New Graphics - Blender ".blend" thread (Works In Progress)

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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DeathByCake
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Post by DeathByCake »

For goodness sakes, i've oseted a couple of replies over the last few days, none of which have shown up on the board (i'm on a very dodgy connection) i'm still working on the airport, i've been working with the idea of a 2 square wide runway (25m <----> in total) which seems enough to accomodate the wheelbase of any of the aircraft we're using.

As for leaving space for the wingspan, i've kind of been planning for that aswell, meaning that a runway ends up as fifty meters wide (adding an extra square either side) though that might have to be increased deoending on the scale of the planes. I wanted to mention the new airbus, eclipses the 747.

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Crazy Vaclav
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Post by Crazy Vaclav »

Not sure what "create new vertical group" means, but do this:

Do everything in your list up to 5), but the first thing you should do is to give the whole thing a colour, so that the roof is "2 mat 2"

6) Press "Assign" then "new".
7) Sellect the faces you want to give a new colour and press "Assign" again. Now it should say 2 mat 2.
8 ) Give it the colour you want, but make sure it says 2mat2 in the little window.
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Aracirion
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airport size

Post by Aracirion »

hmm ... I am here about the sizes again. If roads and rail tracks will fit into a 12,5x12,5m square in the new version, then sizes are going to change anyway, and trying to keep airport sizes the same would make not much sense. look at my pictures.

Big: If 1 old square --> 1 new 12,5x12,5 square, then the new houses will be so much bigger that a 3x4 squares airport would be ridiculuos.

Small: If 1 old square --> 1 new 25x25m square the new houses look about the same size as the old ones, and airports need only be slightly bigger for normal planes. version B you drew should accommodate even some md11 if we allow somewhat short runways

on the other hand, if we would have modular airports, longer runways would be much less of a problem because you wouldn't have to fit the whole airport into a square, instead you could use the space as available




p.s. why is nobody commenting on the new light setup? is it so bad? or do you just not care?
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Alltaken
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Re: airport size

Post by Alltaken »

Aracirion wrote: p.s. why is nobody commenting on the new light setup? is it so bad? or do you just not care?
its a very technical problem.

i'll have a look at it some time, but my university is currently the most important thing in my life.

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Ben_Robbins_
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Post by Ben_Robbins_ »

eek....hmm, The biggest plane would be realistic, but thats not the biggest plane....If it was, then it would work, but the biggest planes are almost double the wingspan.. (almost 8 squares)

Realative to the planes the airports are going to have to be out of realistic scale, otherwise A size 'B' airport would be needed for the original planes.

Shorley the buildings would be in the 'plane_small_860 scale', because they are 1x1 sqaure buildings. They look silly in the 'planes_big' image. I don't think tring to make the old squares and new sqaures relative (for measuurements) works, becuase of the old squares lack of comfomaty to measurments.

I think an airport bigger than B is going to be rediculous (espeically becuase this is the smallest airport)....so to fit all planes onto that, then the planes would need to be at about 60% of there realistic size.

Considering that you will be able to zoom in to x4 times this size, one of the largest planes, even at 60% of the size will consumed almost the entire screen and smash monitors in its wake as it shoots past...

I didnt notice that you had posted in the lighting thread...ill read that now..sorry. (It isnt bad at all)
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DeathByCake
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Post by DeathByCake »

The problem then is the scale of the modules. Then again I suppose I could form the actual docking port as a seperate element, I suppose.

I'm trying to think how high an average plane's doors are from the ground (this kind of dictates the height of any airport buildings).

As discussed earlier the use of diagonal parking could be a good idea, though i'm not sure whether it can be done?

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lowman
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Post by lowman »

Regarding planes I think what works visually is far more important that what is "correct" according to scale. The scale in TTD is totaly out of wack anyways, trains are the same sizes as planes which are the same size as trucks etc...the point is it still LOOKS OK. In that vein I think the small plane version is much better, and the size of the airport is what I would consider to be the absolute maximum.

My 2 cents. Anyways I textured my bobcat.
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the master e
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Post by the master e »

looks good, mabe try some detail on the tires and lights
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White Rabbit
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Post by White Rabbit »

Is that for the 'Fund road reconstruction' in the local authority window?
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Ben_Robbins_
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Post by Ben_Robbins_ »

Its for genral use in buildings construction stages, and elseware if nessesery. It looks a lot better now its textured, could you render it off in the scaled size, to see if the detail is sufficent?
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DeathByCake
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Post by DeathByCake »

Aww, that bobcat's soo cute!

I agree with the above, what looks good is more important, it's just getting it pinned down that's the pain at the moment, no one seems to know.
I'm wondering if it's up to us lot? I hate responsibility.

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Ben_Robbins_
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Post by Ben_Robbins_ »

For the loading tunnels, is there no way you could design them to fit multiple differnt hieght doors?... Having a sloping tunnel end with multiple exit doors, would allow differnt hieght airoplane doors to line up with it. Although the horizontal alignment would then be tricky...
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ZxBiohazardZx
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Post by ZxBiohazardZx »

thx crazy ill look at it when i got some time off....

(schoolwork is piling up lolz)

if i got time ill check the color, and acrion i cant get the new lightsetup loaded (post as.zip plz)

ill also update the list soon

for the planes, like the fact you change ideas on it, not much time now to check all....
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lowman
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Post by lowman »

Ben_Robbins_ wrote:Its for genral use in buildings construction stages, and elseware if nessesery. It looks a lot better now its textured, could you render it off in the scaled size, to see if the detail is sufficent?
Would do if I could figure out how! Selecting all meshes and using the scale comand either does absolutely nothing, or cause one mesh to scale, while all the others slide around in relation to it.

Its also looks a LOT darker than when I rendered it on my laptop at home, that wasn't intentional.
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Post by ZxBiohazardZx »

lowman wrote:
Ben_Robbins_ wrote:Its for genral use in buildings construction stages, and elseware if nessesery. It looks a lot better now its textured, could you render it off in the scaled size, to see if the detail is sufficent?
Would do if I could figure out how! Selecting all meshes and using the scale comand either does absolutely nothing, or cause one mesh to scale, while all the others slide around in relation to it.

Its also looks a LOT darker than when I rendered it on my laptop at home, that wasn't intentional.
maybe you set your brightness to other levels?
ZxBiohazardZx
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Post by ZxBiohazardZx »

ok update on the maglev depot:

added fans on the roof (warm building?)

feedback plz:):P
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ZxBiohazardZx
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Post by ZxBiohazardZx »

updated list
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Crazy Vaclav
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Post by Crazy Vaclav »

The Boeing 777 is done now, and I have also made some new train wagons. You can find them all on the wiki, though they might not yet be visible on the compilation page.
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the master e
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Post by the master e »

@ bio, is going into the right direction! Have any ideas for the sides? Mabe some futuristic windows? Ill try to find a pict.
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the master e
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Post by the master e »

Like this window :)
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