/art ... -778869466

EDIT: Rush edit of 'nitpicks and suggestions': in Synekism, latest played in 2018, latest made in 2014.
EDIT #2: Rush edit. Copied the new link to 'Climate Change Operations'.

Peace be upon you.
Peace be upon you. Me cannot go back and edit the previous post, so here is what me want to edit in the previous post today.

Peace be upon you.
Attachments
nitpicks and suggestions synekism citybound raid on bungeling bay.txt
(4.03 KiB) Downloaded 53 times
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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Re: jimbobs 3d town and scenary models

Post by This is my name » 09 Sep 2019 19:39

Latest picture. The earlier picture must be deleted.
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DREAMLAND.png
DREAMLAND.png (135.63 KiB) Viewed 544 times
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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