[Big Project][32bpp] BrickLand Climate
Moderator: Graphics Moderators
Re:AndersI
What rendering options does blockcad have? Most importantly does it have anti-aliasing, outline options, orthographic projection and camera position/angle definition?
edit: ill download it and have a look when i get back from work!
Re:Me, i suppose...
Drawing a complete set of bricks in the style I have shown above will use the following sizes; single stud (1x1) bricks will be found in:
16 x 8 x 12 (duplo scale)
16 x 8 x 4 (duplo scale) as shown above...
8 x 4 x 6 (lego scale)
8 x 4 x 2 (lego scale)
These will then be arranged into the classic 1x2, 2x2, 3x2, 4x2, etc. sized bricks.
What rendering options does blockcad have? Most importantly does it have anti-aliasing, outline options, orthographic projection and camera position/angle definition?
edit: ill download it and have a look when i get back from work!
Re:Me, i suppose...
Drawing a complete set of bricks in the style I have shown above will use the following sizes; single stud (1x1) bricks will be found in:
16 x 8 x 12 (duplo scale)
16 x 8 x 4 (duplo scale) as shown above...
8 x 4 x 6 (lego scale)
8 x 4 x 2 (lego scale)
These will then be arranged into the classic 1x2, 2x2, 3x2, 4x2, etc. sized bricks.
Thanks! Yes, I've made it all by myselfChicago Rail Authority wrote:Wow... that is a cool program.Did you make that yourself?

anti-aliasing - yes, under the 'Eye' button where you choose color depth.Zephyris wrote:Re:AndersI
What rendering options does blockcad have? Most importantly does it have anti-aliasing, outline options, orthographic projection and camera position/angle definition?
pseudo-shading with user selectable light direction
outline options - not really. Maybe by turning shading off.
ortographic - yes
camera position - free rotation, no possibility to set numeric angles

rendering options - by using the LDRAW parts library you can get one-click rendering with POVRay (raytracer).
If you want to render lego models use Ldraw (http://www.ldraw.org) or export blockad models as ldraw ones(if it's possible) and then fetcdh an ldraw import script(just google it it's really easy to find) for blender(http://www.blender3d.org) and import your models and then use the rendering setup posted in the sticky of this forum section(correct me if i am wrong here)
Atleast that's how i did it in my "Brickland 32bpp" set
Atleast that's how i did it in my "Brickland 32bpp" set

- bobingabout
- Tycoon
- Posts: 1850
- Joined: 21 May 2005 15:10
- Location: Hull, England
here is a thought. isn't 32bpp suposed to allow a closer zoom level?
JPG SUX!!! USE PNG!!!
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
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There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
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It's also possible to export Lego ldraw (or something like that, it's a long time since I worked with it) models to POVRay, example of one of my wagons:Killer 11 wrote:If you want to render lego models use Ldraw (http://www.ldraw.org) or export blockad models as ldraw ones(if it's possible) and then fetcdh an ldraw import script(just google it it's really easy to find) for blender(http://www.blender3d.org) and import your models and then use the rendering setup posted in the sticky of this forum section(correct me if i am wrong here)
Atleast that's how i did it in my "Brickland 32bpp" set
http://redboards.de.vu/temp/nocomment/p ... waggon.jpg
IIRC POVRay also is capable of doing orthographic projection (?)
Like sun is to the dark soil,
so is true enlightenment to the soil's friends.
N.F.S. Grundtvig
so is true enlightenment to the soil's friends.
N.F.S. Grundtvig
This is great work (I should really find that HQ I was working on and finish it one day), but aren't the tiles a bit... small? Rather, there aren't many bumps on them, so a one tile house built to that scale would be a 2x2 piece and a single roof piece on top. Perhaps doubling or tripling the number of bumps per tile would help the scale?
Well as promised a selection of blocks in many colours to play with... No special bricks yet...
- Attachments
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- Bricks.zip.zip
- (134.28 KiB) Downloaded 253 times
I had quite some models and did the first rendering test, however 32bpp was nowhere at that time and so it was droped, i might help you with vehicles sometime later but i absolutely require the closer zoom level.Zephyris wrote:Re: Killer 11
How far did you get with that?
And that's exactly why I still can't do any artwork for now.Maedhros wrote:No. At least not in the near future, anyway.
I'll wait till there is stable and understandable format(i don't say that current ones aren't) and then i'll go into making graphics, maybe even soem SCI-FI set later.
Well you can say this for the whole of OTTD. You can fit two train carriages or a house onto one square but if you use the speed and time it takes to travel the distance of a square the distance works out as many km. None of OTTD seems to be to scale.Thalass wrote:Aren't the tiles a bit... small? Rather, there aren't many bumps on them, so a one tile house built to that scale would be a 2x2 piece and a single roof piece on top. Perhaps doubling or tripling the number of bumps per tile would help the scale?
Have made some directed progress on a complete replacement of graphics in the style I provided. These are not 3D rendered so shading etc. is not perfect, but I like the plasticy look.
These do not have the x and y offsets set, so will not work in the game (anyone whose got pngcodec working feel like doing this?).
Sprites done:
trg1r.grf
4627-4644 (some town buildings)
4648-4650 (some more town buildings)
4686-4690 (battery farm graphics)
trgtr.grf
0-108 (terrain excluding rocky)
133-170 (roads; will want redoing)
These do not have the x and y offsets set, so will not work in the game (anyone whose got pngcodec working feel like doing this?).
Sprites done:
trg1r.grf
4627-4644 (some town buildings)
4648-4650 (some more town buildings)
4686-4690 (battery farm graphics)
trgtr.grf
0-108 (terrain excluding rocky)
133-170 (roads; will want redoing)
- athanasios
- Tycoon
- Posts: 3138
- Joined: 23 Jun 2005 00:09
- Contact:
It is true. So many sprites...
The problem with 64 tiles is that 4x4 isn't enough. I don't think that making ground tiles 8x8 will look nice. So I also view duplo as the only solution.
The problem with 64 tiles is that 4x4 isn't enough. I don't think that making ground tiles 8x8 will look nice. So I also view duplo as the only solution.
http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
Ok, I have added offsets, but with my newly generated bash-script. If I misunderstood what you told me and aren't allowed to post I will remove them as soon as I know(if they aren't removed already)
EDIT: fixed a typo
EDIT2: Added a link to the post where I posted this bash-script
EDIT3: Deleted attachment as I was stupid when I made the bash-script, but here comes the new one
All credit for the attachment to Zephyris.
EDIT: fixed a typo
EDIT2: Added a link to the post where I posted this bash-script
EDIT3: Deleted attachment as I was stupid when I made the bash-script, but here comes the new one
All credit for the attachment to Zephyris.
- Attachments
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- withoffs.zip
- Extract this in data/sprites/ . The archive contains the subfolder trg1r and trgtr.
- (224.78 KiB) Downloaded 224 times
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