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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Re: New Graphics - Blender ".blend" thread

Post by Ben_Robbins_ »

Hiya! Haven't been around for some time, but I have some spare time at the sec, so I cracked on where I left off. I have periodically checked the forum/wiki and have seen some really great work!

Firstly I've finished the faces. Thanks to Zephyris for his help and motivation on this! There finished to the level that there is a complete set. Some changes may happen at a later date, but this is where I'm leaving it for now. I've attached a random set of images of the 'African' faces. I have also redone a few elements for the 'European' faces, but it's minor. Basically only to make things work on all skin tones. This is version 2. (The first complete version)

I have also made all the road sprites in z1 and z2 now, as shrinking them in game from the z0's didn't look definite or contrasting enough. The roads actually get slightly darker the further out you go, and the cambers are emphasised. To avoid confusion, this is v3. I've then made a 'no lines' set of this also.

I have also tweaked a few more things for the ground sprites. I have only done the 'with lines' version for this at present, but I have a list of the bug's, and all the altered tiles if anyone wishes to do the 'no lines' set. I may do it, but I need a break from ground sprites, it's mind numbing. Cheers to =SLJ=DownEast for sorting a couple of bug's about 8 months ago also.

Also, I'm attaching a set of white squares which I have been using to find bugs. There the same as the selection squares, but solid white and expose partially/fully transparent pixels.

Also...I have made z1-z2 for the pavement sprite on which buildings sit.

Finally I saw a really nice set of railway tunnel entrances a while ago, and although I like the tunnel entrances, the grass didn't match the grass on the ground tiles though, so I have a modified set of tunnel entrances. (Is it's ok to attach the tar for this j0rdax?)

Oh yeah, finally finally, one of my favourite graphics I've seen, although a small part to play in the grand scheme of things, is the trees that grow on the town roads. Great work Varivar (and maquinista)! I do think it lacked a bit of contrast, and the shadow didn't match the tree though. I had a play with this, and I still need to tweak the shadow, but i'll upload this as a tar if it's OK?)

P.S thanks Jupix for making a repository! Anything I upload here, if I don't get around to it, can go there if you wish.

p.p.s. Sorry the graphics aren't anything exciting...just getting the 'bulk basics' finished first...I'll try to get a little more exciting later!
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African Faces.png
African Faces.png (376.59 KiB) Viewed 4622 times
Z1 roads.PNG
Z1 roads.PNG (848.06 KiB) Viewed 1396 times
Z2 roads.PNG
Z2 roads.PNG (647.39 KiB) Viewed 1396 times
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Re: New Graphics - Blender ".blend" thread

Post by Ben_Robbins_ »

.
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streettreetest.PNG
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Gap Tester.tar
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Re: New Graphics - Blender ".blend" thread

Post by Ben_Robbins_ »

.
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Roads - Lines - v3.tar
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Roads - No Lines v3.tar
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Faces v2.tar
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Re: New Graphics - Blender ".blend" thread

Post by Ben_Robbins_ »

Need to break up the Ground into multiple tar's, to upload to here, so I'll attach them later.
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Re: New Graphics - Blender ".blend" thread

Post by Ben_Robbins_ »

Some of these haven't been changed. The ones that have are minor glitch's; most probably won't notice a thing! Felt I should still get rid of these little things before building up from these sprites and having inconsistencies get out of hand. It's easier to have them in 1 place for a release of the set, so all 6 sections of ground are here:

[edit] - Re-uploaded 66% Grass. 2 glitches removed.
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Ground v4 - With Lines - Soil.tar
(1.13 MiB) Downloaded 266 times
Ground v4 - With Lines - 33% Grass.tar
(1.37 MiB) Downloaded 247 times
Ground v4 - With Lines - 66% Grass.tar
(1.42 MiB) Downloaded 238 times
Last edited by Ben_Robbins_ on 11 Dec 2009 22:15, edited 1 time in total.
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Re: New Graphics - Blender ".blend" thread

Post by Ben_Robbins_ »

.

[edit] - 1 glitch in '100% Grass' re-uploaded
Attachments
Ground v4 - With Lines - Bumpy Grass.tar
(1.65 MiB) Downloaded 265 times
Ground v4 - With Lines - Rocks.tar
(1.26 MiB) Downloaded 223 times
Ground v4 - With Lines - 100% Grass.tar
(1.31 MiB) Downloaded 280 times
Last edited by Ben_Robbins_ on 11 Dec 2009 22:15, edited 2 times in total.
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

Thanks! That's awesome, I will try to download it, update the wiki and make some screenshots.

Also, If You want add a new building that It is already made by Varivar, I can add the two, with one of the as new GRF (the building with more different than the original).

Also, I want make a simple GRF to add/remove the grid lines on the ground. The only problem is that I don't like to reload the GRFs while I'm playing.

Also, I should try to update the monorail and bridge sprites.
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Re: New Graphics - Blender ".blend" thread

Post by Varivar »

Great work. Those faces look very good. You have my permission to change the roadtrees, your shadow looks better than the one currently used. I (and Maquinista) will update the ogfx tar files on the wiki.
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Re: New Graphics - Blender ".blend" thread

Post by Roujin »

Wow, nice job, especially on the faces 8)

However some of those examples look rather silly.. I mean not the graphics, but the person looks silly - I think it's caused by one of the mouth variants... yes, look at A2, B1, C6, D1, D3, D5 of your examples - I can't help but think of these six portrayed persons in a negative way :lol:
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Re: New Graphics - Blender ".blend" thread

Post by Varivar »

I've updated the road tar. It's available here. I added the road updates by Ben Robbins and the one way signals by Maquinista.
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

Maybe I could try to made the tropical sprites from the latest Ben Robbins temperate sprites. Also, I want try to replace the transition tiles (desert and grass) with some vertical lines instead of dots.
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Re: New Graphics - Blender ".blend" thread

Post by Lord Aro »

Excellent!

He's back :mrgreen: :D
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

This is a screenshot with the new asphalt on the bridges made by Northstar2. The problem is the grass at the end of the entrance. It could be fixed adding some extra asphalt in the next tile, but this looks a bit worse when there are two consecutive bridges.

There are too many bridges to fix, and, I must fix the GRF file with the extra bridges.
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Re: New Graphics - Blender ".blend" thread

Post by ZeroMD »

Is is me, or are those bridges very dark colored
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Re: New Graphics - Blender ".blend" thread

Post by Varivar »

maquinista wrote:This is a screenshot with the new asphalt on the bridges made by Northstar2. The problem is the grass at the end of the entrance. It could be fixed adding some extra asphalt in the next tile, but this looks a bit worse when there are two consecutive bridges.

There are too many bridges to fix, and, I must fix the GRF file with the extra bridges.
Instead of changing the size of the bridge tiles, it would be better to make the grass tiles not overlap their borders.
ZeroMD wrote:Is is me, or are those bridges very dark colored
Compared to the 8bpp bridges they are indeed. Also all bridges have the same (dark red) color, while the original bridges have different colors. I guess the 32bpp bridges need some color mask files.
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

Varivar wrote:Instead of changing the size of the bridge tiles, it would be better to make the grass tiles not overlap their borders.
The problem is that the grass tile is the same tile used in the landscape.

Maybe It could be solved adding some code in the patch file, and releasing a GRF file to add the new tiles needed for bridges. This solution is more difficult, but It can give the best result. Also, level crossings could be redone in the same way:
Image
Varivar wrote:Compared to the 8bpp bridges they are indeed. Also all bridges have the same (dark red) color, while the original bridges have different colors. I guess the 32bpp bridges need some color mask files.
I can make the color conversion masks, but I don't know if the patch has implemented the code of the color conversions, because not all color changes have been implemented.
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Re: New Graphics - Blender ".blend" thread

Post by Varivar »

maquinista wrote:
Varivar wrote:Instead of changing the size of the bridge tiles, it would be better to make the grass tiles not overlap their borders.
The problem is that the grass tile is the same tile used in the landscape.

Maybe It could be solved adding some code in the patch file, and releasing a GRF file to add the new tiles needed for bridges. This solution is more difficult, but It can give the best result. Also, level crossings could be redone in the same way:
Image
I agree using a patch or grf file would be easier than changing all grass tiles. This will give better results as well.
maquinista wrote:
Varivar wrote:Compared to the 8bpp bridges they are indeed. Also all bridges have the same (dark red) color, while the original bridges have different colors. I guess the 32bpp bridges need some color mask files.
I can make the color conversion masks, but I don't know if the patch has implemented the code of the color conversions, because not all color changes have been implemented.
This is not only a problem with the bridges, but also with city buildings. Some buildings have blue masks, but instead they should be brown or grey like the original building.

I think Maquinista did a nice job on the railway fences, but as they aren't drawn in Blender (I guess) they lack detail. I tried to draw a fence in Blender, the result is attached. What do you think of it? Some details aren't very visible, I'll try to improve that.

-----------

I've updated the ogfx city buildings tar as well. It now contains the updated concrete tile and Tsjooks building.
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fence.png
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Re: New Graphics - Blender ".blend" thread

Post by peter1138 »

maquinista wrote:Also, level crossings could be redone in the same way:
railtypes
Actually I tried that idea and it didn't work, so another scheme will be needed...
He's like, some kind of OpenTTD developer.
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

petern wrote:
maquinista wrote:Also, level crossings could be redone in the same way:
railtypes
Actually I tried that idea and it didn't work, so another scheme will be needed...
Maybe four sprites, and the ground.

It would be interesting in 8 bpp also, because It will allow higher sings.
Varivar wrote:I think Maquinista did a nice job on the railway fences, but as they aren't drawn in Blender (I guess) they lack detail. I tried to draw a fence in Blender, the result is attached. What do you think of it? Some details aren't very visible, I'll try to improve that.

-----------

I've updated the ogfx city buildings tar as well. It now contains the updated concrete tile and Tsjooks building.
They was done with Inkscape, a vector editor. And they doesn't have details, they has only plain textures. Also, the airport fences was done with GIMP without textures, only shearing a texture.

Your fence is much better.

I have made a preview screenshot of suspension bridge. It needs a algorithm to render the different colours:
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Screenshot.
bridge_color_problem.jpg (71.69 KiB) Viewed 4182 times
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Re: New Graphics - Blender ".blend" thread

Post by Lord Aro »

one thing i can see from that picture is that not all the bridge is coloured blue :!: :?:
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