New Graphics - Blender ".blend" thread (Works In Progress)
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- Gorre
- Transport Coordinator
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- Joined: 03 Jan 2004 10:28
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Yes you can, select that object and pres NKEY.
About your problem with camera, camera is facing on 'Empty.003' (the one i moved in this animation), when you move with him, camera's facing will also move (rotate), so you have to append it also (its in /objects/).
About your problem with camera, camera is facing on 'Empty.003' (the one i moved in this animation), when you move with him, camera's facing will also move (rotate), so you have to append it also (its in /objects/).
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- 01_6.gif (20.69 KiB) Viewed 4911 times
- Gorre
- Transport Coordinator
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My current project is Oil Rig remodelling.
I'm having problems with it, because it's too huge and it takes too much time to edit and also to render. I'm making it with construction phases, only first two are completed. You can see my second phase finished as attachment and source of unfinished third (rendering it in full resolution would take hours on my PC), if you want it.
I'm having problems with it, because it's too huge and it takes too much time to edit and also to render. I'm making it with construction phases, only first two are completed. You can see my second phase finished as attachment and source of unfinished third (rendering it in full resolution would take hours on my PC), if you want it.
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- 3_oil_rig.7z
- (789.71 KiB) Downloaded 286 times
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- oil_rig_2.png
- (440.51 KiB) Downloaded 494 times
Sorry, but the constructions phrases are totally wrong. Oil rigs are made on land first, then towed out! It loogs good, but it can't be usedG0RR3 wrote:My current project is Oil Rig remodelling.
I'm having problems with it, because it's too huge and it takes too much time to edit and also to render. I'm making it with construction phases, only first two are completed. You can see my second phase finished as attachment and source of unfinished third (rendering it in full resolution would take hours on my PC), if you want it.

Alcohol is not the answer, it just makes you forget the question.
- LordOfThePigs
- Route Supervisor
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- Joined: 01 Jul 2004 10:28
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np
In the time of builifing now, there could maybe be smaller drilling-platforms deployed, that checks wether there is oil, then they could leave and the oil rig could pop up. It wouldn't be too unrealistic, because in TTD a day is like a secound, and moving a oil-rig from the shore to the sea won't take many days.
Yes but there is no construction phase, is there? Even if it were, we should discontinue that because it's wrong. Oil rigs are built on land, usually not even close to the sea, in parts, then theire taken to the shore, kinda, and mashed together, and then it's driven out on the ocean and sunk down 'till it's down. I saw that on discoveryLordOfThePigs wrote:Well, in OTTD they are built directly on the water IIRC...

Alcohol is not the answer, it just makes you forget the question.
that was that star oil rig off the coast of norway... I believe it's the biggest oil rig in the deepest water anywhere, so it's not a good example of the 'average' rigThorRune wrote:np
Yes but there is no construction phase, is there? Even if it were, we should discontinue that because it's wrong. Oil rigs are built on land, usually not even close to the sea, in parts, then theire taken to the shore, kinda, and mashed together, and then it's driven out on the ocean and sunk down 'till it's down. I saw that on discoveryLordOfThePigs wrote:Well, in OTTD they are built directly on the water IIRC...In the time of builifing now, there could maybe be smaller drilling-platforms deployed, that checks wether there is oil, then they could leave and the oil rig could pop up. It wouldn't be too unrealistic, because in TTD a day is like a secound, and moving a oil-rig from the shore to the sea won't take many days.

Creator of the Openttd Challenge Spinoff, Town Demand patch
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Sellu, hmmm i am sure i would be able to do it, but time is sooo tight right now.Sellu wrote:Hmm just tried blender and its bit hard to master. Could some blender guru
make article to wiki about the lighting setup and materials so that they could be adapted to other 3d modelling packages too?
if you model stuff, then it will be easy enough to append them to Blender, and then put the materials on them. (even if someone else does that)
the camera and lighting setup has stuff including animation, and camera settings in it that would also need to be translated. but yeah it would be good to have that info on the wiki.
Alltaken
Thank you so much!G0RR3 wrote:Yes you can, select that object and pres NKEY.
I've fixed the camera thing, and it all works good with the proper scale.
The only thing I did to the camera was changing lens from 240 to 40 (render was too magnificed, and it was cropped)
Also, some windows and the door may look strange due to... hmm... 50% rendering scale? They just look like raised from the building, but in fact they are lowered.
Also I think the barrels can be in random colors, just like factory roof or water towers.
I've analyzed the current oil well animation - there are six frames (then same frames going backward). I can make the new one animating with six sprites or with twelve sprites - decision belongs to Alltaken
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- oilwell_mix.png (61.86 KiB) Viewed 4597 times
ok next thing you need to do is return or duplicate... "ALL" of the previous render settings (F10 i think) in your new file.
things such as OSA (oversample, antialiasing are other names)
Key rendering, PNG format, RGBA....
your current render is extremely jaggy due to the over sampling,
next thing, who has oil wells on concrete ground? IMO they might have a concrete pad but wouldn't be on concrete ground.
other than that you are definatly getting the hang of this.
my suggestion is to do all the modeling in my lighting setups and then rename the files to what you want. then the settings will be garenteed to be the same.
Alltaken
things such as OSA (oversample, antialiasing are other names)
Key rendering, PNG format, RGBA....
your current render is extremely jaggy due to the over sampling,
next thing, who has oil wells on concrete ground? IMO they might have a concrete pad but wouldn't be on concrete ground.
other than that you are definatly getting the hang of this.
my suggestion is to do all the modeling in my lighting setups and then rename the files to what you want. then the settings will be garenteed to be the same.
Alltaken
Will do!Alltaken wrote:ok next thing you need to do is return or duplicate... "ALL" of the previous render settings (F10 i think) in your new file.
Alltaken wrote:next thing, who has oil wells on concrete ground? IMO they might have a concrete pad but wouldn't be on concrete ground.
So can I make the tiles transparent, or shall I render various oil wells: on grass, snow, arctic grass, tropical grass, desert?Meush wrote:I think it would look nicer to have oil wells with transparent background (concerte should be just under the machinery - rest of tile would be transparent: grass\snow\desert\whatever)
Thank you.Alltaken wrote:other than that you are definatly getting the hang of this.
That's definately a good idea whuch I will use... But the camera is magnificating too much! Lens=240? Too much for meAlltaken wrote:my suggestion is to do all the modeling in my lighting setups and then rename the files to what you want. then the settings will be garenteed to be the same.
just remove the tile, and model whatever concrete pad it should be on. items like oil wells can "sit ontop of grass" they don't need to replace grass tiles like the old version.MeusH wrote: So can I make the tiles transparent, or shall I render various oil wells: on grass, snow, arctic grass, tropical grass, desert?
basicly we are trying to move away from everything also including the tile, it means we can put anything on any ground tile type (without needed to duplicate the model lots)
Hmmmm the camera setup you are using shouldn't even have a "lens" setting. it should be an ortho camera with a "scale" setting.That's definately a good idea whuch I will use... But the camera is magnificating too much! Lens=240? Too much for me
you are using 2.37a and the lighting setups from this page? http://wiki.openttd.org/index.php/Light ... raphics%29
you can press the NUMPAD 7,1,3 buttons to exist the camera view, you can press the NUM 0 button to go back into camera view. the camera zoom should be of no consequence except for at rendering.
Alltaken
Nice graphics 

Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.

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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."
Nice graphics! Altough I think the left part of the roof is too bright.
Here is attached image, which shows the official light+camera setup. You can see camera is looking too high, so changing lens from 240 to 40 makes my sprites render in the bottom part of the image.
Here is attached image, which shows the official light+camera setup. You can see camera is looking too high, so changing lens from 240 to 40 makes my sprites render in the bottom part of the image.
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- Actual blender render, with lens=40
- oilwell_office.png (37.04 KiB) Viewed 4316 times
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- official_camera_setting.gif (20.2 KiB) Viewed 1025 times
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