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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Red*Star
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Re: New Graphics - Blender ".blend" thread

Post by Red*Star »

sobczyk wrote:I'm not very experienced using blender though I thought I'll give it a shot.
My idea of heliport
Image
What do you think?

It would be great if the game allowed helipad over the street.
From the modeling point of view: Looks nice, better what I ever got to work in Blender. :)

Physically I consider the structural integrity of the HeliPad to be very problematic - or at least disputable. Probably, when there are strong up-winds, the stress for the bolting/fastening of the platform that will emerge could result in the wind just throwing/blowing away your whole platform.
I think that's not the way of "flying" passengers want, when they think about using a helicopter transport service ;)

Of course it depends also on how the undersurface looks like. If it has the form of a spherical cap, you will get problems with lifting forces (well, upside down lifting forces in this special case) when the wind blows horizontal.
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Re: New Graphics - Blender ".blend" thread

Post by DeletedUser21 »

It looks very nice! Only one thing:

Elevatorshaft or staircase. I see holes in the helipad so I assume people can go down. But now, they will go down and meet the floor the hard way. :wink: :P
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Re: New Graphics - Blender ".blend" thread

Post by sobczyk »

I noted your remarks and created something more resistant to wind ;)
Image
I dont't know whether I got the scale right.
I can also redo the old one to have staircase around the grid instead of assuming an elevator inside.
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Re: New Graphics - Blender ".blend" thread

Post by CommanderZ »

This is too futuristic. Btw, why are you trying to make the heliport that high? It could easily be one story building imo...
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Re: New Graphics - Blender ".blend" thread

Post by sobczyk »

CommanderZ wrote:This is too futuristic. Btw, why are you trying to make the heliport that high? It could easily be one story building imo...
Is there any standarised height (blender units) for a floor? So the buildings will look the same.

If thats, possible ingame I can lower it, but I don't understand how these are futuristic. Commuting with a chopper is.

How do you make the lights on the landing zone?
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

search blender guides for " Halo" lightning setup

im sure you find something there

i DO like the futuristic look of the helipad, helicopters are expensive transportation method and a futuristic bus imo, so yeah its nice:)
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Re: New Graphics - Blender ".blend" thread

Post by Red*Star »

Indeed, looks nice now :))
Like sun is to the dark soil,
so is true enlightenment to the soil's friends.

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Re: New Graphics - Blender ".blend" thread

Post by audigex »

I like the new one, but it still looks a little unstable... what about getting a shape somewhat similar to this - to look a little more stable? Just a suggestion :)

http://www.youthreaction.org/binaries/our_crew/bbc2.gif

http://barrowtaliban.files.wordpress.co ... -house.jpg
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Re: New Graphics - Blender ".blend" thread

Post by sobczyk »

Some additional objects. I'm still not sure the floor height is right.
As for the lights I though about the blinking ones on the landing zone.
btw is the grass available somwhere? I could use it here to be consistent.
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Re: New Graphics - Blender ".blend" thread

Post by athanasios »

Grass doesn't need to be consistent. It is fine as you made it.
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

for your how to make a light question:

http://download.blender.org/documentati ... andle.html

see particle+halo light setup

or:

http://download.blender.org/documentati ... works.html

exactly the same

if you dont want to use particles, it works just the same for normal spheres/shapes....
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Re: New Graphics - Blender ".blend" thread

Post by northstar2 »

I have tryed to draw a house with sketchup(sorry i am a beginner and sketchup is easier for me) and exported it in blender in obj file.
my problem is that in rendering all the textures don't appear.i can see them selecting:draw type-textured in viewportshading but not in rendering.
can someone help me?
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HOUSE.zip
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0001.png
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Re: New Graphics - Blender ".blend" thread

Post by CommanderZ »

Nice house for the first attempt! The model looks very similiar to Varivars's pieces (I can't think of better compliment in this area).

Anyways, the stripes on the model look very weird, I ges the are not intentional, are they?

Such effects usually show up when you have two polygons on the same place (you possibly may have unintentionally duplicated the model).
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Re: New Graphics - Blender ".blend" thread

Post by trainboy2004 »

Little teaser from what's coming in a few days:

WIP in SketchUp 7:
http://img150.imageshack.us/img150/3924/e152fk1.png
Last edited by trainboy2004 on 02 Dec 2008 15:04, edited 1 time in total.
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Re: New Graphics - Blender ".blend" thread

Post by zytok »

sorry, excuse my ignorance but how do I get these new graphics into the game? I have added blitter = 32bpp-simple to my config file and have a tar file (32bpp_mega_pack_nozoom_v20080901) in my openttd/data folder but I only get a small selection of updated gfx. A link to a step by step guide (if available) would be great.
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Re: New Graphics - Blender ".blend" thread

Post by Teemes »

zytok, that's because not all graphics have been remade in 32bpp yet. Actually, this year there have been a couple more graphics released for the "32bpp extra zoom levels" patch than for the trunk. That one is not a part of the regular development, so you have to apply it manually or use a precompiled binary, but the newest of those is already a couple hundred revisions old. Furthermore, many graphics you find in this thread are only concept renders that haven't found their way into the game (yet!). To see what is actually available, have a look at the wiki here for the trunk and here (scroll down) for the extra zoom version. If you find stuff that is missing in the 32bpp_megapack but is downloadable from the wiki, I suggest you post a message in the thread for the megapack.
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Re: New Graphics - Blender ".blend" thread

Post by trainboy2004 »

New stuff:
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orthogonal
orthogonal
e512a.png (334.61 KiB) Viewed 4307 times
diagonal
diagonal
e512b.png (443.01 KiB) Viewed 4334 times
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Re: New Graphics - Blender ".blend" thread

Post by r3fl3x3s »

awsooomeee :bow:
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Re: New Graphics - Blender ".blend" thread

Post by This is my name »

Wow, the pantograph is very detailed! :shock:

Keep it going :wink: .
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Re: New Graphics - Blender ".blend" thread

Post by northstar2 »

i have made a swiss house and i would have suggestions and opinions for modifications.
thanks.
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Swiss style house.png
Swiss style house.png (138.86 KiB) Viewed 3951 times
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