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Posted: 18 Aug 2005 21:42
by MeusH
Okay, thank you for comments.
Dmh_mac, please upload somewhere your lighting + camera layount as we should have one, good and unified setup.
Can I remove underwater part of the submarine? For the render I just turned water invisible in mind to have just reflection visible...
Also, these renders are way too oversized, in game you'll see these smaller. I'm afraid 'smooth' setting makes all my stuff looking like claymans.
If we can have small ufo having 3 or 4 animation frames (instead of 2) I'd make flashy lights going round and round, like in a
real ufo 
Posted: 19 Aug 2005 10:11
by dmh_mac
Here you go.
[edit] by Alltaken-----
if you read this looking for light setups please visit this link for the official light setups, which are newer than this posted one.
http://wiki.openttd.org/index.php/Light ... raphics%29
[/edit]
Posted: 20 Aug 2005 15:32
by Alltaken
dmh_mac, if you prefer the lighting setup i sent to you then feel free to post the images i sent you. i have hidden them on my album incase you don't like them.
Alltaken
Posted: 20 Aug 2005 16:47
by Gorre
First of all, I must admit, this model is third huge model i've ever done, so, i'm trying to learn Blender for only two, three weeks, so don't expect any sensation.
At first, i took making of this building as another tutorial to learn more, that's why I completely reconstruted almost done model for 5 times.
![Pleased :]](./images/smilies/pleased.gif)
As you may realized, this building looks like a building
dhm_mac did more then a month ago, well, the reason is simple, luckily, dhm_mac provided a .blend file, so I downloaded it and took it as an example.
Posted: 20 Aug 2005 17:24
by Purno
It looks very nice

Posted: 20 Aug 2005 18:16
by dmh_mac
I like the building, especially the terras, but it doesn't fit on one tile.
You'll have to either expand it to make it 2 × 1 tile or make it smaller. I think your best bet is to add a garden/plaza or a parking lot to the front.
Also the main building is a bit too wide on both sides.
Posted: 21 Aug 2005 09:34
by MeusH
Great one! I think it would be nice to have some variation - same building with modified some parts, like roof colour (black, gray, blue, red), or some parts, like G0RR3's modified building. Keep up, make more variations for all the buildings!
We can have more parks! One with fountain, next park with statue, another park with different statue, park with flowers etc.
Posted: 21 Aug 2005 16:15
by lucaspiller
I was bored today so I had a go at creating a nice new 32bpp heliport. Here is what I have got so far. Most of the textures I stole from dmc_mac, so credits go to him.

It still needs quite a bit of work done, and I am not quite sure why the windows look all wierd, but heh, I am quite proud I have managed to do even this.

Posted: 21 Aug 2005 16:20
by dmh_mac
EDIT: Nevermind, was still uploading.
Posted: 21 Aug 2005 18:22
by dmh_mac
I've looked at the file and found out why your windows have black blotches in the corners.
When you look closely at the windowframe mesh you'll notice that there are bad polygons in the corner.
Your window mesh was rather messy so I've attached a tutorial that might be helpful.
Posted: 21 Aug 2005 19:32
by MeusH
Lucaspiller, I belive it will be much better soon
Anyway, ask Alltaken for helipad textures - check
http://doug.mudpuddle.co.nz/gallery/ott ... portpieces
Posted: 21 Aug 2005 19:52
by lucaspiller
dmh_mac wrote:I've looked at the file and found out why your windows have black blotches in the corners.
When you look closely at the windowframe mesh you'll notice that there are bad polygons in the corner.
Your window mesh was rather messy so I've attached a tutorial that might be helpful.
Woopsy.

I have completely redone the windows in a new style anyway (before I saw this), and they seem to look much better, but still have this problem so I will have to do a bit of tidying up.
Oooh, that is nice, I will give him a shout.
Anway, latest version, in a late 50s/60s style.

Posted: 21 Aug 2005 20:20
by dmh_mac
Looking much better. Dont forget to add some guardrails and lights to the roof. Maybe you could also add some shrubs around the building to emphasize the entrance a bit more and some fire exits at the back, a fire escape from the roof, etc.
Posted: 21 Aug 2005 20:57
by Killer 11
Ok finaly i will show of some BrickLand stuff here(i won't post these pics in official tread becouse they are just simple tests without knowledge of in game scale or things like that.
I may present you the GLT-200 Iron Ore Truck
GLT stands for Generic Lego Truck
Posted: 21 Aug 2005 21:30
by dmh_mac
Nice but I thought the set was called brickland to avoid any reference to the trademarked lego name.
Posted: 21 Aug 2005 21:32
by Killer 11
I won't mention what GLT means in the website or ingame.
And i can easily change it to GBT Generic brick truck

Posted: 22 Aug 2005 10:26
by Alltaken
Official Lighting setups are out.
follow this link
http://wiki.openttd.org/index.php/Light ... raphics%29
Alltaken
Posted: 22 Aug 2005 14:55
by lucaspiller
Ok people, a new version, using the new (broken) lighting thing. Here is a back and front version, but as you can see the lights stay in the same place relative to the camera, but they should rotate with the building. This version uses a slightly modified version of Alltaken's helipad, and a brand spanking new fire escape.
Posted: 22 Aug 2005 16:01
by Killer 11
I have a problem with this setup.
The automatic rendering gives you 40 pngs of the same angle so basicly it just don't work(i'm refeering to vehicle setup)
i atach the .blend file here
Posted: 22 Aug 2005 16:07
by dmh_mac
I notice you have all the objects parented to a single point, so it's easy.
Select that point first then select the empty (3-arrow-thingy) and press ctrl+p and click make parent.