New Graphics - Blender ".blend" thread (Works In Progress)
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Re: New Graphics - Blender ".blend" thread
Coal mine, including all 3 buildings, all 3 construction stages, the 3 animation frames and 3 piles of coal. Ground tile not included/done (has it already been made?). Tesselation of the belts/cables hasn't been tested but should be fine.
The full .blend sources and sprites zip are available at the 32bpp repo here: http://www.jupix.info/openttd/gfxdev-re ... ile&id=165
BTW, I think someone mentioned having coded the oil well sprites, are these avaiable anywhere, it would be good to put them on the repo and wiki with appropriate links and sources.
The full .blend sources and sprites zip are available at the 32bpp repo here: http://www.jupix.info/openttd/gfxdev-re ... ile&id=165
BTW, I think someone mentioned having coded the oil well sprites, are these avaiable anywhere, it would be good to put them on the repo and wiki with appropriate links and sources.
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- Building3a1ANIPREVIEW.gif (33.55 KiB) Viewed 4826 times
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- Building2a.png (34.79 KiB) Viewed 4826 times
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- CoalMineSprites.zip
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Re: New Graphics - Blender ".blend" thread
And a mockup, I think the coal piles are a bit too large looking at this, but it should just be a simple resize job to get them to a better size.
Re: New Graphics - Blender ".blend" thread
Niiiice!
I agree that the coal piles themselves could be a bit smaller. Next to that I suggest more smudges and coal dust spots elsewhere on the ground. Now the area looks too 'clean'.
I agree that the coal piles themselves could be a bit smaller. Next to that I suggest more smudges and coal dust spots elsewhere on the ground. Now the area looks too 'clean'.
Re: New Graphics - Blender ".blend" thread
I think that the windows need some sections inside. When comparing the windows with doors, it seems that the windows are approx 4...5 m wide and 2...2,5...3 meters high. The hangar isn't some expensive business building or something like that to afford so big single glass made windows. I think that the windows should look like on those Google Images or at least have the max width measure for one glass ca 1,5m. The height - 2m should then be OK.Antonio1984 wrote:I'm worn out
added: crain, fire escape, large door for load/unload cargo..I think it can be sufficient...
Also about the skylight, this also should be a bit more realistic. Like this for instance.
A little Sample:
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- Transport Coordinator
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Re: New Graphics - Blender ".blend" thread
Zephyris: very very nice...my only advice is the same of tsjook...dirty th ground and it is perfect!
Re: New Graphics - Blender ".blend" thread
Also the buildings of the coal mine are way too clean. It should have some dirt on it like the in the orginal one and could have some broken windows. Discoloration of the wood. Now the coal mine looks brand spanking new.
Re: New Graphics - Blender ".blend" thread
It does look a tad bit too dark, when you look at all the other sprites.Zephyris wrote:And a mockup, I think the coal piles are a bit too large looking at this, but it should just be a simple resize job to get them to a better size.
Re: New Graphics - Blender ".blend" thread
True, I will lighten it up a bit.Killer 11 wrote:It does look a tad bit too dark, when you look at all the other sprites.
Antonio1984 wrote:Zephyris: very very nice...my only advice is the same of tsjook...dirty th ground and it is perfect!
This mockup is done on the bare earth tile, not the industry ground tile. The industry ground tile can be more dirty/have track marks etc. but I didn't know if it was made already.tsjook wrote:Next to that I suggest more smudges and coal dust spots elsewhere on the ground. Now the area looks too 'clean'.
TBH I don't think it should look all broken, it is a fully functional coal mine; the picture you posted is of a building which looks like it has been unused for decades!Xand wrote:Also the buildings of the coal mine are way too clean. It should have some dirt on it like the in the orginal one and could have some broken windows. Discoloration of the wood. Now the coal mine looks brand spanking new.
Re: New Graphics - Blender ".blend" thread
The picture was meant as an example for discolored wood and the broken windows. Of course it should not look all broken. But it should look like the coal mine is in production and not like it has just been built!
Oh and the coal piles are already modeled and look perfect IMO.
Oh and the coal piles are already modeled and look perfect IMO.
Last edited by Xand on 08 Mar 2010 12:46, edited 1 time in total.
Re: New Graphics - Blender ".blend" thread
Where!? They are not on the wiki or in the repo.Oh and the coal piles are already modeled.
Re: New Graphics - Blender ".blend" thread
Here you go. I don't know who modeled them, but somebody else probably will.Zephyris wrote:Where!? They are not on the wiki or in the repo.Oh and the coal piles are already modeled.
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- Sprites.zip
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- Tycoon
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Re: New Graphics - Blender ".blend" thread
Don't problem, I can add the coal piles as new GRF station tiles, between tracks.
I have coded the buildings.
http://jupix.info/openttd/gfxdev-repo/i ... ile&id=167
If You preffer, I can code the coal piles in the simple stations GRF with a building in / tracks.
http://jupix.info/openttd/gfxdev-repo/i ... file&id=41
I have coded the buildings.
http://jupix.info/openttd/gfxdev-repo/i ... ile&id=167
If You preffer, I can code the coal piles in the simple stations GRF with a building in / tracks.
They are coded here:Xand wrote:Here you go. I don't know who modeled them, but somebody else probably will.Zephyris wrote:Where!? They are not on the wiki or in the repo.Oh and the coal piles are already modeled.
http://jupix.info/openttd/gfxdev-repo/i ... file&id=41
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- Preview of station GRF.
- coal_station_mockup.JPEG (31.92 KiB) Viewed 4359 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.
- [list][*]Why use PNG screenshots in 8 bpp games.
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Re: New Graphics - Blender ".blend" thread
probably is better to check this, because unless they are licensed, there is no point to even consider them.Xand wrote:Here you go. I don't know who modeled them, but somebody else probably will.
while we use some unlicensed stuff in the unofficial pack its only a temporary measure until licensed materials found.
i like it, it simple and good, which is what it suppose to be, details is over estimated good texturing and coloring is preferable (like lordz bank), that why if i ever want to release something of the refinery i'll have to curve half of it outZephyris wrote:And a mockup, I think the coal piles are a bit too large looking at this, but it should just be a simple resize job to get them to a better size.
Re: New Graphics - Blender ".blend" thread
Nice. How come the main building is sitting on the ground whereas the smaller buildings are on extensions?Zephyris wrote:And a mockup, I think the coal piles are a bit too large looking at this, but it should just be a simple resize job to get them to a better size.
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Re: New Graphics - Blender ".blend" thread
Because thats how the originals are...Jupix wrote:Nice. How come the main building is sitting on the ground whereas the smaller buildings are on extensions?Zephyris wrote:And a mockup, I think the coal piles are a bit too large looking at this, but it should just be a simple resize job to get them to a better size.
Re: New Graphics - Blender ".blend" thread
Zephyris, the Coal mine looks awesome in game. Although the idea of more smudges and a less "cleaner" look would add even more character to the building.Zephyris wrote:Coal mine, including all 3 buildings, all 3 construction stages, the 3 animation frames and 3 piles of coal. Ground tile not included/done (has it already been made?). Tesselation of the belts/cables hasn't been tested but should be fine.
The full .blend sources and sprites zip are available at the 32bpp repo here: http://www.jupix.info/openttd/gfxdev-re ... ile&id=165
BTW, I think someone mentioned having coded the oil well sprites, are these avaiable anywhere, it would be good to put them on the repo and wiki with appropriate links and sources.
The oil well can be found here and was coded by Maquinista.
I don't know if it is a coding thing or something else but the oil well is not available in the Arctic and tropical climate. Same goes for the farm as well.
Re: New Graphics - Blender ".blend" thread
The oil well sprites appear twice in the base graphics, once in the base base grf and once in the arctic base grf, therefore they will need symlinking/duplicating to appear in both climates.
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- Tycoon
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Re: New Graphics - Blender ".blend" thread
The coal piles was modified by Wacki using this file released by Slye_Fox:
http://www.tt-forums.net/viewtopic.php?p=655780#p655780
I have used this file to made the coal piles:
http://www.tt-forums.net/viewtopic.php?p=770332#p770332
http://www.tt-forums.net/viewtopic.php?p=655780#p655780
I have used this file to made the coal piles:
http://www.tt-forums.net/viewtopic.php?p=770332#p770332
Sorry if my english is too poor, I want learn it, but it isn't too easy.
- [list][*]Why use PNG screenshots in 8 bpp games.
[*]Caravan site New Industry. · Spain set. · Some spanish trains for locomotion[*]Favourites:GRVTS · ECS · FIRS
Re: New Graphics - Blender ".blend" thread
Zephyris, the link http://www.tt-forums.net/viewtopic.php?p=770332#p770332 maquinista gave, is sort of how I envision the dirty look.
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Re: New Graphics - Blender ".blend" thread
This is the first attempt to replace the house in the first picture...
inspired by the house in the second picture:
inspired by the house in the second picture:
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- casa.JPG (69.55 KiB) Viewed 4241 times
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- Detached6.jpg (48.4 KiB) Viewed 4241 times
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- detachedHouse.png (59.78 KiB) Viewed 4241 times
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