New Graphics - Blender ".blend" thread (Works In Progress)
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Re: New Graphics - Blender ".blend" thread
I made lumbermill today... it is only preview. Any comments?
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- lumbermill1.png (186.38 KiB) Viewed 5630 times
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- lumbermill2.png (154.11 KiB) Viewed 5626 times
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- lumbermill3.png (171.04 KiB) Viewed 5628 times
Sorry for my very bad English!!! 
I am 3dsmax artist.

I am 3dsmax artist.
Re: New Graphics - Blender ".blend" thread
sorry for double post...
- Attachments
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- lumbermill4.png (71.04 KiB) Viewed 5624 times
Sorry for my very bad English!!! 
I am 3dsmax artist.

I am 3dsmax artist.
Re: New Graphics - Blender ".blend" thread
Don't be sorry, with posts like this, I wouldn't mind you quadruple posting. Simply magnificent !
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Re: New Graphics - Blender ".blend" thread
It is awesome.
Also, the Power station has some *.blend files, I will try search them.
I can try code the mail trucks, but now I'm with the Wotan signals.
It could be interesting a new page in the wiki with a coding tracker. It could have these states:
-Ready for coding
-WIP
-Coded, but not tested
-Can't be coded without new GRF.
-Uncomplete (needs construction stages)
-Needs fixes
If a TAR file is coded, It can be deleted from this tracker.
Also, the Power station has some *.blend files, I will try search them.
I can try code the mail trucks, but now I'm with the Wotan signals.
It could be interesting a new page in the wiki with a coding tracker. It could have these states:
-Ready for coding
-WIP
-Coded, but not tested
-Can't be coded without new GRF.
-Uncomplete (needs construction stages)
-Needs fixes
If a TAR file is coded, It can be deleted from this tracker.
Sorry if my english is too poor, I want learn it, but it isn't too easy.
- [list][*]Why use PNG screenshots in 8 bpp games.
[*]Caravan site New Industry. · Spain set. · Some spanish trains for locomotion[*]Favourites:GRVTS · ECS · FIRS
- habell
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Re: New Graphics - Blender ".blend" thread
I will try to code themCryingCorvus wrote:Just The Mail-trucks sprites, Maybe somone code them.

I'm new at this. Your previous post of coal, grain, goods and tanker trucks are coded. But somehow I can't get the mask file to work

I've imported the pallet of a png-mask file which works and copied the color from that to the new mak-files. But it seems I'm doing something wrong.
Can anyone help me with the mask files?
As I understand it, the mask-file don't need x and y-offsets, because they take it from the original sprite, right?
Any help is welcome.
Here are the codes truck from CryingCorvus, not the mail truck.
As sad, the mask-files are there, but don't work

[EDIT]
Deleted files, see a few posts down for updated versions
Last edited by habell on 28 Feb 2009 15:19, edited 1 time in total.
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Re: New Graphics - Blender ".blend" thread
The problem is that the name of the file must be "3327_z0m.png" and You have "3327m_z0.png". I will fix it, but ¡Thanks for your work!habell wrote:I will try to code themCryingCorvus wrote:Just The Mail-trucks sprites, Maybe somone code them.![]()
I'm new at this. Your previous post of coal, grain, goods and tanker trucks are coded. But somehow I can't get the mask file to work
I've imported the pallet of a png-mask file which works and copied the color from that to the new mak-files. But it seems I'm doing something wrong.
Can anyone help me with the mask files?
As I understand it, the mask-file don't need x and y-offsets, because they take it from the original sprite, right?
Any help is welcome.
Here are the codes truck from CryingCorvus, not the mail truck.
As sad, the mask-files are there, but don't work

When I finish the Wotan signals, I will code the new saw mill.
Sorry if my english is too poor, I want learn it, but it isn't too easy.
- [list][*]Why use PNG screenshots in 8 bpp games.
[*]Caravan site New Industry. · Spain set. · Some spanish trains for locomotion[*]Favourites:GRVTS · ECS · FIRS
Re: New Graphics - Blender ".blend" thread
Here are the station sprites for maquinista to play with. The cut-up in blender was a mission. No masks yet. I rendered the 2x1 station without glass in the roof as the saved png's aren't transparent under the glass. Any ideas?
Hey-hey, nice mail trucks, CryingCorvus. The envelope on the blue one might be nicer facing the other way?
Wacki...great work on the lumbermill.
Hey-hey, nice mail trucks, CryingCorvus. The envelope on the blue one might be nicer facing the other way?
Wacki...great work on the lumbermill.
- Attachments
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- StationSprites.7z
- For testing of cut-up render.
- (497.9 KiB) Downloaded 237 times
Rom 1:16 For I am not ashamed of the gospel of Christ, for it is the power of God unto salvation to every one that believes...
Mat 10:32 "So I will acknowledge in front of my Father in heaven that person who acknowledges me in front of others.
Mat 10:33 But I will tell my Father in heaven that I don't know the person who tells others that he doesn't know me.
Mat 10:32 "So I will acknowledge in front of my Father in heaven that person who acknowledges me in front of others.
Mat 10:33 But I will tell my Father in heaven that I don't know the person who tells others that he doesn't know me.
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Re: New Graphics - Blender ".blend" thread
Ah, thanks. Not that they work though
I get white boxes everywhere.
Here are the CryingCorvus mailtrucks. Maybe maquinista could take a look at the mask files here too.
[EDIT]
Deleted files, see a few posts down for updated versions

Here are the CryingCorvus mailtrucks. Maybe maquinista could take a look at the mask files here too.
[EDIT]
Deleted files, see a few posts down for updated versions
Last edited by habell on 28 Feb 2009 15:19, edited 2 times in total.
Re: New Graphics - Blender ".blend" thread
Your mask files seem to have only 2 colours, and the mask is drawn with index 1 (the blue colour). For company colours, the index in the palette must be in the range 196-203. And transparency must be applied. Easiest way would be to copy the mask file of a working set, and then draw or copy /paste your mask
- CryingCorvus
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Re: New Graphics - Blender ".blend" thread
Ok now anyone could do this
its just "copy and paste" job.
my next one will be made that way
But in photoshop I got full Colour table not only 2 ;] and transparency

my next one will be made that way

But in photoshop I got full Colour table not only 2 ;] and transparency
- habell
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Re: New Graphics - Blender ".blend" thread
Thats the way I did it. But it seems Paint.Net does not respect palletsGeekToo wrote:Your mask files seem to have only 2 colours, and the mask is drawn with index 1 (the blue colour). For company colours, the index in the palette must be in the range 196-203. And transparency must be applied. Easiest way would be to copy the mask file of a working set, and then draw or copy /paste your mask

I've used Paint Shop Pro now, imported the pallet and used the color indexes from the wiki, and it works. Unfortunately I've an illegal version of PSP and would like to use open source programs. But it seems I can't for creating mask files

I'm no fan of Gimp, to cluttered and too many resources used on my PC when I tried it, never used it since.
I'll post my updated files when I've updated all the mask files. You've to just a while longer

[EDIT]
I've updated the mask files. So they sould work now (they do with me

I've also deleted the files from my previous posts, since they are now obsolete

- Attachments
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- CryingCorvus_trucks.tar
- CryingCorvus trucks, incl mail, working masks
- (1.05 MiB) Downloaded 201 times
Re: New Graphics - Blender ".blend" thread
I try to made a forest... but I don't know, how it will look in game... 

- Attachments
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- les1.png (115.1 KiB) Viewed 5898 times
Sorry for my very bad English!!! 
I am 3dsmax artist.

I am 3dsmax artist.
- CryingCorvus
- Engineer
- Posts: 89
- Joined: 06 Jul 2006 16:30
Re: New Graphics - Blender ".blend" thread
Ok I'v finished third Oil tanker and send here, hope it looks good enought to code. I updated old tanker to more saturaded one, 'Habell' You can update it if you want. I think, perhaps I will send all the rest by types.
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- tankers.png (28.28 KiB) Viewed 5053 times
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- oiltankers.rar
- (271.47 KiB) Downloaded 189 times
Last edited by CryingCorvus on 01 Mar 2009 03:26, edited 2 times in total.
Re: New Graphics - Blender ".blend" thread
The models look great, Corvus.
I wouldn't mind seeing a more weathered version, but I feel like that for most of the vehicles.

I wouldn't mind seeing a more weathered version, but I feel like that for most of the vehicles.
"A script is what you give the actors. A program is what you give the audience."
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- habell
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Re: New Graphics - Blender ".blend" thread
Ok, I'll see what I can doCryingCorvus wrote:Ok I'v finished third Oil tanker and send here, hope it looks good enought to code. I updated old tanker to more saturaded one, 'Habell' You can update it if you want. I think, perhaps I will send all the rest by types.

[EDIT]
I've coded the tanker trucks.
The color are much better now, thanks CryingCorvus for adjusting this

- Attachments
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- CryingCorvus_old_and_new_Tanker_truck.tar.tar
- CryingCorvus tanker trucks
- (219.5 KiB) Downloaded 198 times
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- Screenshot new trucks
- 32bpp_schreenshot.jpg (100.33 KiB) Viewed 4966 times
Re: New Graphics - Blender ".blend" thread
Again, the trucks look great!
Wacki, I like your forest. I'm sure it will look good ingame. Remember the growing stages also.
Wacki, I like your forest. I'm sure it will look good ingame. Remember the growing stages also.
Rom 1:16 For I am not ashamed of the gospel of Christ, for it is the power of God unto salvation to every one that believes...
Mat 10:32 "So I will acknowledge in front of my Father in heaven that person who acknowledges me in front of others.
Mat 10:33 But I will tell my Father in heaven that I don't know the person who tells others that he doesn't know me.
Mat 10:32 "So I will acknowledge in front of my Father in heaven that person who acknowledges me in front of others.
Mat 10:33 But I will tell my Father in heaven that I don't know the person who tells others that he doesn't know me.
Re: New Graphics - Blender ".blend" thread
Hmm, if that's a screenshot (and not copy-pasting of the PNGs onto a background from the game), then the trucks don't all seem to be aligned the same/correctly.habell wrote:Ok, I'll see what I can doCryingCorvus wrote:Ok I'v finished third Oil tanker and send here, hope it looks good enought to code. I updated old tanker to more saturaded one, 'Habell' You can update it if you want. I think, perhaps I will send all the rest by types.
[EDIT]
I've coded the tanker trucks.
The color are much better now, thanks CryingCorvus for adjusting this
The trucks look am-a-zing though!

Re: New Graphics - Blender ".blend" thread
update... but I am not sure, that looks good in game??? Please any comments, because I would not like to make growing stages for nothing.
- Attachments
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- les4.png (111.73 KiB) Viewed 5530 times
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- forest.jpg (320.7 KiB) Viewed 1376 times
Sorry for my very bad English!!! 
I am 3dsmax artist.

I am 3dsmax artist.
- habell
- Transport Coordinator
- Posts: 374
- Joined: 04 Mar 2004 12:47
- Location: Veenendaal, The Netherlands
Re: New Graphics - Blender ".blend" thread
The sprites aren't the same width either, it's the best I can do without a proper tool for it. I made the alignment by site.ArmEagle wrote:Hmm, if that's a screenshot (and not copy-pasting of the PNGs onto a background from the game), then the trucks don't all seem to be aligned the same/correctly.
The trucks look am-a-zing though!

I've tried another alignment tool

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