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Posted: 12 Jun 2005 20:57
by mpettitt
Why are the current images required? They aren't detailed enough to provide a base for 3D models, and since anything created at the levels of detail shown in this thread (which are, I have to say, amazing - credit to the artists!) is going to look dramatically different from anything in the current sets, having the existing images could well provide a limiting factor, rather than a help.

I would have thought that the lists of current objects would be sufficient, and then the individual sprites can be generated based on the resulting 3D models when the requirements have been fixed.

I would also be wary about insisting that every single object from the original game is recreated - if people can do better (and it appears they can) build a suitable selection which can be different from the originals.

Oh, but the Edinburgh University building (the tower block with the narrow base) has to be created again! :P

Posted: 12 Jun 2005 21:22
by KrevRenko
I'm sorry to mix into a discussion like this, because I am no contrbutor, but after reviewing this topic, I just have to ask:

Is such a huge *thing* a must-have? For being necessary, it would need a huge sea, not some map-border operations. And, although bigger maps are reality, it would be weird to have a huge nothing in the middle of the world.

it would still take the ship a VERY long time to travel, making it a bit too mammoth-ish, just like the GDI weakling from Tiberian Sun :lol:

So, why put it in in the first place? Without it, the scale is not such a great concern anymore.

Ouch, there's planes. Sorry.

Posted: 12 Jun 2005 23:16
by Alltaken
mpettitt

we (the people trying to do the new GFX) have had a LOT of crap from people about keeping to the original feel of the game.

so i decided that we would (first step) recreate the current graphics... to the current scales as an interum size.

these would be done to "similar" standards (vehicles are esential to be recreated, buildings are not so important)

obvioulsy the Graphics will be upgraded, and not exact copies, but you should still be able to recognise the ones they came from.

that is why, its to keep people happy.

if we just create new vehicles all over the place, then change the map stuff and the GFX engine, we have no ties to the original at all except the name. this would just be a step in the middle to keep that connection a bit more evident.

Alltaken

Posted: 15 Jun 2005 08:01
by Alltaken
MeusH and others wanting to help a bit.

we are needing this page (list) to be completed.

under vehicles we need a list of all the vehicle names.

http://wiki.openttd.org/index.php/Talk: ... s_Creation

i.e. under the trucks area rather than this...
Road

* bus
* truck
* coal truck
* coal truck
* mail truck
* oil truck
* livestock truck
* goods truck
* grain truck
* wood truck
* iron ore truck
* valuables truck
we need a list of every name of the vehicle. and what it carries.

that would be really helpfull.

anyone can help out with that.

Alltaken

Posted: 15 Jun 2005 08:12
by DaleStan
http://wiki.ttdpatch.net/tiki-index.php?page=VehicleIDs
If you can't figure out what it carries from the name ...

Posted: 15 Jun 2005 09:35
by Alltaken
well that is half our problem solved. thanks dalestan, i will get someone to transfer that list to the New GFX development wiki page.

Alltaken

Posted: 15 Jun 2005 14:12
by MeusH
I've added some cargoes, and grouped stuff by climates

Posted: 16 Jun 2005 22:17
by Shere'Khan
I would like to contribute to graphics, if I can. I'll use blender and base stuff on my model railroad. I might be slow though...I"ll assume 100m per square to start.

As far as large ships go, draft should be a big concern for ships. Also, the rate of load/unloading could be related to dock size or multiple docks. Draft could be simulated by allowing the terrain generation to work out slopes for all squares and then choose the 'water' level or let the player in editor choose it. All squares under that level would show water, but the depth could still be based on the terrain level underneath.
Ship sinking animations could be spectacular too for when they hit rocks or run aground. That'd make bouys even more important.
(Are there specific animations for each vehicle's crashes? )

I think linear scaling would look best and huge ships with their huge turning radii would need a huge map...so only allow them on screen if there is enough room...else treat them as abstract with onscreen only when entering or leaving the map, but keep track of travel times and diierections.

ship sinking animations could be spectacular too.
Are there specific animations for each vehicle's crashes?

Posted: 16 Jun 2005 23:38
by Alltaken
the scale we are working to for 3d modeling is 25mx25m = 2x2 blender units.

but if you model to a known scale, then we can scale it correctly later.

also join the gfx mailing list. there is a post about it somewhere.

Alltaken

Posted: 16 Aug 2006 19:01
by atze
hi there. i'm reactivating this old thread to post a request for a new bus. as i am no artist i have to ask you if you’d like to do it. i saw a german bus set somewhere but it does not have this new xxl-bus.

the Van Hool AGG 300 is running in hamburg (since 01/2006). and it is the thing that every openttd-bus-owner absolutely needs!

the AGG 300 is 25 meters long and has 65 seats + 123 standing places. that’s 40 passangers more, than the conventional 18 meter busses.

specs are here:
http://users.pandora.be/delijntjes/van-hool-agg-300.htm
more pics:
http://www.trainslide.com/pages2/bildergal_hha7400.html

i hope somebody is willing to do that thing ;)

Posted: 18 Aug 2006 22:38
by James_013
has any one got an idea when this new graphics engine is coming out. Because, i've been looking through this thread and i think all of the images are great

Thanks

James_013

Posted: 19 Aug 2006 17:37
by SirXavius
You definitely have a good artistic eye. Feel free to let your imagination go wild for some of the graphics we'll need in the OTTD:Pluto mod (check here if you haven't already). If we have your permission to use whatever you create, but our mod doesn't use the new GUI, we'll "downsample" them to the old palette (i'm a pretty good artist myself).

Posted: 22 Aug 2006 14:35
by heppers
Are there any new UK vehicles yet?

Posted: 28 Aug 2006 14:59
by Nappe1
Sellu: really awesome work you have there. :)

I come from Savitaipale which has quite lot of truckers, so I can help you with whole bunch of modeling images (left/right, front, back) of trucks. Most of them are wood trucks there but I study at Kotka so I should be able to find others as well.


and what comes to long distance busses, it would really nice if would make Eskelisen Lapin Linjat bus there. The company comes from Rovaniemi, but drives 2 longest long distance lines in finland (Helsinki - Rovaniemi - Kilpisjärvi - Tromsö [1470km] and Helsinki - Rovaniemi - Ivalo - Karigasniemi - Honningsväg - Nordkapp. [1760km]) and since I first time took their bus to lappland, I have started to check if they drive the line before ordering the train tickets. There's just no comparison in finnish coach lines. Their timeschedule, prices and customer service is in totally different scale than in Savonlinja or Pohjolanliikenne.

Posted: 31 Aug 2006 11:49
by Sellu
Hey, Thanks for offer. Ill start making new models when I see some progress in new graphics engine. You can start reserving some photos for modelling purposes already. I am dear fan of Pohjolan Liikenne, altough I can provide some Lapin Linjat busses too if you get photos.