New Graphics - Blender ".blend" thread (Works In Progress)

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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Xand
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Re: New Graphics - Blender ".blend" thread (Works In Progres

Post by Xand »

In the first stage you could add a concrete truck and some dirt tracks leaving the site in stead of that brown slab of something. I also liked the suggestion of having a crane in the picture.

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!

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Hyronymus
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Re: New Graphics - Blender ".blend" thread (Works In Progres

Post by Hyronymus »

Aren't there props that can be used throughout multiple grf's? A cement truck, tower crane, storage/dump containers and scaffolding can liven up a construction site.

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Re: New Graphics - Blender ".blend" thread (Works In Progres

Post by glogar2 »

maquinista wrote:
glogar2 wrote:
maquinista wrote:The sprites are much better now.
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.
Yes, I can code it, but the model must be definitive.

Do You want the second construction stage?

If someone has a suggestion, please, post it as soon as possible.
I don't want to spend more time with tuning construction stages. Here is final version to coding.
Attachments
Building 1464_1466.tar
(256 KiB) Downloaded 128 times

maquinista
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Re: New Graphics - Blender ".blend" thread (Works In Progres

Post by maquinista »

Ok, I will code It.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]

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Re: New Graphics - Blender ".blend" thread (Works In Progres

Post by maquinista »

I have coded the building, in TAR format.
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.
Attachments
Building 1464_1466.tar
Coded building.
(612.5 KiB) Downloaded 188 times
Screenshot, nice building!
Screenshot, nice building!
coded_building.jpg (123.26 KiB) Viewed 3699 times
Last edited by maquinista on 05 May 2012 23:21, edited 1 time in total.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]

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Re: New Graphics - Blender ".blend" thread (Works In Progres

Post by Jupix »

Magnificent.

Post sources please?
#################

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GeekToo
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Re: New Graphics - Blender ".blend" thread (Works In Progres

Post by GeekToo »

Used my script to create newgrf and nml file, for use in a trunk version. Use a game < 1960.
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glg_01.grf
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glg_01.nml
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Re: New Graphics - Blender ".blend" thread (Works In Progres

Post by Alberth »

Nice, how did you manage to compress 450KB result in less than 1K source?

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Re: New Graphics - Blender ".blend" thread (Works In Progres

Post by Xotic750 »

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.
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smoke_sheet.png
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train_effects.grf
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Lord Aro
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Re: New Graphics - Blender ".blend" thread (Works In Progres

Post by Lord Aro »

Alberth wrote:Nice, how did you manage to compress 450KB result in less than 1K source?
source images not included in nml file ;-)
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Re: New Graphics - Blender ".blend" thread (Works In Progres

Post by planetmaker »

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.
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.

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Xotic750
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Re: New Graphics - Blender ".blend" thread (Works In Progres

Post by Xotic750 »

planetmaker wrote:
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.
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.
Here is the source for anyone that wants to play with it.

I will try to attach it to OpenGFX as a new issue.
Edit: (http://dev.openttdcoop.org/issues/3971)
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train_effects.tar.gz
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Xotic750
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Re: New Graphics - Blender ".blend" thread (Works In Progres

Post by Xotic750 »

Continuing to play with the Blender particle physics, I have mode some replacement 32bpp explosions (small and large)

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
Attachments
Small Explosion
Small Explosion
bang.png (306.2 KiB) Viewed 4636 times
fireball.png
Large Explosion
(2.05 MiB) Downloaded 2 times
explosion_effects.grf
NewGRF
(1.98 MiB) Downloaded 163 times

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Xotic750
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Re: New Graphics - Blender ".blend" thread (Works In Progres

Post by Xotic750 »

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?
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bang.png
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Re: New Graphics - Blender ".blend" thread (Works In Progres

Post by Hyronymus »

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?
Perhaps add some more smoke in scenes 2 and 3. And probably really dirty smoke, like more black.

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Re: New Graphics - Blender ".blend" thread (Works In Progres

Post by knuckles88 »

Hey team,

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:
Attachments
CN003701.jpg
CN003701.jpg (50.56 KiB) Viewed 4116 times
8 Spin.png
8 Spin.png (132.12 KiB) Viewed 4116 times

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Xotic750
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Re: New Graphics - Blender ".blend" thread (Works In Progres

Post by Xotic750 »

Looks very nice!

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.

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Re: New Graphics - Blender ".blend" thread (Works In Progres

Post by knuckles88 »

Thanks :) I used blender. Everything is in one .blend file because I wanted to make sure the engine and tender had the correct relative proportions. Together they are one OpenTTD tile long - I'm planning to just hide one of them and render the two separately when I actually do my final renders. Is there a better way?

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Re: New Graphics - Blender ".blend" thread (Works In Progres

Post by planetmaker »

You want to make sure that the engine alone does not exceed half a tile. Otherwise glitches are ahead.

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Xotic750
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Re: New Graphics - Blender ".blend" thread (Works In Progres

Post by Xotic750 »

If you split your models into 2 and use the templates that I have created, centre your models on the 0 point of origin, keep the L x W x H as I am using, then you will have the correct sized models for the game and you will also have the correct offsets to use in your grf.

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).

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