New Graphics - Blender ".blend" thread (Works In Progress)
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- Tycoon
- Posts: 1534
- Joined: 14 Mar 2006 12:46
- Location: Netherlands
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
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
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.
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.
I don't know if they'd be any help, but you might try checking the sprite numbers in trg1r.pcx.
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- LordOfThePigs
- Route Supervisor
- Posts: 435
- Joined: 01 Jul 2004 10:28
- Location: Jura/Switzerland
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.
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.
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- Roadanddepot.png (130.7 KiB) Viewed 5517 times
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 

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- verhicle_depot2.rar
- (763.58 KiB) Downloaded 204 times
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- depot.png (74.17 KiB) Viewed 5506 times
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- Engineer
- Posts: 30
- Joined: 27 Apr 2006 17:19
- Location: Germany Hannover
thxAracirion 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 ..................![]()
I use the standart light setup from the wiki, there is a plane outside of the tile.
Is that the current light setup?
- Born Acorn
- Tycoon
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it's inside 2 of them, as the original is too. Although it's hard to see.Born Acorn wrote:Would it be possible to put the roof on top of the three walls instead of just inside them?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
- Born Acorn
- Tycoon
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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)

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)
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.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
With the windows, how about adding security bars to them?
Good work so far.
- Born Acorn
- Tycoon
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That looks AWESOMECrazy 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.

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- Tycoon
- Posts: 1395
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- Location: United Kingdom of Great Britain and Northern Ireland
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On the computer of the person who created them. But there's presently an effort to create a central repository (at lastLordOfThePigs wrote:All these graphics are very nice, but where are the .blend files stored?

See this thread:
http://www.tt-forums.net/viewtopic.php?t=27416
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