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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Prometeusz
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Post by Prometeusz »

Ben_Robbins_ wrote:Hmm...these cheap seats, do people have to shimmy up the stadium framework to get to them, or is there a starcase/lift system?
our stadium is popularyzing healthy life style so there is a rope :P
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Reuben
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Post by Reuben »

Would you like some planes? :D

I'm new to openTTD, I've used it for nearly a week now, and am still battling the infamous DeSync Error. while trawling the forums for answers (which i found) i happened upon this thread, and thought I'd share with you some of my planes. I use x-plane flight simulator, and build jets for it, which are very accurate (have access to the vector based plans in the operating manuals for the real things). "x-planers" are starting to use blender for the 3D work (traditionally we used the app provided with the sim) and so have copies of my 747's (i have the pax version too, but the server with all the pics is down), and 767's in .blend files, all textured up
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-Reuben
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Post by richk67 »

WOW! I thought those were photos for several seconds... (hell, its 4am, Im allowed poor eyesight ;) )
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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Post by Field-Mouse »

m8, that would be sooo cool, those look really photorealistic!!
Simply fantastic!
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Post by Reuben »

It's quite low poly (maybe a 5th or even less than a Flight sim model), so if it's ever needed in transport empire, it'll be easy on the frames too. :D
-Reuben
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Ben_Robbins_
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Post by Ben_Robbins_ »

What the hell?! I still think there photo's. There awesum
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Post by Field-Mouse »

ZxBiohazardZx wrote:
lowman wrote:Not quite in the same league, but here is my textured truck:
the flaps are not really as they are in real life (well not where i live....)

anyway just get it worked out a little more, it looks fine...

@ somone..... can you texture my depot if i upload it?
To bring up a subject 2 pages back..:
The mudflaps are that blocky on some cementmixers.
Take a look at these pics of our house, taken a while ago (yes, we are renovating). The two cementmixers have to types of mudflaps. One is blocky, and one is "round".
If anybody cares anymore :)

EDIT:: One more thing, the cars made by dmh_mac, they are pretty out of scale, right?? if they are, maybe they should be scaled and uploaded again so that all cars have the same size? :)
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Ben_Robbins_
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Post by Ben_Robbins_ »

Field-Mouse: I think the cars where done when the square size was 25-25. So they probly do need resizeing
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Post by Field-Mouse »

Ben_Robbins_: Im not sure, but i think they are even smaller than that. But as i said before, I havent got the hang of blender and the scale of things here yet. :P Would be nice if someone could give them a correct scale... That would also help me scale my own things to a correct scale, and use the cars as a reference for scale. :)
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Ben_Robbins_
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Post by Ben_Robbins_ »

I just increased them 200% and they seem to be far more realistic.

I cant seem to export from blender in obj and not loose the textures. Any advice (going across to max, and preferebly back again)...just tried .obj, and .stl doesnt do it either.
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Post by Field-Mouse »

Ben_Robbins_: I exported from XSI to obj, and imported it in blender, the other way i might have used another way.. I think i used something called "collada" or something like that... Yeah, collada was the name, its a .dae format. I believe I used that to export from blender to XSI.

EDIT:: No, i didnt use collada for anything, I used .XSI exporter in blender :) but i use .obj from XSI to blender.
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Post by shampie »

I dont see much of any consumption stands or an entrance to the stadium?
looks very promising!
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Ben_Robbins_
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Post by Ben_Robbins_ »

hmm, When i try to export to obj I'm having no luck. I get the two folloing option bars. This is how i currently have it. Any advice what would seem the correct way to export?

At present obj seems to fail, and neither mesh nor material import into blender.
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Post by Field-Mouse »

Ben_Robbins_ wrote:hmm, When i try to export to obj I'm having no luck. I get the two folloing option bars. This is how i currently have it. Any advice what would seem the correct way to export?

At present obj seems to fail, and neither mesh nor material import into blender.
EDIT:: There is allready a 3ds exporter and importer in blender.. Too bad it doesnt work.. :P The export seems to work, but not the import. Materials doesnt seem to export very good through the .obj format, Im gonna do all my materials in blender i think, and do the meshes in XSI. Im gonna try to see if I have a solution for your problem, hang on. :)

EDIT:: No, im sorry, however, if I were you i would try collada. https://collada.org/public_forum/index. ... 73fd68d2b4
They have plugins for several 3d apps on their site, including blender, XSI and 3ds max, however, I only have 3ds max 6 and the plugins are for 7 and 8 so I could not test it for you.. But collada is made for this sort of thing, so its worth a try I think.
Last edited by Field-Mouse on 05 Jul 2006 22:53, edited 1 time in total.
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Post by Redirect Left »

Ben_Robbins_ wrote:What the hell?! I still think there photo's. There awesum
If they were real, the ground wouldnt be so flat ( applies to second pic)
If they were real, the airplanes wouldnt have pixelated unstraight lines.
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Need some good tested AI? - Unofficial AI Tester, list of good stuff & thread is here.
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Ben_Robbins_
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Post by Ben_Robbins_ »

<Sorry if this is a little off topic>

Field-Mouse: Cheers for that. I'll check that out. I found this earlier http://blenderartists.org/forum/showthread.php?t=71204 but doesnt seem to have solved the problem at present... Would be nice to get these programs to talk to each other

Captain_Kirk76: Um..yeah <rolls eyes and slaps forehead>
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Reuben
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Post by Reuben »

Ben_Robbins_ wrote:What the hell?! I still think they're photo's. They're awesum
I'm flattered, we do our best to get those planes looking real. :)
Captain_Kirk76 wrote: If they were real, the ground wouldnt be so flat ( applies to second pic)
If they were real, the airplanes wouldnt have pixelated unstraight lines.
Well in defence.. The second pic is auckland, i did photo terrain for the place, and the only was to do that, is to place the images on the older ENV type scenery system, which is horrible, low detail, very flat, and booring. the new nice high detail stuff (in the first pic) does not support photo based terrain. And the unstraight lines are due to the way x-plane texture maps.. it takes loads of practice to make them seem straight, you don't want to know what it looks like on the texture file!!

On another note, here's another pic, this time a 767-300 poorly rendered in plane maker I've not yet imported this one into blender
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-Reuben
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graphics_master
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Post by graphics_master »

POORLY RENDERED. Thats awesome and not poorly rendered
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Thalass
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Post by Thalass »

That is indeed awesome. Right down to the Star Alliance logo next to the door and everything. Nifteh!
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Ben_Robbins_
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Post by Ben_Robbins_ »

I worked on a water graphic today. The current one seems not to have sprites, (actionsomthing or other) but i think there is 16 frames, so i made 16 frames over the same time period. It tiles, but water always looks strange tiled, cause in nature its got so much variation over a large area.
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