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Posted: 30 Dec 2006 02:41
by Psistorm
well, MeusH has a good point. TTD buildings indeed cast no shadows. there are ways to simulate this via a 3d-render. it would need two lights to accomplish this: a skylight or dome-light, to create a diffuse lighting (like the one you get on an overcast day, no real shadows), and in addition to that, an omni light which casts no - or very transparent/subtel - shadows.
this would duplicate the light setup which TTDs pixel buildings use, yet add some more real-ness to it by making a diffuse shadow which doesnt extend past the tile borders.

Posted: 30 Dec 2006 11:55
by Field-Mouse
Wrong topic?

Posted: 30 Dec 2006 17:11
by Noldo
What about licence? I would very much like to see openttd distributed in the numerous Linux distributions and that is not going to happen if the graphics are licenced with "Don't make changes and allways give credit"

Posted: 30 Dec 2006 22:07
by Zuu
Noldo wrote:What about licence? I would very much like to see openttd distributed in the numerous Linux distributions and that is not going to happen if the graphics are licenced with "Don't make changes and allways give credit"
I can't se why that would be a problem. As long as they are allowed to put a package in their resporities. Gentoo, no problem they'll put just anything as long as it is not against law. Debian folks would surely not put it in their official resporty but why not in non-free? At least I can't se how the "Don't make changes and allways give credit" license for graphics would stop them. It does not stop them from distributing it so what is the problem?

Posted: 31 Dec 2006 05:25
by joed
I'd be happy to be put town for the Interface/Icon team as I've already worked on the revised icons.

Haven't spent much time here lately - work full time, but I'm still around....lurking...

Posted: 01 Jan 2007 10:49
by brupje
Noldo wrote:What about licence? I would very much like to see openttd distributed in the numerous Linux distributions and that is not going to happen if the graphics are licenced with "Don't make changes and allways give credit"
if it's not possible to get everyone's permission to publish it under GPL, ou can always distribute it as non-free package I guess.

Posted: 01 Jan 2007 16:44
by hoehrer
brupje wrote:
Noldo wrote:What about licence? I would very much like to see openttd distributed in the numerous Linux distributions and that is not going to happen if the graphics are licenced with "Don't make changes and allways give credit"
if it's not possible to get everyone's permission to publish it under GPL, ou can always distribute it as non-free package I guess.
I don't want to start a license flamewar or something here, just state my personal opinion on how license-guidelines should be defined. I've seen a lot of projects that had similar problems with content (especially graphics&sounds) and I've been following the new graphics development here for quite some time now.
I believe that the following way would be best:

Basic rule: Only accept graphics for inclusion with the game if they are provided under a defined license.
What license that is is up for discussion, but personally i wouldn't put too many restrictions on the content ... e.g. a non-restrictive CC-version, GPL or BSD license (provided that e.g. the .blend files work as "source" files) - dicuss :)

EDIT: basically if you can get the game to be in the "main" debian package repository (i.e. you satisfy their rather strict rules so it isn't placed in non-free) you can distribute it with every distribution i know of :)

PS: Actually the "always give credits" part is basically in every license i read so far except for some (very sparse - i think it was a single one) that have an option to specifically rule it out. :)

Werner

Posted: 02 Jan 2007 07:28
by Alltaken
GPL license... all other licenses are considered "non-official"

this means all source code AKA .blend files are released as GPL.

my files are all GPL.

Alltaken

Posted: 02 Jan 2007 11:02
by brupje
Alltaken wrote:GPL license... all other licenses are considered "non-official"

this means all source code AKA .blend files are released as GPL.

my files are all GPL.

Alltaken
Guess that should be part of the graphics cataloging project, to force GPL for both the graphics and the blend files then.

So back ontopic, I think the one creating the graphics cataloging system should be on the project team, being mexicoshanty :)

Posted: 03 Jan 2007 05:41
by Alltaken
its really important to allow artists to create non-gpl art. but those who choose to will just find it harder with less community suport (at least at the start of the project)

I think all current work should be GPL things such as ground sprites, trees.... since its all so crucial to work coming later.

I certainly don't want to force all artists to use GPL though. i'd rather they are just encouraged to.

Alltaken

Posted: 17 Jan 2007 11:30
by Alltaken
ok guys, a few new topics have been rasied here that have nothing to do with a team....

please move them into other discussion areas :P keep the fourms clean. one important thing about project management is keeping things "Structured" and currently they are not (A 100+ page thread with images is about as unstructured as one could be :P)

Alltaken

Posted: 17 Jan 2007 11:51
by Darkvater
I've split the off-topic chatter here to http://www.tt-forums.net/viewtopic.php? ... highlight=

Please continue there about the 32bpp toolbar and openttd.grf nfo-coding.

Posted: 17 Jan 2007 12:07
by Alltaken
thanks darkvater :D

Posted: 24 Jan 2007 00:31
by Marcin_K
Hi guys!

I've joined the forum yesterday and I'm very happy to see crowds here that still play Transport Tycoon...

Anyway - I am an architect (a young one) and I wish to help with new graphics, especially buildings :D I use 3DS Max but I guess that learning Blender won't take much time...

So... How can I help?

Posted: 25 Jan 2007 02:49
by Ben_Robbins_
Hi Marcin_K,

If you wanna help, then go to the wiki.openttd and pick a model and model away. Its really up to you what you model, but obviously picking ones that havn't been done yet is a good idea!. Pm, or post if you have any questions.

Posted: 25 Jan 2007 03:00
by LordOfThePigs
More precisely, the page you want to have a look at is http://wiki.openttd.org/index.php/GFXDev:32bit it contains some modeling instructions and at the bottom of the page, you can see the list off all the models. Just select a category, and pick a missing model :)

Posted: 25 Jan 2007 09:36
by Marcin_K
Great! That's what I'm going to do. I'll contact you as soon as I start modelling

Posted: 25 Jan 2007 13:06
by Field-Mouse
Hello guys! I´ve been gone for a while now, have had other stuff to do..
Anyways, nice to see a new face.. well.. cant really see your face Marcin_K.. but u get my point :P hehe :D
Looking forward to see some graphics done by an architect :)

Posted: 25 Jan 2007 14:12
by Commie Si
I'd hate to be pernickity (sp?) but looking at the new models for water vehicles I can'l help notice the hovercraft. The one in the game at present is modelled after the SRN4 which operated out of Dover to Calais
Image

Posted: 25 Jan 2007 14:57
by richk67
Yes, the default in game hovercraft is based on the SRN4. However, its capacity is totally wrong - the SRN4 has 4x the capacity of the TTD hovercraft with 424 passengers and 54 cars. The new graphic model is closer in capacity to the TTD model, and is similar to the AP1-88 in use on the Portsmouth-Rydehovercraft service.

Personally I would love to see more hovercraft, hydrofoils, seacats, etc within OTTD. Passenger ships have had a resurgence in the last 20 years, with a big increase in speed, comfort, and capacity. I would love to use more faster designs to haul my passengers by sea.