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

Post by Ben_Robbins_ »

Anyone can upload things, as long as it doesn't infringe on the licence of what there uploading. The trees could be uploaded by myself (just the 2)..but then people would need the lot, so that there's not 2 conflicting files with different sprites for one...so I could then remake a tar and put it there also... I didn't upload them becuase I was awaiting some opinion, given that they are replacing existing 32bpp full zoom sprites, rather than being a first bash, so I don't want to do any replacing that's not generally welcomed.

Anyway, tonight is the same, I've been working on some existing bits to try to standardise them. I've edited basically all of the road sprites in Brupje's Road industrial and passenger 'stations' set. I've made the team colouring match other team colours..it was quite pink before, as well as darkening and adding some ambience to the wooden fencing. I've redone all the road sprites at all zooms in this set so they tile up with the roads, which has been a 'todo' for about 3 years. Roads are done to all zoom levels also. Again as a .rar for the same reasons. Also to add confusion some files weren't from trg1r and the symlinks method has the known issue here. Feel free to 'organise'.
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

Zephyris wrote:
SHADOW-XIII wrote:bus - dmu pic.
i think bus stopped bit too close to the "barrier" ? it's like touching it
That's because the bus is far longer than a normal OpenTTD bus, if you shrunk the bus down to TTD length scale it would fit better...
looking at proportions again, that bus is bigger than a train wagon, while it should be the other way around (and is there a reason the bus CAN be bigger, but the trains are all shrunk to miniatures?:P
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Re: New Graphics - Blender ".blend" thread

Post by Jupix »

petert wrote:I'm not sure what Jupix's policy, whether you have to upload your own work, or if it is collaborative.
As a rule, you upload your own stuff, and if you don't, people won't get out of your hair till you do or authorize someone to do it for you.
I strongly suggest people don't upload other people's work without very specific permission.
ZxBiohazardZx wrote:and is there a reason the bus CAN be bigger, but the trains are all shrunk to miniatures?:P
I'm guessing here, but they really can't. The reason they are is that the artist was cheating. If the train carriages were bigger they would overlap with each other, the same way the bus overlaps with the barrier.
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Zephyris
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

Jupix wrote:
ZxBiohazardZx wrote:and is there a reason the bus CAN be bigger, but the trains are all shrunk to miniatures?:P
I'm guessing here, but they really can't. The reason they are is that the artist was cheating. If the train carriages were bigger they would overlap with each other, the same way the bus overlaps with the barrier.
You will also see that the bus will cause glitches under bridges, entering tunnels, and when in bumper-to-bumper ques because it it too long. The only way to avoid these problems is to shrink its length to what it should be, ie. the length of the train carriages.
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Re: New Graphics - Blender ".blend" thread

Post by Antonio1984 »

Hi guys...anyone have coded in 32bpp the following houses?
Image

Image

thanks a lot...
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Re: New Graphics - Blender ".blend" thread

Post by tsjook »

Those are OpenGFX I guess so they are not in the usual list. Maybe someone does know which original sprites they replace.

Probably at least one of them has not been made yet. As their shape is rather straightforward it may be a good idea to pick one and model it while learning Blender. :wink: Take this as a hint: if you want something done, the best way is to do it yourself. You'll learn 3D modeling and it's fun to boot.
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Re: New Graphics - Blender ".blend" thread

Post by Ben_Robbins_ »

I have to get on with a few other things this week, so I'm uploading this is an incomplete form as it is usable. I hope to finish it later. Currently there is a complete z0 set and a z1 set with the grass replaced but with crudly resized rails and glitches. If anyone wants to mess about trying to make the railway look suitable for z1 and z2 even if just on one straight sprite, it will be helpful as something to work off. There is now a 'With Lines' and 'Without Lines' set. The bat file is attached.

Changes: The rails now line up (still line up with the trains/stations). Grass match's 'Grounds' grass, likewise for grid lines. Emphasised texturing and shading, realignment of the sleepers, and more definite grass edge. All of them have been on my todo list for so long, I think 'Chicago Rail Authority' requested it in 2007! The grass is still higher than the rails, but that will have to happen to keep it all tiling.
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Re: New Graphics - Blender ".blend" thread

Post by Lord Aro »

excellent!
i was wondering when this might get done, even better that it's by the person who made it in the first place :bow:
"Chicago Rail Authority"?? ?(
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Re: New Graphics - Blender ".blend" thread

Post by PluueeR »

Shouldn't the gravel underneath the switch be more round instead of angular? See attachment.
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Re: New Graphics - Blender ".blend" thread

Post by Thief^ »

I think the same gravel is used for the full T junction as well, that's why it's like that.
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Re: New Graphics - Blender ".blend" thread

Post by PluueeR »

Thief^ wrote:I think the same gravel is used for the full T junction as well, that's why it's like that.
Than it should be changed... :D
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

Thief^ wrote:I think the same gravel is used for the full T junction as well, that's why it's like that.
Yup
PluueeR2 wrote:Than it should be changed... :D
Unlikely because of the restrictions of keeping compatibility with 8bpp/original graphics...
Last edited by Zephyris on 05 Feb 2010 21:09, edited 1 time in total.
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

PluueeR wrote:Shouldn't the gravel underneath the switch be more round instead of angular? See attachment.
The problem is that there is only five ground sprites and 6 track pieces available for railway junctions. The example screenshot shows three junctions made with only one ground sprite and three track pieces.

You can only change this modifying the sourcecode. It would bee too complicated and It doesn't look bad now.
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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 Ben_Robbins_ »

Ignoring the central example, there are 4 situations, of which 2 could be slightly tweaked, There the 2 facing the other direction to PluueeR's example image. Because of the draw order, the diagonal track piece that is beneath could have a small bit of grass which is hidden by an additional piece of gravel on the top diagonal. Would take a lot of effort for a half-arsed fix on 1/2 of the tiles we are talking about.

If your wondering the draw order is: the straights then top piece, bottom piece, left piece, right piece.

PluueeR's : While your at it fixing that issue if you have a spare moment can you make this paintbrush edit a reality as well?!
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Re: New Graphics - Blender ".blend" thread

Post by bazil14 »

Ben_Robbins_ wrote:Ignoring the central example, there are 4 situations, of which 2 could be slightly tweaked, There the 2 facing the other direction to PluueeR's example image. Because of the draw order, the diagonal track piece that is beneath could have a small bit of grass which is hidden by an additional piece of gravel on the top diagonal. Would take a lot of effort for a half-arsed fix on 1/2 of the tiles we are talking about.

If your wondering the draw order is: the straights then top piece, bottom piece, left piece, right piece.

PluueeR's : While your at it fixing that issue if you have a spare moment can you make this paintbrush edit a reality as well?!

That is Awsome! any ideas how that could be implemented?
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

The curved rails looks very nice.
bazil14 wrote:
Ben_Robbins_ wrote:Ignoring the central example, there are 4 situations, of which 2 could be slightly tweaked, There the 2 facing the other direction to PluueeR's example image. Because of the draw order, the diagonal track piece that is beneath could have a small bit of grass which is hidden by an additional piece of gravel on the top diagonal. Would take a lot of effort for a half-arsed fix on 1/2 of the tiles we are talking about.

If your wondering the draw order is: the straights then top piece, bottom piece, left piece, right piece.

PluueeR's : While your at it fixing that issue if you have a spare moment can you make this paintbrush edit a reality as well?!

That is Awsome! any ideas how that could be implemented?
All ideas could be implemented, but It needs changes in the sourcecode and add these new sprites...
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Re: New Graphics - Blender ".blend" thread

Post by CommanderZ »

It can't without changing the source code.
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Re: New Graphics - Blender ".blend" thread

Post by PluueeR »

@Ben_Robbins: That looks even better. But I'm not a coder nor a 3D modeller. Was just showing an idea I had.
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Re: New Graphics - Blender ".blend" thread

Post by ArmEagle »

Wouldn't that kind of also imply that trains/wagons turn smoother, thus requiring way more sprites (or 'just' 3D models+rendering)?
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

ArmEagle wrote:Wouldn't that kind of also imply that trains/wagons turn smoother, thus requiring way more sprites (or 'just' 3D models+rendering)?
Not necessarily, see, for example, simutrans rail and vehicles. And trust me that the coding required to add more view angles is not trivial :)
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