New Graphics - Blender ".blend" thread (Works In Progress)
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Re: New Graphics - Blender ".blend" thread (Works In Progres
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!
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!
Re: New Graphics - Blender ".blend" thread (Works In Progres
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.
Re: New Graphics - Blender ".blend" thread (Works In Progres
I don't want to spend more time with tuning construction stages. Here is final version to coding.maquinista wrote:Yes, I can code it, but the model must be definitive.glogar2 wrote: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.maquinista wrote:The sprites are much better now.
Do You want the second construction stage?
If someone has a suggestion, please, post it as soon as possible.
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- Building 1464_1466.tar
- (256 KiB) Downloaded 283 times
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- Tycoon
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Re: New Graphics - Blender ".blend" thread (Works In Progres
Ok, I will code It.
Sorry if my english is too poor, I want learn it, but it isn't too easy.
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[*]Caravan site New Industry. · Spain set. · Some spanish trains for locomotion[*]Favourites:GRVTS · ECS · FIRS
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- Tycoon
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Re: New Graphics - Blender ".blend" thread (Works In Progres
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.
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.
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- Building 1464_1466.tar
- Coded building.
- (612.5 KiB) Downloaded 314 times
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- Screenshot, nice building!
- coded_building.jpg (123.26 KiB) Viewed 6173 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][*]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 (Works In Progres
Magnificent.
Post sources please?
Post sources please?
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Re: New Graphics - Blender ".blend" thread (Works In Progres
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
- (451.57 KiB) Downloaded 282 times
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- glg_01.nml
- (669 Bytes) Downloaded 208 times
Re: New Graphics - Blender ".blend" thread (Works In Progres
Nice, how did you manage to compress 450KB result in less than 1K source?
Re: New Graphics - Blender ".blend" thread (Works In Progres
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 (44.84 KiB) Viewed 5929 times
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- train_effects.grf
- (98.48 KiB) Downloaded 234 times
Re: New Graphics - Blender ".blend" thread (Works In Progres
source images not included in nml fileAlberth wrote:Nice, how did you manage to compress 450KB result in less than 1K source?

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- planetmaker
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Re: New Graphics - Blender ".blend" thread (Works In Progres
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.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.
OpenTTD: manual | online content | translations | Wanted contributions and patches
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Re: New Graphics - Blender ".blend" thread (Works In Progres
Here is the source for anyone that wants to play with it.planetmaker wrote: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.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.
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
- Source files
- (2.09 MiB) Downloaded 226 times
Re: New Graphics - Blender ".blend" thread (Works In Progres
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
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
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- Small Explosion
- bang.png (306.2 KiB) Viewed 7110 times
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- fireball.png
- Large Explosion
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- explosion_effects.grf
- NewGRF
- (1.98 MiB) Downloaded 284 times
Re: New Graphics - Blender ".blend" thread (Works In Progres
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 (509.18 KiB) Viewed 1459 times
Re: New Graphics - Blender ".blend" thread (Works In Progres
Perhaps add some more smoke in scenes 2 and 3. And probably really dirty smoke, like more black.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?
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Re: New Graphics - Blender ".blend" thread (Works In Progres
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:
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:
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- CN003701.jpg (50.56 KiB) Viewed 6587 times
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- 8 Spin.png (132.12 KiB) Viewed 6587 times
Re: New Graphics - Blender ".blend" thread (Works In Progres
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.
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
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
You want to make sure that the engine alone does not exceed half a tile. Otherwise glitches are ahead.
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
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Re: New Graphics - Blender ".blend" thread (Works In Progres
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).
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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