Transport Tycoon Forums

The place to talk about Transport Tycoon
It is currently Fri Nov 24, 2017 4:56 pm

All times are UTC




Post new topic  Reply to topic  [ 37 posts ]  Go to page 1 2 Next
Author Message
 Post subject: [media] Railroads for TE
PostPosted: Mon Mar 12, 2007 8:02 am 
Offline
Transport Empire Moderator
Transport Empire Moderator
User avatar

Joined: Fri Jan 10, 2003 12:21 pm
Posts: 2125
Location: Wroclaw, Poland / Katowice, Poland
This topic is for the work on railroads and their infrastructure used in Transport Empire. If you have content you want to share in this aspect, please post it here.

Current theme - dutch railways.

If you want to submit media content for TE which follows this theme - please do this here.

Media might include - textures, models, sunds etc.
General rules:

- Higher polycount and resolution is better then lower polycount and resolution
- Format is irrelevant as long as it is relatively common or can be converted to a common format (blender, maya, 3d studio etc).
- The content posted here is considered under GPL license. Therefore if you post, your work automatically becomes GPLd.

_________________
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.


Top
   
 Post subject:
PostPosted: Mon Mar 12, 2007 5:40 pm 
Offline
Director
Director
User avatar

Joined: Thu May 13, 2004 6:45 pm
Posts: 615
Location: Madrid - Main Recio's HQ
Something like this D52?
(Guess that al least it'll need some kind of valve gear :))

Oh, dutch you say? :P

But although they served their function when rendered for Simutrans pak128, they have not received enough care for certain tasks such as, well, a 3D game.

In any case, I'm posting the Klopopler model.


Attachments:
jnrlocomotive.png
jnrlocomotive.png [ 56.59 KiB | Viewed 17381 times ]
nsrailyards.png
nsrailyards.png [ 282.6 KiB | Viewed 20351 times ]
Klopoper.rar [140.45 KiB]
Downloaded 396 times

_________________
6th Member of the Reciox - The Inner Circle
Image

pak96 Simutrans Depot
http://www.raven.simutrans.com
Top
   
 Post subject:
PostPosted: Mon Mar 12, 2007 6:24 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Nov 30, 2002 5:10 pm
Posts: 6939
Whoa! Nice models. Are all those finsished models?


Top
   
 Post subject:
PostPosted: Mon Mar 12, 2007 6:27 pm 
Offline
Director
Director
User avatar

Joined: Thu May 13, 2004 6:45 pm
Posts: 615
Location: Madrid - Main Recio's HQ
Thanks :)

Well, that's a good question, they're not finished at all, they were meant for much lighter tasks.

Oh, and they're not pretty efficient regarding polys.

I've got lots and lots of stuff at this level. (and lots and lots and lots)

But I'm not entirely happy with the GPL, so dunno...

EDIT: I thought you had asked about the polycount

_________________
6th Member of the Reciox - The Inner Circle

Image



pak96 Simutrans Depot

http://www.raven.simutrans.com


Top
   
 Post subject:
PostPosted: Mon Mar 12, 2007 6:34 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Nov 30, 2002 5:10 pm
Posts: 6939
The amount of polies in the model is in the top right of the Blender window. I see most of your polygons are quads, and we need triangles in game. Converted to triangles there're 10308 polygons in your train, which is quite a lot, but not insane (and there is the possibility of reducing that count, the windows for example can be done entirely with the textures).
I'm not into licensing. The game is going to be GPL, if you're not comfortable with that license, perhaps it's possible to use a different one that isn't too incompatible from GPL to be used for Transport Empire.


Top
   
 Post subject:
PostPosted: Mon Mar 12, 2007 6:46 pm 
Offline
Director
Director
User avatar

Joined: Thu May 13, 2004 6:45 pm
Posts: 615
Location: Madrid - Main Recio's HQ
I've got no real issues with GPL, but in the past I've posted some .blend files and they were desecrated, so to say :)

About reducing to triangles and a more reduced amount of polys. Well, as you see, this is a very quick model, since I wanted the set out fast, and I didn't cared about committing insane amounts of polys that could be saved by textures, as you say. But I find fun to model and ugly to UV map, so I didn't do it at the moment, I can try now, however. Well, not NOW, but whenever I revisit these vehicles.

_________________
6th Member of the Reciox - The Inner Circle

Image



pak96 Simutrans Depot

http://www.raven.simutrans.com


Top
   
 Post subject:
PostPosted: Mon Mar 12, 2007 7:28 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Tue Mar 30, 2004 12:30 pm
Posts: 16663
Location: Almere, The Netherlands
Woah, these models are enough to create a decent set with. :shock:

_________________
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
Image Image
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."


Top
   
 Post subject:
PostPosted: Mon Mar 12, 2007 7:51 pm 
Offline
Director
Director
User avatar

Joined: Thu May 13, 2004 6:45 pm
Posts: 615
Location: Madrid - Main Recio's HQ
Not yet, got stuck somewhere in the nineties of the EMU 'line', oh, and would need wagons. (passenger wagons, freight I have too, but won't spam the thread)

It'd be nice to see a vehicle that sets quality standards. It's pretty easy to get better models, only giving them some time.

And I really hope that the style doesn't get out of hand, as we can all see in the lovely but psychodelic results that OTTD32bit is yielding.

_________________
6th Member of the Reciox - The Inner Circle

Image



pak96 Simutrans Depot

http://www.raven.simutrans.com


Top
   
 Post subject:
PostPosted: Mon Mar 12, 2007 7:58 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Mon May 02, 2005 11:05 am
Posts: 15415
Skype: XeryusTC
Location: localhost
Raven wrote:
In any case, I'm posting the Klopopler model.

Don't you mean the Koploper?

Nice models too, although the first one looks a bit high detailed so I doubt that it will go ingame although it looks awesome!

_________________
Don't panic - My YouTube channel - Follow me on twitter (@XeryusTC) - Play Tribes: Ascend - Tired of Dropbox? Try SpiderOak (use this link and we both get 1GB extra space)
Image
OpenTTD: manual #openttdcoop: blog | wiki | public server | NewGRF pack | DevZone
Image Image Image Image Image Image Image


Top
   
 Post subject:
PostPosted: Mon Mar 12, 2007 9:21 pm 
Offline
Director
Director
User avatar

Joined: Thu May 13, 2004 6:45 pm
Posts: 615
Location: Madrid - Main Recio's HQ
Gresley - Ginzu, hhehe
(no, that doesn't excuse it )

Yep, Koploper


About reducing spritecount, here's a little experiment about reducing bogies to a mere box, to save space :)


Posting the br8P, which is called something like SH8 in TTD
--------------------------------------------

Now, there are two ways to handle set creation, accept everything thus ending never and with a mixture of stuff. Or doing it the krtaylor way, with a tracking table, and efforts focused into one thing at a time.

For each model, UV map textures could very easily replace flat and undetailed surfaces like tender sides, with all the fine detail that's missing. In fact, lots of detail could be placed this way, and even create user configurable textures...

You proposed a NS themed set? Well, there's no ID restriction here, and real scale is not only possible, but a must, so it's the best moment to set some standards. In my oppinion, that is.


Attachments:
Bogies_0.png
Bogies_0.png [ 8.27 KiB | Viewed 17327 times ]
engine.png
engine.png [ 31.31 KiB | Viewed 17326 times ]
sh8p.rar [120.33 KiB]
Downloaded 299 times
Top
   
 Post subject:
PostPosted: Tue Mar 13, 2007 9:25 am 
Offline
Transport Empire Moderator
Transport Empire Moderator
User avatar

Joined: Fri Jan 10, 2003 12:21 pm
Posts: 2125
Location: Wroclaw, Poland / Katowice, Poland
RAVEN! I'll make love to you now! :D

Don't bother with polycount. High is good. If it proves too high, it can be reduced. Also, there are automatic ways to lower polycount - so high is good.

EDIT:

Standard is:
16 metres = 1 tile. Make all models adhere to realistic sizing and proportions.

EDIT2:

Talk to arathorn about organistion - but if I may - the tracking table is the best way imnsho.

EDIT3:

Regarding GPL - we need a possibility to alter the content - for the most basic need - ferinstance to switch format from .blender to, whichever we shall use. Or to use some sort of polycount culling or other postprocessing. Unless we devise some sort of other licence (because i can imagine you don't want to find your models in some commercial game in 4 years) then GPL or LGPL is a requirement of sorts.

_________________
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.


Top
   
 Post subject:
PostPosted: Tue Mar 13, 2007 10:37 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Nov 30, 2002 5:10 pm
Posts: 6939
I agree with the tracking table. It's easier to figure out what needs to be done and also gives the audience something to look out for.


Top
   
 Post subject:
PostPosted: Tue Mar 13, 2007 1:23 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Tue Dec 03, 2002 10:36 am
Posts: 13161
Location: The Netherlands
Concerning the GPL I have some serious doubts. We haven't even chosen a licence type for Transport Empire itself so how can we impose a license type on the media we will use?

_________________
Image
Dutch Trainset for OpenTTD | Dutch Trainset Topic | Combined Roadset v0.10


Top
   
 Post subject:
PostPosted: Tue Mar 13, 2007 6:53 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Tue Mar 30, 2004 12:30 pm
Posts: 16663
Location: Almere, The Netherlands
Well, AFAIK, TE can always use GPL'd media, so there's no problem. Discussing the license took too long anyways.

_________________
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
Image Image
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."


Top
   
 Post subject:
PostPosted: Tue Mar 13, 2007 6:57 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Tue Dec 03, 2002 10:36 am
Posts: 13161
Location: The Netherlands
Purno wrote:
Well, AFAIK, TE can always use GPL'd media, so there's no problem. Discussing the license took too long anyways.

No, deciding which one to take took too long. The discussion itself was short as there were only some licence types considered possible. But until we have a licence set for Transport Empire I'm not sure we can simply use GPL'd media "always". Can someone knowledgable in the domain of GPL licenses help out here?

_________________
Image
Dutch Trainset for OpenTTD | Dutch Trainset Topic | Combined Roadset v0.10


Top
   
 Post subject:
PostPosted: Tue Mar 13, 2007 7:46 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Tue Mar 30, 2004 12:30 pm
Posts: 16663
Location: Almere, The Netherlands
Well, we'd always be able to replace GPL'd media with media with another fitting license. Choosing GPL for now would greatly help getting the game developed, AFAICT.

_________________
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
Image Image
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."


Top
   
 Post subject:
PostPosted: Tue Mar 13, 2007 8:13 pm 
Offline
Director
Director
User avatar

Joined: Thu May 13, 2004 6:45 pm
Posts: 615
Location: Madrid - Main Recio's HQ
Or if you depend on a 'team' of people that do the graph, create a private place to work in and forget about licenses until TE is released.

GPL should be fine for all the stuff I get around posted. At least for the moment. Just be kind to inform me if you use it for other purposes.

Whenever the tracking table is out, I'll start refining the models and creating UV maps for the people to have fun with their photoshops/gimps/paintbrushes.

Regards

_________________
6th Member of the Reciox - The Inner Circle

Image



pak96 Simutrans Depot

http://www.raven.simutrans.com


Top
   
 Post subject:
PostPosted: Tue Mar 13, 2007 10:39 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Oct 16, 2004 1:42 pm
Posts: 1886
Location: C:\
wow! very impressive yard..

_________________
i did all models/renderings/textures myself. no conversions.

seelenquell.pytalhost.com is reactivated (16/07/28) .. :D

just playin` family in real life.. nice graphics..! nice sound..!

atm i'm building an arduino-based motor-driven tracker for my zeiss-telescope.


Top
   
 Post subject:
PostPosted: Sun Mar 18, 2007 10:55 pm 
Offline
Director
Director
User avatar

Joined: Thu May 13, 2004 6:45 pm
Posts: 615
Location: Madrid - Main Recio's HQ
Thanks Seelenquell, been lurking around some forums and found your yards as well, now that's impressive! ;)

On the vehicles topic, how shall these be introduced into the game?

Well, if you don't mind I'll activate lurking mode, but count on me when some sort of support for vehicles/buildings is implemented.

Regards

_________________
6th Member of the Reciox - The Inner Circle

Image



pak96 Simutrans Depot

http://www.raven.simutrans.com


Top
   
 Post subject:
PostPosted: Tue Apr 03, 2007 12:56 pm 
Offline
Tycoon
Tycoon

Joined: Tue Mar 14, 2006 12:46 pm
Posts: 1534
Location: Netherlands
raven only 1 problem with the trains=> the wheels... they are more like 8-sided then round... (really dunno why, try more vertices in a circle or subsurf the part....


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 37 posts ]  Go to page 1 2 Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000-2017 phpBB Limited

Copyright © Owen Rudge/The Transport Tycoon Forums 2001-2017.
Hosted by Zernebok Hosting.