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Posted: 10 May 2006 15:29
by Ben_Robbins_
Well you have the basics, now add on the detail. Could you attach smaller images, casue its soooo iriating haveing to pan left and right. The ones on the wiki are redicualsy huge as well, could you shrink them?

Posted: 10 May 2006 20:32
by xmart2k
damn all the pics from wiki looks grate,but can someone tell me,this will be the new graphic for OpenTTD?and how these ".blends" can be used?

Posted: 10 May 2006 20:42
by Ichi
xmart2k wrote:damn all the pics from wiki looks grate,but can someone tell me,this will be the new graphic for OpenTTD?and how these ".blends" can be used?
yes these will be the new graphics for OTTD, as soon as the 32 bit version is out and we're done with the models.

These .blends can be used by blender. Blender is the program we use to make the buildings. We will render the buildings as images so they can be used in OTTD.

Posted: 10 May 2006 21:17
by the master e
@ bio. What are those things on top of the building? Well i guess its hard to give a referral image so long live the imagination!

Posted: 11 May 2006 07:32
by ZxBiohazardZx
Ben_Robbins_ wrote:Well you have the basics, now add on the detail. Could you attach smaller images, casue its soooo iriating haveing to pan left and right. The ones on the wiki are redicualsy huge as well, could you shrink them?
they are just plain blender render standard, dunno how to make them smaller lolz......

Posted: 11 May 2006 07:35
by ZxBiohazardZx
im currently making a database for the current projects in the blender, hope to have it done soon (reached page 26)

Posted: 11 May 2006 10:06
by Ben_Robbins_
alt-printscreen on the render box, then open mspaint hit ctrl V, then click off selected area, then ctrl W, type 50, hit tab, type 50, hit return, hit ctrl S, then type something, alter save as type, then hit save!...done

That should be cool to have everything findable, theres some stuff in other box's though, that ive seen/put there. Red*star found most of them as well.

Could someone put the texture on the wiki for cement ground tiles, that is always used on city buildings?

Posted: 11 May 2006 10:15
by Crazy Vaclav
Biohazard, press F10 to open the "scene" window. There you can change the size of the render.

Ben, I think you have to ask dmh_mac about that texture, as the only version I have came with one of his models, and I don't know of any way to get a texture out of Blender.

Posted: 11 May 2006 12:09
by Moriarty
Relating to how the buildings are built, I think growing a scaffold out of the ground around where the building will be would be simplest.
Then when sufficient time has passed, you remove the scaffold and the building is finished.
This way you don't have to create new graphics for each building under construction and it's slightly more realistic than buildings "growing".

I got this idea from Constructor, though I think Dune 2000 may do it too.

Posted: 11 May 2006 15:48
by ZxBiohazardZx
Moriarty wrote:Relating to how the buildings are built, I think growing a scaffold out of the ground around where the building will be would be simplest.
Then when sufficient time has passed, you remove the scaffold and the building is finished.
This way you don't have to create new graphics for each building under construction and it's slightly more realistic than buildings "growing".

I got this idea from Constructor, though I think Dune 2000 may do it too.
i play dune 200 lolz, but ttd need the old way buildings...

4 stages (or more) in which your building gets created

will upload the "database" as soon as i got it finished

Posted: 11 May 2006 16:43
by BerberJesus
I think the old ttd way is the best. But we don't need so many stages. Only 3 stages are needed. 1. dirty plain ground 2. scaffold 3. finished building.

Posted: 11 May 2006 17:47
by Ben_Robbins_
The old way is good, but shouldnt we develop that in the same way as the graphics....more pixels for a building - more frames for a building process.

4 should probly just be default, but i would be well up for seeing/doing either a dozen or so building frames, or some animations

Posted: 11 May 2006 19:04
by DaleStan
BerberJesus wrote:I think the old ttd way is the best. But we don't need so many stages. Only 3 stages are needed.
Except for one minor detail: The old TTD way has four building stages, not three. (Granted, stages 1 and 2 sometimes use the same graphics, but that's a different issue.)

Posted: 11 May 2006 19:35
by Alinator
Hi there!
Is there somewhere a "still to do"-list? The search function doesnt give me any usuable result and im not very interested in looking through all 74 pages of this thread.
Soon iwill have got very very much time and i would enjoy filling it with blendering.
Thanks!
Have a nice game,
Alinator

Posted: 11 May 2006 19:40
by Ben_Robbins_
Alinator Check the wiki...http://wiki.openttd.com/index.php/Enhan ... eplacement

That is some clue, although the wiki has just been/is being discust in the other topic http://www.tt-forums.net/viewtopic.php?t=25026

Posted: 12 May 2006 12:54
by Moriarty
I still prefer a simpler method that doesn't require making different "under construction" graphics for just about every building.

Consider:
a) Spend 10 hours making 2 new full buildings (No idea as to how long it takes - I'm rubbish with art stuff).
b) Spend 10 hours making 1 building and associated "under construction" bits.

Now think about how much time each will spend on screen. Buildings that are under-construction arn't that way for very long so why go to so much effort for so little reward?

Posted: 12 May 2006 14:06
by DaleStan
Have you ever played with the TTRS?

It has some demolition animations that live for approximately 15 seconds. Why go to so much trouble?
My best guess is that Zimmlock thought the work required to make those fifteen seconds of animation was worth the enjoyment people would get out of seeing it.

Posted: 12 May 2006 16:43
by Ben_Robbins_
Moriarty: If something takes 10 hours to model, then it should have been modeelled well enough, to simple disasemle and reasemble it to make the construction graphics....the only new bits would be thigns like scafolding...

For the farm (wich i have done a few of the tiles in animation, i found that once i went to the trouble of making it out of elemtns that could be taken away (or put on) individually, it would have been only slightly harder/time consuming to make 20 frames, as 2 frames.

Posted: 12 May 2006 17:18
by Crazy Vaclav
I also think we can reuse quite a lot of things for the construction stages, so we don't have to make new things every time. For example, there is no point for everyone to make their own vehicles. If someone makes a bulldozer, for example, it could be uploaded so that everyone could use it for their construction stages.

Posted: 12 May 2006 20:38
by Born Acorn
All the buildings could share the first construction stage too, if its a vague graphic. (Hole dug, equipment etc)