[media] Railroads for TE
Moderator: Transport Empire Moderators
- uzurpator
- Transport Empire Moderator
- Posts: 2178
- Joined: 10 Jan 2003 12:21
- Location: Katowice, Poland
[media] Railroads for TE
This topic is for the work on railroads and their infrastructure used in Transport Empire. If you have content you want to share in this aspect, please post it here.
Current theme - dutch railways.
If you want to submit media content for TE which follows this theme - please do this here.
Media might include - textures, models, sunds etc.
General rules:
- Higher polycount and resolution is better then lower polycount and resolution
- Format is irrelevant as long as it is relatively common or can be converted to a common format (blender, maya, 3d studio etc).
- The content posted here is considered under GPL license. Therefore if you post, your work automatically becomes GPLd.
Current theme - dutch railways.
If you want to submit media content for TE which follows this theme - please do this here.
Media might include - textures, models, sunds etc.
General rules:
- Higher polycount and resolution is better then lower polycount and resolution
- Format is irrelevant as long as it is relatively common or can be converted to a common format (blender, maya, 3d studio etc).
- The content posted here is considered under GPL license. Therefore if you post, your work automatically becomes GPLd.
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Something like this D52?
(Guess that al least it'll need some kind of valve gear
Oh, dutch you say?
But although they served their function when rendered for Simutrans pak128, they have not received enough care for certain tasks such as, well, a 3D game.
In any case, I'm posting the Klopopler model.
(Guess that al least it'll need some kind of valve gear
Oh, dutch you say?
But although they served their function when rendered for Simutrans pak128, they have not received enough care for certain tasks such as, well, a 3D game.
In any case, I'm posting the Klopopler model.
- Attachments
-
- jnrlocomotive.png (56.59 KiB) Viewed 33178 times
-
- nsrailyards.png (282.6 KiB) Viewed 36148 times
-
- Klopoper.rar
- (140.45 KiB) Downloaded 618 times
Thanks
Well, that's a good question, they're not finished at all, they were meant for much lighter tasks.
Oh, and they're not pretty efficient regarding polys.
I've got lots and lots of stuff at this level. (and lots and lots and lots)
But I'm not entirely happy with the GPL, so dunno...
EDIT: I thought you had asked about the polycount
Well, that's a good question, they're not finished at all, they were meant for much lighter tasks.
Oh, and they're not pretty efficient regarding polys.
I've got lots and lots of stuff at this level. (and lots and lots and lots)
But I'm not entirely happy with the GPL, so dunno...
EDIT: I thought you had asked about the polycount
The amount of polies in the model is in the top right of the Blender window. I see most of your polygons are quads, and we need triangles in game. Converted to triangles there're 10308 polygons in your train, which is quite a lot, but not insane (and there is the possibility of reducing that count, the windows for example can be done entirely with the textures).
I'm not into licensing. The game is going to be GPL, if you're not comfortable with that license, perhaps it's possible to use a different one that isn't too incompatible from GPL to be used for Transport Empire.
I'm not into licensing. The game is going to be GPL, if you're not comfortable with that license, perhaps it's possible to use a different one that isn't too incompatible from GPL to be used for Transport Empire.
I've got no real issues with GPL, but in the past I've posted some .blend files and they were desecrated, so to say
About reducing to triangles and a more reduced amount of polys. Well, as you see, this is a very quick model, since I wanted the set out fast, and I didn't cared about committing insane amounts of polys that could be saved by textures, as you say. But I find fun to model and ugly to UV map, so I didn't do it at the moment, I can try now, however. Well, not NOW, but whenever I revisit these vehicles.
About reducing to triangles and a more reduced amount of polys. Well, as you see, this is a very quick model, since I wanted the set out fast, and I didn't cared about committing insane amounts of polys that could be saved by textures, as you say. But I find fun to model and ugly to UV map, so I didn't do it at the moment, I can try now, however. Well, not NOW, but whenever I revisit these vehicles.
Woah, these models are enough to create a decent set with.
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
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."
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."
Not yet, got stuck somewhere in the nineties of the EMU 'line', oh, and would need wagons. (passenger wagons, freight I have too, but won't spam the thread)
It'd be nice to see a vehicle that sets quality standards. It's pretty easy to get better models, only giving them some time.
And I really hope that the style doesn't get out of hand, as we can all see in the lovely but psychodelic results that OTTD32bit is yielding.
It'd be nice to see a vehicle that sets quality standards. It's pretty easy to get better models, only giving them some time.
And I really hope that the style doesn't get out of hand, as we can all see in the lovely but psychodelic results that OTTD32bit is yielding.
Don't you mean the Koploper?Raven wrote:In any case, I'm posting the Klopopler model.
Nice models too, although the first one looks a bit high detailed so I doubt that it will go ingame although it looks awesome!
Don't panic - My YouTube channel - Follow me on twitter (@XeryusTC) - Play Tribes: Ascend - Tired of Dropbox? Try SpiderOak (use this link and we both get 1GB extra space)
OpenTTD: manual #openttdcoop: blog | wiki | public server | NewGRF pack | DevZone
OpenTTD: manual #openttdcoop: blog | wiki | public server | NewGRF pack | DevZone
Gresley - Ginzu, hhehe
(no, that doesn't excuse it )
Yep, Koploper
About reducing spritecount, here's a little experiment about reducing bogies to a mere box, to save space
Posting the br8P, which is called something like SH8 in TTD
--------------------------------------------
Now, there are two ways to handle set creation, accept everything thus ending never and with a mixture of stuff. Or doing it the krtaylor way, with a tracking table, and efforts focused into one thing at a time.
For each model, UV map textures could very easily replace flat and undetailed surfaces like tender sides, with all the fine detail that's missing. In fact, lots of detail could be placed this way, and even create user configurable textures...
You proposed a NS themed set? Well, there's no ID restriction here, and real scale is not only possible, but a must, so it's the best moment to set some standards. In my oppinion, that is.
(no, that doesn't excuse it )
Yep, Koploper
About reducing spritecount, here's a little experiment about reducing bogies to a mere box, to save space
Posting the br8P, which is called something like SH8 in TTD
--------------------------------------------
Now, there are two ways to handle set creation, accept everything thus ending never and with a mixture of stuff. Or doing it the krtaylor way, with a tracking table, and efforts focused into one thing at a time.
For each model, UV map textures could very easily replace flat and undetailed surfaces like tender sides, with all the fine detail that's missing. In fact, lots of detail could be placed this way, and even create user configurable textures...
You proposed a NS themed set? Well, there's no ID restriction here, and real scale is not only possible, but a must, so it's the best moment to set some standards. In my oppinion, that is.
- Attachments
-
- Bogies_0.png (8.27 KiB) Viewed 33124 times
-
- engine.png (31.31 KiB) Viewed 33123 times
-
- sh8p.rar
- (120.33 KiB) Downloaded 513 times
- uzurpator
- Transport Empire Moderator
- Posts: 2178
- Joined: 10 Jan 2003 12:21
- Location: Katowice, Poland
RAVEN! I'll make love to you now!
Don't bother with polycount. High is good. If it proves too high, it can be reduced. Also, there are automatic ways to lower polycount - so high is good.
EDIT:
Standard is:
16 metres = 1 tile. Make all models adhere to realistic sizing and proportions.
EDIT2:
Talk to arathorn about organistion - but if I may - the tracking table is the best way imnsho.
EDIT3:
Regarding GPL - we need a possibility to alter the content - for the most basic need - ferinstance to switch format from .blender to, whichever we shall use. Or to use some sort of polycount culling or other postprocessing. Unless we devise some sort of other licence (because i can imagine you don't want to find your models in some commercial game in 4 years) then GPL or LGPL is a requirement of sorts.
Don't bother with polycount. High is good. If it proves too high, it can be reduced. Also, there are automatic ways to lower polycount - so high is good.
EDIT:
Standard is:
16 metres = 1 tile. Make all models adhere to realistic sizing and proportions.
EDIT2:
Talk to arathorn about organistion - but if I may - the tracking table is the best way imnsho.
EDIT3:
Regarding GPL - we need a possibility to alter the content - for the most basic need - ferinstance to switch format from .blender to, whichever we shall use. Or to use some sort of polycount culling or other postprocessing. Unless we devise some sort of other licence (because i can imagine you don't want to find your models in some commercial game in 4 years) then GPL or LGPL is a requirement of sorts.
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Well, AFAIK, TE can always use GPL'd media, so there's no problem. Discussing the license took too long anyways.
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
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."
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."
No, deciding which one to take took too long. The discussion itself was short as there were only some licence types considered possible. But until we have a licence set for Transport Empire I'm not sure we can simply use GPL'd media "always". Can someone knowledgable in the domain of GPL licenses help out here?Purno wrote:Well, AFAIK, TE can always use GPL'd media, so there's no problem. Discussing the license took too long anyways.
Well, we'd always be able to replace GPL'd media with media with another fitting license. Choosing GPL for now would greatly help getting the game developed, AFAICT.
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
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."
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."
Or if you depend on a 'team' of people that do the graph, create a private place to work in and forget about licenses until TE is released.
GPL should be fine for all the stuff I get around posted. At least for the moment. Just be kind to inform me if you use it for other purposes.
Whenever the tracking table is out, I'll start refining the models and creating UV maps for the people to have fun with their photoshops/gimps/paintbrushes.
Regards
GPL should be fine for all the stuff I get around posted. At least for the moment. Just be kind to inform me if you use it for other purposes.
Whenever the tracking table is out, I'll start refining the models and creating UV maps for the people to have fun with their photoshops/gimps/paintbrushes.
Regards
- Seelenquell
- Tycoon
- Posts: 1893
- Joined: 16 Oct 2004 13:42
- Location: C:\
wow! very impressive yard..
i did all models/renderings/textures myself. no conversions.
seelenquell.pytalhost.com has been reactivated from 16/07/28 till 18/05/31.. now it´s deactivated. at least there..
new URL is: http://seelenquell.125mb.com
seelenquell.pytalhost.com has been reactivated from 16/07/28 till 18/05/31.. now it´s deactivated. at least there..
new URL is: http://seelenquell.125mb.com
Thanks Seelenquell, been lurking around some forums and found your yards as well, now that's impressive!
On the vehicles topic, how shall these be introduced into the game?
Well, if you don't mind I'll activate lurking mode, but count on me when some sort of support for vehicles/buildings is implemented.
Regards
On the vehicles topic, how shall these be introduced into the game?
Well, if you don't mind I'll activate lurking mode, but count on me when some sort of support for vehicles/buildings is implemented.
Regards
-
- Tycoon
- Posts: 1534
- Joined: 14 Mar 2006 12:46
- Location: Netherlands
Who is online
Users browsing this forum: No registered users and 3 guests