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Posted: 30 Apr 2006 23:13
by Crazy Vaclav
I don't really understand why we need a standardized set of lampost etc. Not all lampost in a city will look the same, and lamps on buildings might look different depending on when they were made. It would be best, I think, to let the artist choose and make what he/she thinks looks best with the model in question.
Posted: 30 Apr 2006 23:22
by Ben_Robbins_
Well models would could just be helpful for people to use/modify, but referencing things is useful.
After watching that animation for a a long time, im a bit confused on the scale. Is it 2x1 squares. If so its a tiny train. I stuck a train i did over it and it would stretch the entire platform length.
Posted: 30 Apr 2006 23:24
by Hazen
I'm glad you like it. It took some 30 hours to render so it's nice to know it wasn't in vain.
Wolf01 wrote:i like it, but seem more like a monorail style station than railroad style
It's actually loosely based on a station near where I live, and it's very much a regular railway station. But then again, it does have a little of a monorailish look, so I might try doing it in monorail (also).
Posted: 30 Apr 2006 23:38
by Hazen
Crazy Vaclav wrote:I don't really understand why we need a standardized set of lampost etc. Not all lampost in a city will look the same, and lamps on buildings might look different depending on when they were made. It would be best, I think, to let the artist choose and make what he/she thinks looks best with the model in question.
I wasn't actually talking about objects but blender lights. City (or a company) usually uses one type of a light bulp for underpasses and such, so the color of the light is always the same. This is what I was referennig to.
Ben_Robbins_ wrote: After watching that animation for a a long time, im a bit confused on the scale. Is it 2x1 squares. If so its a tiny train. I stuck a train i did over it and it would stretch the entire platform length.
It's based on a reality (for now), so it doesn't
quite fit to the tiles. But once it's finished it'll be close to a 2 x 3. I was just testing how it would tile, and I have to change it anyways. The emu (sm1) that I used is modeled to real scale, and it's length is 2 x 25,9 m, so the platform is about 60 m, if that helps you to put it in scale. Come to think of it, this makes the platform over 4 tiles long.
Posted: 01 May 2006 09:34
by ZxBiohazardZx
Hazen wrote:Here's a little sample of a station I've been working on. All the details aren't there and it's not as tileable as it needs to be, but still, it's a start.
On a sidenote, when the material library is started, in addition to actual materials, we also need a set of standard lamps for things like underpasses. There is a faint (too faint?) orange light in this underpass if you look closely, this is what I mean.
P.S. The little voices in my head made me also do a little
animation of the station in action , it's ~311 kb and you need xvid codec.
what about tile-ability....????
the station you posted seems to have a fixed lenght....?
what about the "6x6 station" or another form.....
1x6 station, the 6x1 station.......
Posted: 01 May 2006 11:34
by Ben_Robbins_
On Trains (such as the pannier tank <2nd on wiki list>) the wheels are connected by rod, that spins with the wheels (...not a clue what its called..)... in the game, for this to rotate, will the train just be animated with a varinging frame rate, (for speeds) or would this part work similar to smoke where its done seperatly?
Historical town building
Posted: 01 May 2006 12:01
by Czestmyr
Hello people! Here's another historical town building from my workshop. It is not finished yet, it'll need more detail on the side wall and roof. Also the lighting is a bit changed in order to make it easier to see the details. The final version will have standard lighting again. So feel free to post comments
I guess this one will stay untextured till the standardised material library shows up.
Posted: 01 May 2006 12:12
by Crazy Vaclav
If you want peope to see details better, just make it grey.
Posted: 01 May 2006 12:16
by Czestmyr
Yeah, I thought 'bout that but I can't figure out how to apply material to more objects in blender.
Posted: 01 May 2006 12:19
by Crazy Vaclav
More objects? Not sure I'm following you.
Posted: 01 May 2006 12:25
by Czestmyr
Well, maybe I'm not following YOU

I thought you mentioned making the building grey, but it consists of more objects, thus making it grey would require applying a material to multiple objects, not selecting a single object and making it grey 200 times. Or did you mean making the rendered thing more dark?
Posted: 01 May 2006 12:39
by Crazy Vaclav
No, I meant making the object grey. Just select one object and give it a grey colour. Then select another object and choose the same colour from your list of materials, just like you (probably) did when you made your last house.
Posted: 01 May 2006 12:51
by Ben_Robbins_
Looks nice. Could you double up the polys on the arches to smooth them off..(im awair its W.I.P)
Posted: 01 May 2006 13:03
by dmh_mac
1: Select all the building parts
2: Select the material
3: Press Ctrl + L
4: Choose "Materials" in the "Make links" menu
Posted: 01 May 2006 13:10
by Czestmyr
2 Ben_Robbins: Yeah, I thought about that too, but was too lazy to do it
2 dmh_mac: Yessss! Thank you so much. That was exactly what I meant.
Posted: 01 May 2006 15:17
by ZxBiohazardZx
object mode, select all, deselect camera's and lamps and give the colour to that....
Posted: 01 May 2006 15:31
by Purno
Hazen wrote:
Hmm... I missed this image. It looks very very very nice

Posted: 01 May 2006 15:33
by ZxBiohazardZx
true purno but the problem i have with it is TILE-ABILITY....
Posted: 01 May 2006 15:56
by Czestmyr
object mode, select all, deselect camera's and lamps and give the colour to that....
Nope. That didn'ลง work with me. I solved the problem already according to dmh_mac's advice. Thanks anyway.
Here's an updated version, original lighting, darker material.
Posted: 01 May 2006 16:05
by Ichi
great looking building you got there! Nice details!