Moderator: Graphics Moderators
In the second stage you could add a garbage shoot and on the ground some garbage. Also you could add a lighting thingie on the roof such as:
http://www.directindustry.com/prod/lind ... 68815.html
But that is just my two cents.
Concerning the finished building. It is excellent!
I don't want to spend more time with tuning construction stages. Here is final version to coding.maquinista wrote:Yes, I can code it, but the model must be definitive.glogar2 wrote:Thank you, so can you code it? If I do width (256/2)*-1 = xoffset, and than (304-124)*-1 = yoffset but it`s not work in the game.maquinista wrote:The sprites are much better now.
Do You want the second construction stage?
If someone has a suggestion, please, post it as soon as possible.
- Building 1464_1466.tar
- (256 KiB) Downloaded 128 times
It can be converted to "GRF32bpp" with the sprite offsets included in the TAR file, in "sources".
This house have a bounding box that doesn't start at 0,0,0. This is a problem to code it without some trial & error.
You can see the bounding boxes with CTRL + B.
- Building 1464_1466.tar
- Coded building.
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- Screenshot, nice building!
- coded_building.jpg (123.26 KiB) Viewed 3699 times
Post sources please?
- smoke_sheet.png (44.84 KiB) Viewed 3455 times
- (98.48 KiB) Downloaded 113 times
source images not included in nml fileAlberth wrote:Nice, how did you manage to compress 450KB result in less than 1K source?
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
That's actually one of the things which I'd add straight to OpenGFX. Could you provide the full source, please (or better attach it as a new issue to OpenGFX)? Doesn't mean we couldn't add it to OpenGFX+ Trains, too.Xotic750 wrote:So I had a little play with Blender's particle physics and rendered some replacement 32bpp train smoke. It maybe that this will make it into OpenGFX+ Trains, but until then I have made a NewGRF that you can try.
Here is the source for anyone that wants to play with it.planetmaker wrote:That's actually one of the things which I'd add straight to OpenGFX. Could you provide the full source, please (or better attach it as a new issue to OpenGFX)? Doesn't mean we couldn't add it to OpenGFX+ Trains, too.Xotic750 wrote:So I had a little play with Blender's particle physics and rendered some replacement 32bpp train smoke. It maybe that this will make it into OpenGFX+ Trains, but until then I have made a NewGRF that you can try.
I will try to attach it to OpenGFX as a new issue.
- Source files
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I guess this would also be OpenGFX? (Not going to post the source here as it's too large)
Edit: Added to OpenGFX issues 3972
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Perhaps add some more smoke in scenes 2 and 3. And probably really dirty smoke, like more black.Xotic750 wrote:It was suggested that the sprites were not fiery enough, so I've reworked the small explosion only for now and this is the result that I got. Maybe not enough smoke now or just right?
Long-time lurker here; this is my second post! I'm Canadian and I've liked steam engines since I was a kid, so I've always been interested in seeing Canadian steam trains in OpenTTD. I finally decided to try one of my own: the CNR U-4-a, one of the last steam locomotive types built in Canada. I realize that this isn't currently in OpenTTD, but I was thinking of creating a grf out of it (hopefully that isn't too far outside the normal scope of this thread).
I've reached a point where I think my model is done, but I'm not too confident in my texturing. Currently most of my surfaces have some light metal noise and the coal is based on an image. I'm wondering whether anyone can see any glaring errors or has any pointers on things which would make these renders fit into the OpenTTD universe better.
Attachments: photo of CNR U-4-a #6400; composition of 8 current Renders:
- CN003701.jpg (50.56 KiB) Viewed 4116 times
- 8 Spin.png (132.12 KiB) Viewed 4116 times
What did you create the model in?
I haven't done any measurements of your model to see how it fits into the game but it looks like you have modeled the train and the tender as a single model, which will make it too long. So I would suggest splitting it into 2 models.
To get a better idea of measurements, you can take a look at the work and templates that I've been working on in OpenGFX+ Trains.
Download the blender files for the Ginzu and the Ginzu Tender (you will need my library blend too), but they will give you everything you need (I am assuming that you have good blender knowledge).