[media] Towns and industry
Moderator: Transport Empire Moderators
- uzurpator
- Transport Empire Moderator
- Posts: 2193
- 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: 2193
- Joined: 10 Jan 2003 12:21
- Location: Katowice, Poland
I'll start here
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.
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.
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 1778 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 1648 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
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- TelegraphPole.jpg (4.1 KiB) Viewed 154859 times
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- Telegraph Pole.zip
- (521.44 KiB) Downloaded 1588 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.
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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