[media] Towns and industry
Moderator: Transport Empire Moderators
- uzurpator
- Transport Empire Moderator
- Posts: 2187
- Joined: 10 Jan 2003 12:21
- Location: Katowice, Poland
[media] Towns and industry
This topic is for the work on industries, commerical and residendal buildings of Transport Empire.
Current theme - european buildings, all industries from TTD temprate climate.
If you want to submit media content for TE which follows this theme - please do this here.
Media might include - textures, models, sounds etc.
General rules:
- Higher polycount and resolution is better then lower polycount and resolution
- Format is irrelevant as long as it is relatively common or can be converted to a common format (blender, maya, 3d studio etc).
- The content posted here is considered under GPL license. Therefore if you post, your work automatically becomes GPLd.
Current theme - european buildings, all industries from TTD temprate climate.
If you want to submit media content for TE which follows this theme - please do this here.
Media might include - textures, models, sounds etc.
General rules:
- Higher polycount and resolution is better then lower polycount and resolution
- Format is irrelevant as long as it is relatively common or can be converted to a common format (blender, maya, 3d studio etc).
- The content posted here is considered under GPL license. Therefore if you post, your work automatically becomes GPLd.
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
- uzurpator
- Transport Empire Moderator
- Posts: 2187
- Joined: 10 Jan 2003 12:21
- Location: Katowice, Poland
I'll start here ![Smile :)](./images/smilies/icon_smile.gif)
There is an open 32 bit conversion going on in OTTD.
http://www.tt-forums.net/viewtopic.php? ... start=2560
I would like to ask someone to try to grab as many models from there
and post them here, if their authors agree.
![Smile :)](./images/smilies/icon_smile.gif)
There is an open 32 bit conversion going on in OTTD.
http://www.tt-forums.net/viewtopic.php? ... start=2560
I would like to ask someone to try to grab as many models from there
![Smile :)](./images/smilies/icon_smile.gif)
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Re: [media] Towns and industry
I thought I should get something down, so here is a little 10' x 15' hut. (i did use triangles)
other files may come later.
other files may come later.
- Attachments
-
- small hut.zip
- wee hut
- (25.33 KiB) Downloaded 1652 times
The occasional look back at your past can teach you a great many things...
Re: [media] Towns and industry
Well, there are building foundations available in TE, but no houses to place upon them.
So, I tried to make one in blender using photos of a real building.
Worked out pretty well, huh? As you can see, I also exported it to OGRE format. The attachment of this post is a self-contained zip-resource file. Just download, add it to resources.cfg and run the engine!
56 polys, all textures have power-of-two dimensions.
There's just one little issue: the scale. I don't yet know how big (in OGRE units) is a tile, so I can't scale the house properly. Need to ask Uzurpator about it.
Also, the material names are not organized, which could cause bumps between models. I'll fix it for the final version.
~An00biS
So, I tried to make one in blender using photos of a real building.
Worked out pretty well, huh? As you can see, I also exported it to OGRE format. The attachment of this post is a self-contained zip-resource file. Just download, add it to resources.cfg and run the engine!
56 polys, all textures have power-of-two dimensions.
There's just one little issue: the scale. I don't yet know how big (in OGRE units) is a tile, so I can't scale the house properly. Need to ask Uzurpator about it.
Also, the material names are not organized, which could cause bumps between models. I'll fix it for the final version.
~An00biS
- Attachments
-
- House_HolasiceOrange.zip
- (156.93 KiB) Downloaded 1521 times
Rigs of Rods maintainer.
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- Tycoon
- Posts: 1829
- Joined: 10 Jul 2006 00:43
- Location: Spain
Re: [media] Towns and industry
It would be interesting to see some screenshots with these new buildings.
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
- Desert-Fox
- Engineer
- Posts: 2
- Joined: 28 Sep 2008 09:56
Re: [media] Towns and industry
Here's a telegraph pole that I made in around 30 mins. It comes with the texture in the picture. I hope you like it and I also hope that it fits with the European theme! :S I should have read the guidelines before going off and making a model.
The model itself is in 3ds. format. and has a moderate poly-count.
The model itself is in 3ds. format. and has a moderate poly-count.
- Attachments
-
- TelegraphPole.jpg (4.1 KiB) Viewed 151866 times
-
- Telegraph Pole.zip
- (521.44 KiB) Downloaded 1453 times
Helicopters are vehicles too!
Re: [media] Towns and industry
Is this thread still valid? Cause I'm currently working on a European style 3d model house.
![Image](https://imageproxy.tt-forums.net/adff0cd39e6e7111bb54a66c05f710b437309740/687474703a2f2f696d6733312e696d616765736861636b2e75732f696d6733312f343834392f6575726f686f7573652e6a7067)
Re: [media] Towns and industry
Hello.Tacker wrote:Is this thread still valid?
I like the model and appreciate your interest in TE.
Unfortunately, the game isn't capable of loading and displaying houses yet, though it's the current development topic.
Rigs of Rods maintainer.
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