New Graphics - Blender ".blend" thread (Works In Progress)
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- Tycoon
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Re: New Graphics - Blender ".blend" thread
I have created a preview of the fingers. I have modified a sprite because It was too short. Also, I have made it less narrow.
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- Airport suggestion.
- airport2.jpg (98.5 KiB) Viewed 2308 times
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
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Re: New Graphics - Blender ".blend" thread
maquinista wrote:I have created a preview of the fingers. I have modified a sprite because It was too short. Also, I have made it less narrow.
Maybe I have to traslate the selected gangaways..because actually they aren't centered with respect to the building...
Do you think this solution can be solve the problem, or the original sprites are in a fixed and indipendent position?
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- Tycoon
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Re: New Graphics - Blender ".blend" thread
I can move them. Their position is not fixed.Antonio1984 wrote:maquinista wrote:I have created a preview of the fingers. I have modified a sprite because It was too short. Also, I have made it less narrow.
Maybe I have to traslate the selected gangaways..because actually they aren't centered with respect to the building...
Do you think this solution can be solve the problem, or the original sprites are in a fixed and indipendent position?
The only problem is that They must be coded with the central building.
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
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Re: New Graphics - Blender ".blend" thread
Ah ok...so I have to do the central building, so you can code them together...I set on work on it...maquinista wrote:I can move them. Their position is not fixed.Antonio1984 wrote:maquinista wrote:I have created a preview of the fingers. I have modified a sprite because It was too short. Also, I have made it less narrow.
Maybe I have to traslate the selected gangaways..because actually they aren't centered with respect to the building...
Do you think this solution can be solve the problem, or the original sprites are in a fixed and indipendent position?
The only problem is that They must be coded with the central building.
Thanks for the modifies and for the coding...
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Re: New Graphics - Blender ".blend" thread
Another question...I've modelled the electrifications for the tram...a simply utility pole in a tile of 12.5X12.5

My doubts are:
1)it needs to be coded together with the rails, or it can be separated by them?
2)I have to render it in 4 different angle to cover all the possible layouts?
My doubts are:
1)it needs to be coded together with the rails, or it can be separated by them?
2)I have to render it in 4 different angle to cover all the possible layouts?
Re: New Graphics - Blender ".blend" thread
There are some very specific requirements on the sprites to get them to appear properly in-game. IIRC they have to be in 3 parts; rails, rear poles, front poles and catenary. They also need to align correctly with both the roads and the other tram track sprites. If you are planning to make them then make sure you decode some existing 8bpp graphics to check you are doing it right.
Re: New Graphics - Blender ".blend" thread
They are built up out of parts. There are 24 wire sprites (3 blocks of 8, to cover both single and double tile lengths), 4 half-wire sprites and 8 pylon sprites. See the attached image.
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He's like, some kind of OpenTTD developer.
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Re: New Graphics - Blender ".blend" thread
Thanks guys..it's more complicated than I've though...
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Re: New Graphics - Blender ".blend" thread
They are the railway overhead wires.petern wrote:They are built up out of parts. There are 24 wire sprites (3 blocks of 8, to cover both single and double tile lengths), 4 half-wire sprites and 8 pylon sprites. See the attached image.
The tram overhead wires are of two types: city and country. The city has a single side pylon.
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
Oops, missed that part 

He's like, some kind of OpenTTD developer.
Re: New Graphics - Blender ".blend" thread
yep that will do the work i'll try that latter on, any chance that one of those parameters will also allow me to make it "brick like" ?Antonio1984 wrote:For change the effect of the texture over a material, you have to modify this parameter:
I take all my texture from here:
http://cgtextures.com/
there are many categories, you can choose what you want..I found the rust texture you said in the Metal -> Dirty categories...
i got a metal sheet but i dont want it to fill the space symmetrically but like a brick wall second row with an of set
as for the cgtextures for our purpose we need only the low resolution textures?
and to what material you apply them to?
thanks that will be a great helpZephyris wrote:In edit mode duplicate (Shift+D) the bit of the mesh you want then, keeping those vertices/edges/faces selected press P, and choose "Selected" (this works in 2.49, the hotkey may have changed in 2.5).

just as many others do, i dont see any problem with them being added to the un official pack and replaced later on in the official one.CommanderZ wrote:They have no construction stages, don't fit the style or have unclear license status.
besides i am more concerned with the never ending WIP or an un official abandoned works, in which most of our planes/trains are.
please dont tell me you found this in this black hole of thread for worksXand wrote:I quite agree with you. Some of the design are really nice. But also in this thread I came across some nice buildings that are not being used. Such a shame.
I don't want to withhold you this one: http://www.tt-forums.net/download/file.php?id=61015

i must have gone through most of it looking for works and still each time i am surprised by new stuff
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Re: New Graphics - Blender ".blend" thread
Unfortunately I'm not an expert about apply textures...I only download them (generally the smallest files among the variuos size) and then I simply apply them to any materials...
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Re: New Graphics - Blender ".blend" thread
Here is a draft of the terminal building...

I've let one gangway to simulate the position and to take the right proportions...
I've let one gangway to simulate the position and to take the right proportions...
Re: New Graphics - Blender ".blend" thread
i am not sure that center is the right position for the pass, planes parking postion should be taken into acount, can anyone paste a screenshot with planes?
p.s. smallest it is, i'll try that when i am home.
and compared with my skill with textures you are an expert
p.s. smallest it is, i'll try that when i am home.
and compared with my skill with textures you are an expert

Re: New Graphics - Blender ".blend" thread
Brick-like tiling of textures is possible, but only via nodes, and gets quite complex to do full tesselation in 3D. When I get home I can post a standard brick texture that might help...neob wrote:yep that will do the work i'll try that latter on, any chance that one of those parameters will also allow me to make it "brick like" ?
Re: New Graphics - Blender ".blend" thread
We've got a number of brick textures on the wiki:
http://wiki.openttd.org/Standardised_ma ... raphics%29
http://wiki.openttd.org/Standardised_ma ... raphics%29
Re: New Graphics - Blender ".blend" thread
But airports in Poland (probably also in other countries) have description both in english and local language.Jupix wrote:You shouldn't write "airport" on it because our sprites are supposed to be independent of any language or nationality.Antonio1984 wrote:Hi...I've added the planes..it looks better? Besides casually I've obtained the same texture effect of the other building for the roof...
Correct me If I am wrong - PM me if my English is bad
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AIAI - AI for OpenTTD
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Re: New Graphics - Blender ".blend" thread
I have made some adjustments

I think it can be considered as final version...if anyone give me the confirm about the correctness of the position of the space reserved for the gangways..
I think it can be considered as final version...if anyone give me the confirm about the correctness of the position of the space reserved for the gangways..
Re: New Graphics - Blender ".blend" thread
I think maquinista made one good decision in there though. That is the wide/large passage from the main building to the smaller one. Nicely aligned to the windows of the larger building. Also it's away from your entrance canopy-thingy now. That looks quite nice all together.Antonio1984 wrote:maquinista wrote:I have created a preview of the fingers. I have modified a sprite because It was too short. Also, I have made it less narrow.
Maybe I have to traslate the selected gangaways..because actually they aren't centered with respect to the building...
Do you think this solution can be solve the problem, or the original sprites are in a fixed and indipendent position?
I'm pondering about the lighting/shadows of the two main buildings though. They don't seem to match. But that could be just me.
Re: New Graphics - Blender ".blend" thread
About these sprites. Are you sure these aren't the openttdw (or maybe opengfx) wire sprites for normal track? Though I based my (dutch) catenary 32bpp sprites on the openttdw graphics, so sprites 39-50 don't look familiar, but I do recall that the Dutch catenary (8bpp + gfx I originally based my set on) included that last rail-fence sprite too.petern wrote:They are built up out of parts. There are 24 wire sprites (3 blocks of 8, to cover both single and double tile lengths), 4 half-wire sprites and 8 pylon sprites. See the attached image.
Anyway. There are a lot of situations for the wires as you can see (diagonals and straights, all 4 up&down slopes, etc). I'm a terrible graphics person though and did it all in an image editor. But I simply started by blowing up the 8bpp graphics and mapping the 32bpp to those sprites.
Though (especially for the pillars) if you model them in 3d (as I should have, but I simply couldn't - hence they're really ugly) it's just a matter of trying to get them to match. Though I guess simple 1-wire lines are probably just as easily made in an image editor.
Anyway, good luck on those! I hope you'll do a better job of what I did with the train catenary.
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