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Posted: 16 Sep 2006 00:07
by Silky
Another render. I think some of the steam trains might need animated wheels otherwise they'll look pretty unrealistic gliding over the tracks. Not sure how to avoid the inevitable multiplying of sprites. If we have 90° rotation and the lighting doesn't rotate that will also require x4 sprites.

I was going to have a go at the hovercraft next, but I'm not sure which one to model. I found 2 options:

The SRN4 http://www.jameshovercraft.co.uk/hover/ ... bhc_n4.htm
This is almost certainly the craft the original TTD version is based on, all the visual details are the same.
It has the same top speed and design date as the original.
But in real life it is 50m long (two original tiles) and carries 600 passengers rather than 100.

The AP1-88 http://www.hoverwork.co.uk/2003_hovw6.html
This looks different to the game image, and began production 15 years later, but it is the correct scale (25m), carries the correct number of passengers and has approximately the same top speed.

There is good reference images for both craft

I've noticed there was some discussion about maintaining the original vehicles, and also about relative scale of ships. I'm not sure which would be most appropriate.

Posted: 16 Sep 2006 08:54
by Born Acorn
The ships in TTD were never based on anything in particular vehicles, just generic Cross-Channel stuff.

The capacities of vehicles are just for balancing, and are totally fictional.

This means you can do any Hovercraft you feel. :p

Posted: 17 Sep 2006 11:40
by Field-Mouse
mexicoshanty wrote:
Field-Mouse wrote:Okey :) I´ll try to begin this as soon as possible. I have another site I need to finish first, but I hope to have done that by the end on this weekend, and then I will give this a try! But stick around mexicoshanty, If something awkward shows up, u will be needed! :D Hehe!
How's this going field-mouse? I'll start work on the system in a week if i haven't heard from you. Also where are we going to host it? Do we have any hosting space that will be able to cater for the large blender files? And if we do what version of php and mysql is it running?
We apparently have someone with a good server (dont remeber his name but its here in this thread) but if that doesnt work out I have one too, it will be up in november, when we get our 100/100 dedicated fiber connection, think it will be enough for this :) hehe. I HOPE he runs php4 or 5 and apache, but im not sure, perhaps he can tell us? And Im not dead, ive just been busy, I havent even started the project yet :( I´ve been setting up network and A LOT of stuff here, i also have 1 more site that had to be put away for a while, but things are clearing up now, and I just have 1 network cable more to install, I have to dig it down first though... but its only about 50 meters or so. When thats finished Ill start both the website projects at the same time.

And btw, nice to see some activity here again :D YEY!
Lets hope we get some programmers here too (do we have any?).

Posted: 18 Sep 2006 08:31
by hatebreed
Silky - very nice locomotive!

Ben Robbins - I just saw your new building & bridge, they're great!

Posted: 18 Sep 2006 17:37
by ZxBiohazardZx
yeah ben another great work on those and silky nice train, only im not 100% sure on the wheels of the back cart or whatever it is

Posted: 23 Sep 2006 21:26
by Silky
One more model, the Hoverworks AP1-88 that runs on the Portsmouth- Ryde, IOW service. I'm going back to uni in about a week, so this is probably the last model I will be doing for a few months.

I know what you mean about the wheel cover thingy on the coal truck Biohazard. I will have another shot at that at some point.

Posted: 23 Sep 2006 21:58
by gkirilov
Looks damn good to me :). Great hovercraft.

Posted: 24 Sep 2006 00:13
by Ben_Robbins_
That is really good. Bang on. The front of the inflated cusion section has just the right shape

Posted: 24 Sep 2006 08:01
by Purno
Impressive model indeed :!:

Posted: 24 Sep 2006 12:22
by Field-Mouse
Woho!! NICE very nice, silky!
Could u perhaps mess it up a little bit?? Its too perfect, add some dirt and crap :) Perhaps some difference between the windows? But DONT make to obvious dirt spots or damages or things like that, it will look weird if u have 3 or 4 ships beside eachother and all 4 has a broken window in the fron and one enormous pile of candypaper on the exact same places.
But add som crap to it, make it look not so perfect!
Cool model :) Really like the hover ships.

Posted: 24 Sep 2006 13:19
by Born Acorn
It would be clean. It gets splashed A LOT in rough weather. :p

Posted: 24 Sep 2006 14:50
by Silky
I would certainly like to do something to the windows, the constant grey doesn't look very realistic. Is there a standard way of doing windows yet for these graphics?

I might try to UV map a mask for reflective windows. One thing - I had a little reflection for the metal panels of the train I did before, but when I appended it into the standard lighting setup file, they didn't reflect anything. Not sure why this was, cos there was certainly some kind of image of a background scene in the world tab. Is there some way of allowing this to be reflected?

Posted: 24 Sep 2006 19:03
by Aracirion
hi, I'm back.

@silky: unfortunately reflection maps don't work for flat surfaces in orthocrafic view, because every pixel of the flat surface reflects exactly the same pixel of the reflection map ...

Posted: 24 Sep 2006 20:07
by Silky
I'm not sure I see why that would happen. And the surfaces weren't flat, they had a normal map

Posted: 24 Sep 2006 21:04
by Ben_Robbins_
Can't you attach a distortion map also? and then tilt the windows each very slightly differently...?

Posted: 24 Sep 2006 23:23
by Silky
Ah yes, you are right. That is very annoying. I guess I could try using a normal map and making domed windows.

EDIT: Like this...
I'm really unsure about the camera scale. The table in the artists information thread doesn't seem to be right, and the tiles are set up with 1 blender unit = 1m rather than 12.5m. Can someone explain this?

Alternatively would there be some way of having a reflection map on a sphere that wasn't infinitely far away and just enclosed the tile, but was only visible in reflections. I couldn't find a way to do this in blender.

Posted: 25 Sep 2006 21:07
by Field-Mouse
Hmm.. I would have added some kind of dirt or remains of windowscraping or some kind of green growing stuff (u know the crap that allways grows on boats) on the windows AND the rest of the boat needs things like this too. At the moment the windows look transparent. Although the windows in the front looks like mirrors, you need to make them darker or somehow make it look transparent in a good way, that is the room cant look empty, one cannot be allowed to see an empty space inside it, but mirrors is not the solution i think.. Listen, no offense here, personaly, I suck at texturing in blender.. Im just telling you the way it looks in my eyes so that you may or may not use it in your modeling and texturing. It is purely constructive criticism. Your model is very good :) just needs some details, important details, according to me.

Posted: 25 Sep 2006 21:31
by Silky
I agree, it does look a little bland . I've been trying to avoid that stuff purely because I too suck at texturing :(. This was my first attempt at doing anything in photoshop, which is surely the most maliciously counterintuitive software I have ever had the misfortune of coming across. :wink:. I will work out how to put these details in eventually.

As for windows, do I need to try and model an interior, or does anyone have a good way of doing them?

Posted: 26 Sep 2006 01:41
by Ben_Robbins_
Silky: Can't really help you on the first question, but as for sticking a map on a sphere, that is what i do in max. I just stick a difuse map of the sky around my objects, leaving a hole in the sphere so that it isnt caught in the render area. If you then distort the image on there then that can take away the regularity of it all. The whole is never visible cause anything that would reflect it is on the otherside of the mesh to that of wich you are rendering.

Although i'm not shore why dirt doesnt just get washed off, when I went on a hovercraft it was super dirty. It must have been oil or hardcore stains or something. Rust also i suppose.

I agree with you on photoshop. I cant stand the program. paint.net is pretty dam good. You should try that.

As for modeling the interior. I dont recon that is nesseresry. as long as the window isnt plain, and there is some inpression of depth to it, then that should look convincing. Using cubes and then making all the sides, bar one, face inwards could work. Then make the other side of the cube the wndow. Then applie some random texture inside the cube, and make the window semi opaque, semi reflective.

Also just tilt each window half a degree in random directions just to break up the conformaty of the reflective angle between them.

If you need any textures, someone may have already done one for another model, or may have them, so just say.

Posted: 28 Sep 2006 15:59
by Ben_Robbins_
I spoke to egladil yesterday and he said that he could do the nessesery codeing (so that the graphics replacing the original ones could be displayed) in ''2 weeks''. I recon a month is a nice safe target to get the original set buildings all in there completed built state from at least 1 angle, and have all the viecles (asuming crazy comes back...!?)

The progress in here has slowed down a lot recently, (myself to blame also). I recon now there is a date, that everyone should try to get going again.

Sellu: You were awaiting some report on the coding side of it. Well I'm just passing on the message, but its some sort of target at least.

There are quite a few people that were very active at the start of this topic such as dmh_mac, dylan.farrow, burschik, meusH, gorre, StefSybo Berberjesus (later on) etc. Quite a few people have shown that they have the ability to model, but havnt stuck at it, so it would be cool to see some finished models from Killer 11, Cryingcorvus, sunnyboy, fieldmouse, prometeusz, biohazard etcetc. Basically theres many people around. Crazy should get his arse back in here also...preferably with all his graphics...<cracks whip>.

I'm just going to work down the building list in the wiki from top to bottom. If they have wip on them, but havnt been touched for ages and ages, then i think someone else should start. I'm making a start on the white cinima/theator building therefore. processor(POL) hasnt responded on the wiki as far as I no, so I recon they need to be redone. (bit blunt, but yeah).

Anyway, hope to see some new graphics shortly!