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.

Moderator: Graphics Moderators

ZxBiohazardZx
Tycoon
Tycoon
Posts: 1534
Joined: 14 Mar 2006 12:46
Location: Netherlands

Post by ZxBiohazardZx »

hey dudes long time no upload from me, ill explain why: exams/school

i really dont have time to blend at all so if any of you wants to edit my depot=> download it from page 107 or so and continue this great work you do

i do see great work:
station looks great, the bus-station/truckstation look great, i hope you guys can do this fast
User avatar
Aracirion
Traffic Manager
Traffic Manager
Posts: 241
Joined: 15 Jan 2006 15:15
Contact:

Post by Aracirion »

I've had enough of blender for texturing, so I made a lighting setup for LW ... Now I could finally try to have some window reflections .. what do you think?
Attachments
clydesdale LW render
clydesdale LW render
clydesdale new lw.png (312.69 KiB) Viewed 5366 times
User avatar
brupje
Transport Coordinator
Transport Coordinator
Posts: 288
Joined: 03 Oct 2006 07:17
Location: The hague, Netherlands

Post by brupje »

it looks very nice to me, but I wonder what it's like when it is zoomed out.

On an other subject (maybe more a development one?), I was trying to make a tar file yesterday for the 32bit trunk, including a few of these buildings . So I could see how it would look in the game. I managed to use one of ben's corners as road, but it's hard to do. Every sprite has a unique number, but I can't find a reference for that. Sprite.h might be the one, but the numbers I got are not present.
DaleStan
TTDPatch Developer
TTDPatch Developer
Posts: 10285
Joined: 18 Feb 2004 03:06
Contact:

Post by DaleStan »

I don't know if they'd be any help, but you might try checking the sprite numbers in trg1r.pcx.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
User avatar
LordOfThePigs
Route Supervisor
Route Supervisor
Posts: 435
Joined: 01 Jul 2004 10:28
Location: Jura/Switzerland

Post by LordOfThePigs »

All these graphics are very nice, but where are the .blend files stored?
Sometimes I'm told "Brilliant"...
Sometimes I'm told "Charming"...
And Often I'm told "Shut Up"!
User avatar
brupje
Transport Coordinator
Transport Coordinator
Posts: 288
Joined: 03 Oct 2006 07:17
Location: The hague, Netherlands

Post by brupje »

DaleStan wrote:I don't know if they'd be any help, but you might try checking the sprite numbers in trg1r.pcx.
that could be the key, thanks :)
QtanJ
Engineer
Engineer
Posts: 21
Joined: 27 Jun 2006 11:52
Location: Europe, Norway

Post by QtanJ »

I've had great success with importing it to 32bpp tar files. But since the nfo files are hard to get used to it takes time. This is what I currently have made.

I assume I'm allowed to import and scale every picture in this thread(I scaled them down to 4-5kb). If required I'll also upload the tar archive with pictures and nfo file(I won't convert it to grf)

*The depot is really a half peace of road since I couldn't figure out what number I could use to replace the road depot.
Attachments
Roadanddepot.png
Roadanddepot.png (130.7 KiB) Viewed 5517 times
User avatar
brupje
Transport Coordinator
Transport Coordinator
Posts: 288
Joined: 03 Oct 2006 07:17
Location: The hague, Netherlands

Post by brupje »

yeah great work! I was about to do it myself ,but if someone else is doing it even better ;) I can't wait to see the graphics in this threat in the game :p The straight road should be a pixel lower tho :)

I guess it would be best to upload it to the wiki, so everybody can update it as graphics develop?
User avatar
brupje
Transport Coordinator
Transport Coordinator
Posts: 288
Joined: 03 Oct 2006 07:17
Location: The hague, Netherlands

Post by brupje »

here's an update of my verhicle depot. I changed it to look more like the old model, also fixed an error.
Attachments
depot.png
depot.png (74.17 KiB) Viewed 5504 times
User avatar
brupje
Transport Coordinator
Transport Coordinator
Posts: 288
Joined: 03 Oct 2006 07:17
Location: The hague, Netherlands

Post by brupje »

here's an update of my verhicle depot. I changed it to look more like the old model, also fixed an error. -edit- whoops other post is to be ignored :P
Attachments
verhicle_depot2.rar
(763.58 KiB) Downloaded 204 times
depot.png
depot.png (74.17 KiB) Viewed 5506 times
BerberJesus
Engineer
Engineer
Posts: 30
Joined: 27 Apr 2006 17:19
Location: Germany Hannover

Post by BerberJesus »

Aracirion wrote:@ BerberJesus: great model! it might look a little dark, but I suppose that is because of the dark background. But technically speaking: did u use a light setup with a plane outside of the tile? cause the brightness of the wall on the left is different in the top-left image and the bottom left one ... I'd hate to go back to that blender stuff if it didn't work .................. :?
thx

I use the standart light setup from the wiki, there is a plane outside of the tile.
Is that the current light setup?
User avatar
brupje
Transport Coordinator
Transport Coordinator
Posts: 288
Joined: 03 Oct 2006 07:17
Location: The hague, Netherlands

Post by brupje »

BerberJesus wrote:
thx

I use the standart light setup from the wiki, there is a plane outside of the tile.
Is that the current light setup?[/quote]

I use that too, I think your render is great the way it is now :)
User avatar
Born Acorn
Tycoon
Tycoon
Posts: 7597
Joined: 10 Dec 2002 20:36
Skype: bornacorn
Location: Wrexham, Wales
Contact:

Post by Born Acorn »

brupje wrote:here's an update of my verhicle depot. I changed it to look more like the old model, also fixed an error. -edit- whoops other post is to be ignored :P
Would it be possible to put the roof on top of the three walls instead of just inside them?
Image
User avatar
brupje
Transport Coordinator
Transport Coordinator
Posts: 288
Joined: 03 Oct 2006 07:17
Location: The hague, Netherlands

Post by brupje »

Born Acorn wrote:
brupje wrote:here's an update of my verhicle depot. I changed it to look more like the old model, also fixed an error. -edit- whoops other post is to be ignored :P
Would it be possible to put the roof on top of the three walls instead of just inside them?
it's inside 2 of them, as the original is too. Although it's hard to see.
User avatar
Born Acorn
Tycoon
Tycoon
Posts: 7597
Joined: 10 Dec 2002 20:36
Skype: bornacorn
Location: Wrexham, Wales
Contact:

Post by Born Acorn »

The original seems to be resting on a thin strip of pixels which in turn rests on the wall. That seems to be more due to technical limitations rather than a recreation.

Can you try putting the roof on the walls? It should look a whole ton more realistic. It seems a bit strange to have the points where the most weight would be beneath the top of the walls. (As the roof trusses sit on the walls)

Image
Image
joed
Engineer
Engineer
Posts: 90
Joined: 30 Jan 2005 11:10
Location: Melbourne AU

Post by joed »

brupje wrote:here's an update of my verhicle depot. I changed it to look more like the old model, also fixed an error. -edit- whoops other post is to be ignored :P
The architecture seems a little awkward. How about using a sawtooth roof that goes from the opening to the back. Also cleristory windows in the roof.

With the windows, how about adding security bars to them?

Good work so far.
User avatar
Born Acorn
Tycoon
Tycoon
Posts: 7597
Joined: 10 Dec 2002 20:36
Skype: bornacorn
Location: Wrexham, Wales
Contact:

Post by Born Acorn »

Usually, it's iron bars, or no windows at all on depots/warehouses such as this.
Image
User avatar
charlieg
Transport Coordinator
Transport Coordinator
Posts: 323
Joined: 08 Oct 2003 14:07
Contact:

Post by charlieg »

Crazy Vaclav wrote:I had some fun re-texturing some old models and decided to create a station. The models here are shown at the correct scale.
That looks AWESOME :shock:
Open source tycoon games
--
Free Gamer - open source and Free Software games
FreeGameDev forums - open source game development community
Moriarty
Tycoon
Tycoon
Posts: 1395
Joined: 12 Jun 2004 00:37
Location: United Kingdom of Great Britain and Northern Ireland
Contact:

Post by Moriarty »

LordOfThePigs wrote:All these graphics are very nice, but where are the .blend files stored?
On the computer of the person who created them. But there's presently an effort to create a central repository (at last :) ).
See this thread:
http://www.tt-forums.net/viewtopic.php?t=27416
User avatar
brupje
Transport Coordinator
Transport Coordinator
Posts: 288
Joined: 03 Oct 2006 07:17
Location: The hague, Netherlands

Post by brupje »

@joed: the jigsaw type is used for the monorail depot.

@ Born Acorn : do you have a picture of that type of iron bars you mean?
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: Bing [Bot] and 4 guests