Transport Tycoon Forums

The place to talk about Transport Tycoon
It is currently Mon Oct 23, 2017 5:53 am

All times are UTC




Post new topic  Reply to topic  [ 11 posts ] 
Author Message
PostPosted: Tue Sep 01, 2009 10:38 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Wed May 16, 2007 4:59 pm
Posts: 2759
So...

One thing I have been working on on and off over the last few weeks is a complete set of building textures/models. There are (so far) 9 good, 3 bad and one special building textures and normal/bump maps and a set of very low poly buildings (around 20 tris) UV unwrapped in a way which allows the use of any texture on any building. This is therefore combinatorially beautiful; with 20 textures and 40 models you could have 800 unique buildings, though a half timber skyscraper would look interesting. These have all been made in blender.

Would these be of use? I have attached one example texture (one image is the diffuse texture (including short distance ambient occlusion) and one image is the normal/bump map, RGB encode the normals (blender convention) and alpha encodes the bump) and an example render.


Attachments:
Building_Old_Brick4NP_BNor.png [1.02 MiB]
Downloaded 89 times
Building_Old_Brick4NP_DTex.png [1.54 MiB]
Downloaded 56 times
BuildingDisplayDNE.png [615.84 KiB]
Downloaded 68 times

_________________
GRVTS/eGRVTS --- Generic Tram Set --- UK Town Set --- zBase ---RichardWheeler.net
Top
   
PostPosted: Wed Sep 02, 2009 2:08 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Wed May 16, 2007 4:59 pm
Posts: 2759
And this inspired me to make some low poly carriage models... 3 variants per 512x512 texture, ~30tris per carriage. These require transparent textures to look decent...


Attachments:
CarriageEg.png
CarriageEg.png [ 132.88 KiB | Viewed 11561 times ]
CarriageEg_noAA.png
CarriageEg_noAA.png [ 115.25 KiB | Viewed 11564 times ]

_________________
GRVTS/eGRVTS --- Generic Tram Set --- UK Town Set --- zBase ---RichardWheeler.net
Top
   
PostPosted: Thu Sep 03, 2009 10:27 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Wed May 16, 2007 4:59 pm
Posts: 2759
It really is very quiet in here, I'll just keep spamming...
http://www.youtube.com/watch?v=NfmTn1YGnOo

_________________
GRVTS/eGRVTS --- Generic Tram Set --- UK Town Set --- zBase ---RichardWheeler.net


Top
   
PostPosted: Sat Sep 05, 2009 9:12 am 
Offline
Traffic Manager
Traffic Manager
User avatar

Joined: Wed Apr 22, 2009 6:33 pm
Posts: 197
Really great, especially the trains!

The buildings still look too boxy though, like they're folded out of paper. A little more depth would probably solve some problems. Or maybe somewhat less sharp 'folds'? Downsize is that this will 'cost' many polygons.

Nice demonstation of texture use including bump map and tranparency use. Inspirational for me as I still need to learn all these things. :wink:


Top
   
PostPosted: Sun Sep 06, 2009 9:16 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Wed May 16, 2007 4:59 pm
Posts: 2759
Smoothing the corners would be hard... Besides that the reason the buildings look artificial isn't sharp corners, it is a general lack of "personal" detail and interaction with the environment around it... The lighting I used is also very unusual, I havn't worked out how to get a good real time ambient occlusion-like effect (ie. giving a face a base brightness independent of illumination.).

Anyways, with no further ado please enjoy the attached, an interactive view of a new version of some train and truck textures, use WASD and the mouse to navigate, though you will need an up-to date graphics card and blender to run it...


Attachments:
UnifiedVehiclesDEMO.zip [2.61 MiB]
Downloaded 299 times

_________________
GRVTS/eGRVTS --- Generic Tram Set --- UK Town Set --- zBase ---RichardWheeler.net
Top
   
PostPosted: Tue Sep 15, 2009 2:46 pm 
Offline
Engineer
Engineer
User avatar

Joined: Wed Sep 09, 2009 6:36 pm
Posts: 55
Skype: same as y!
Location: Bucharest
these will come in handy yummy yumm! :D


Top
   
PostPosted: Sun Oct 11, 2009 2:32 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Tue Jul 17, 2007 1:36 am
Posts: 1244
Skype: moonray_zdo
Location: Teh matrix, duh.
I dont know if you guys need it or not, (lol) but here is my WIP goods factory.
Im using 3Ds max 9.

Im more on the new side of modeling :wink: This is really my first UVW mapped structure, (only half of it has been mapped so far)

So I have a few questions...

Do you want animations for buildings?

Should the skin for the model all be one image, or can it be seperate images?

Should co-planar faces be removed, as welll as faces on the bottom of the model?

Yep.

Currently 436 polys.


Attachments:
File comment: Factory
Factoryrender_01.png
Factoryrender_01.png [ 191.12 KiB | Viewed 11105 times ]
File comment: Factory working
Factory-work.gif
Factory-work.gif [ 35.31 KiB | Viewed 11105 times ]

_________________
Formerly known as Sapphire United.

Learn Openttd
Learn Planetary Annihilation
Learn Orbit
Whose poo?


Last edited by Zhall on Sun Oct 11, 2009 8:11 pm, edited 1 time in total.
Top
   
PostPosted: Sun Oct 11, 2009 3:57 pm 
Offline
Engineer
Engineer
User avatar

Joined: Mon Aug 27, 2007 6:46 pm
Posts: 97
Location: mapy.cz/?query=rajhrad
Sapphire united wrote:
I dont know if you guys need it or not...


We do need it and I like it. :wink:

As for your questions
1] Animations are welcome, but I'm not sure OGRE engine can import animations done in 3dMax. You need to read it's docs to find out.
2] The textures can be separate images, no problem.
3] Any faces which can't be seen or don't affect the model's geometry should be removed. But, it's no big deal if you leave them in place.

Keep up the good work.

~An00biS

_________________
[Update Aug 2013] FlexRails track buiding demo coming soon!


Top
   
PostPosted: Sun Oct 11, 2009 7:25 pm 
Offline
Engineer
Engineer
User avatar

Joined: Wed Sep 09, 2009 6:36 pm
Posts: 55
Skype: same as y!
Location: Bucharest
There are 2 types of animations in ogre: bone and transform.
So far the only working type exported from 3dsmax is bone animations in .skeleton files that can be loaded in Ogre fast.
The transform animations: manually create the animation using time checkpoints (code-wise).
the animations need to be hardcoded as far as translation-rotation-scaling animations (no bones involved).
And from that .gif if you want to import it in Ogre, either:
1. create bones to animate it (keeps 1 mesh but bones are rather used for other purposes than buildings)
2. create the moving part as a separate mesh, and request someone to create the animation in code, or even you can do it (i can provide the code sample but the coordinates and scale and rotations needs to be tweaked).

Quote:
2] The textures can be separate images, no problem.


indeed. but less files means less loading time. Especially if you use a variety of texture maps.

Quote:
3] Any faces which can't be seen or don't affect the model's geometry should be removed. But, it's no big deal if you leave them in place.


Hence we don;t have occlusion algorithms (yet), meshes should be optimized as far as polygon-complexity. However, buildings should have a base (foundation like) rather than not have anything at all underneath. It's not set yet.


Top
   
PostPosted: Tue Oct 13, 2009 7:11 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Tue Jul 17, 2007 1:36 am
Posts: 1244
Skype: moonray_zdo
Location: Teh matrix, duh.
Progress.

Up to 907 faces somehow... :?:

Using a few skins, Most are low res.. 128x128=64kb or 64x64=16kb

So is the type of base you where thinking of? Could be placed on uneven terrain, and the ramps could settle the difference without the model floating..

Any tips on lowering my poly count? (im removing faces that face downward)

How about the containers? Should they be multiple colors or team color?

Thx.


Attachments:
factoryrender_03.png
factoryrender_03.png [ 477.63 KiB | Viewed 11032 times ]

_________________
Formerly known as Sapphire United.

Learn Openttd
Learn Planetary Annihilation
Learn Orbit
Whose poo?
Top
   
PostPosted: Tue Oct 13, 2009 2:51 pm 
Offline
Engineer
Engineer
User avatar

Joined: Wed Sep 09, 2009 6:36 pm
Posts: 55
Skype: same as y!
Location: Bucharest
yep, looks better now and can be placed anywhere.
About the poly count, i think it's a little bit much. Post a screenshot with it in wireframe mode so i can see the vertices and edges, i can;t really tell from the textured form. Try to remove anything that isn't visible and reduce the polygons on planar faces.

we would need models that try to respect 2 rules: as low poly as possible, and modeled at a 1 3dsmax unit : 1 meter scale. The other things about them can be settled after :)

And don't stick to 1 model only, keep on rolling :wink: so far the project doesn't have 3d models to use for factories, cities, etc, so we are in dire need of them :)

About containers color, factories aren't owned by players, only stations are, so the economic buildings are "neutral". Use whatever colors that fit best with the factory design.


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 11 posts ] 

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.