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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CryingCorvus
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Re: New Graphics - Blender ".blend" thread

Post by CryingCorvus »

Wacki I really like your forest :D and I think is very good but not sure if this forest will be prominent enought betwen other trees around. but wait for others opinion, I can play with this one anyway :mrgreen: .



Edit: I was wrong... Forest is really good :]
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Re: New Graphics - Blender ".blend" thread

Post by trainmaster611 »

Wacki wrote: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.
Is that meant for the forest industry or just regular trees? It's probably better for the latter because planted forests always very uniform (same species, looks, etc) so that wouldn't give the correct impression. I love it though :P
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Re: New Graphics - Blender ".blend" thread

Post by Moriarty »

Out of curiosity, where do folks put the "finished" .blend files? Do you just keep them on your computer or is there some central repository?
I see the wiki page with the list of "completeds", but that's only got renders on it, not the models themselves.
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

Wacki wrote: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.
I like it. These trees are very nice.
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Re: New Graphics - Blender ".blend" thread

Post by Jupix »

Moriarty wrote:Out of curiosity, where do folks put the "finished" .blend files? Do you just keep them on your computer or is there some central repository?
The attachment feature on these forums seems ok for this.

Then again, I've written a file repository webapp for exactly this sort of thing, I wonder if some of you would like to use it if I set one up for OTTD gfx dev use.
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Re: New Graphics - Blender ".blend" thread

Post by Zuu »

I don't know if someone objects on the idea, but if you decide to set it up I think this is something you can ask Owen for an account at users.tt-forums.net. Having it there rather than on your home-server I think more people are confident with.

There was someone who wrote a website for managing files for 32bpp OpenTTD, probably similar to your. I don't remember who made it or exactly what the purpose what. :D
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Re: New Graphics - Blender ".blend" thread

Post by Belgabor »

Optimal would be some kind of CMS/Versioning/Tracker system, ie one system that serves both as a reference of what is completed/in-work and keeps versioning of submitted files, both source (blend, skp, whatever) and coded png/tar files.

I think it is of utmost importance to have as many source files available as early as possible with a defined license. Too often people vanish on places on the internet for various reasons and leave promising work unfinished. Without source files available which can be used by successors, their work is for naught.
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

This is a preview of the stations and signals. I have coded some sprites, but there are some station sprites and signals uncoded.
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Station 2×1
Station 2×1
new_station1.JPEG (258.94 KiB) Viewed 1440 times
Small 1×1 station.
Small 1×1 station.
new_station2.JPEG (164.07 KiB) Viewed 1427 times
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Re: New Graphics - Blender ".blend" thread

Post by j0rdax »

I wonder what happened to the shadow on the center platform of the 2x1 station. I did render it, maybe it is a z-order problem? It might have to be attached to the roof pieces 1079 - 1082 instead of 1075 - 1078. Will play around with it. I still have an issue with the glass roof of the station not rendering transparent. I know the original sprites used some yellow masks for it, anybody know how that works?
Attachments
see the shadows..
see the shadows..
1078_z0.png (32.29 KiB) Viewed 3763 times
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Re: New Graphics - Blender ".blend" thread

Post by CryingCorvus »

I think small station is ready to code. I wish to get both stations as soon as posible ;]
Im uploading some more sprites...
old coal truck ofcourse is just an update :P Disaligned trucks dont bother me too much but I know they can be aligned correctlu:]
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coalsteeltrucks.png
coalsteeltrucks.png (55.52 KiB) Viewed 3752 times
Steelcoaltrucks.rar
(1.02 MiB) Downloaded 206 times
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Benny
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Re: New Graphics - Blender ".blend" thread

Post by Benny »

Damn! Really sexy as allways!
Are you going to make any truks that looks like scanias? I dont like renault, and your futuristic trucks looks like renaults! :P
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CryingCorvus
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Re: New Graphics - Blender ".blend" thread

Post by CryingCorvus »

Bennythen00b wrote:Damn! Really sexy as allways!
Are you going to make any truks that looks like scanias? I dont like renault, and your futuristic trucks looks like renaults! :P

I wish to but Im not sure my scania will fit the game... Some persons here wanted something more futuristic than modern ?( :roll: Anyway I will had to change the model in order to fit the game (shorter, lower and such) after this it will never be the same ;]
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Re: New Graphics - Blender ".blend" thread

Post by Benny »

Cool, I'm looking forward to it. 8)
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Re: New Graphics - Blender ".blend" thread

Post by Korenn »

j0rdax wrote:I still have an issue with the glass roof of the station not rendering transparent. I know the original sprites used some yellow masks for it, anybody know how that works?
The way the glass sprites work in 8bpp is like this: in any place where the mask sprite is non-empty, make the pixels below a step darker. So it didn't actually draw anything, it only changed what was already rendered.

But in 32bpp, you should be able to just use proper transparency? Faking it seems rather pointless when you can do it properly.
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

can someone try coding my monorail depot, since i didnt read any major comments, id love to see them coded....

they are 1-2 pages back.... any requests/changes can still be posted, but id love to see a TAR file and see/check it ingame...
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Re: New Graphics - Blender ".blend" thread

Post by habell »

CryingCorvus wrote:I think small station is ready to code. I wish to get both stations as soon as posible ;]
Im uploading some more sprites...
old coal truck ofcourse is just an update :P Disaligned trucks dont bother me too much but I know they can be aligned correctlu:]

Since I'm coding the old truck now anyway, I'll see what I can do about this missalignment. :oops:

Just bare with me :mrgreen:
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

ZxBiohazardZx wrote:can someone try coding my monorail depot, since i didnt read any major comments, id love to see them coded....

they are 1-2 pages back.... any requests/changes can still be posted, but id love to see a TAR file and see/check it ingame...
I'm coding it.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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Re: New Graphics - Blender ".blend" thread

Post by j0rdax »

Korenn wrote:But in 32bpp, you should be able to just use proper transparency? Faking it seems rather pointless when you can do it properly.
It has to be done in gimp. As far as I can see, blender doesn't do glass transparency well.
Am busy already, have just rendered new glass which still have to be added in with transparency.
The station is just a preview as there are some shaddow glitches too. We might need to attach the ground shaddow to the roof sprites for the razed center tiles. When trains pass through, the shaddow flashes on and off.
I want to adjust the arches on the sides because they look bland to me.
The masks seem to be the problem when zooming out, Maquinista, I will render the pieces seperately and hopefully get a good match.
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Re: New Graphics - Blender ".blend" thread

Post by LordAzamath »

You need to set the blender to render RGBA and in png and I can see no problem in transparency with Blender
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

j0rdax wrote:
Korenn wrote:But in 32bpp, you should be able to just use proper transparency? Faking it seems rather pointless when you can do it properly.
It has to be done in gimp. As far as I can see, blender doesn't do glass transparency well.
Am busy already, have just rendered new glass which still have to be added in with transparency.
The station is just a preview as there are some shaddow glitches too. We might need to attach the ground shaddow to the roof sprites for the razed center tiles. When trains pass through, the shaddow flashes on and off.
I want to adjust the arches on the sides because they look bland to me.
The masks seem to be the problem when zooming out, Maquinista, I will render the pieces seperately and hopefully get a good match.
blender is very capable of transparency, ive seeen extreme good glass-replica's windows etc, you just have to get the shaders, transparency and reflections right.....
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