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Posted: 04 Apr 2007 12:10
by Mikeyspike
wow, all these things are sexeh! well does any of this have a polly limit? also, when can we download these thing to put ingame?

Posted: 04 Apr 2007 12:13
by ZxBiohazardZx
Need_Help wrote:I never use Blender3D, so I don't know how was it looks like. My question is, why you need to make them 'disappear'? If its me (with Max8), I will just clear it from the material editor (which I don't think its in Blender, I don't know). Is it because you feel that its too 'complicated' and 'untidy' to have all the materials there?

Thanks :)

PS : ZxBiohazardZx, why don't you put all the things that you want to say in just 1 post? In some forum (most of them), they DO NOT allow double posting, because there isn't the need to do so when you can just say all the things in 1 post. You can just copy and paste what he said in your post, with Quote (from the button when you reply) if you don't know.

i was posting my render and during the upload, wacki posted, and im lazy on edit button:P


raven=> i checked the blender forums its not possible to remove a material, only the index can be removed (the way i read it...)

nope there is no poly-limit if im correct?

Posted: 04 Apr 2007 17:00
by Raven
No, don't want to remove a material, it dissappears anyway if it's not used. Let me try to explain again :)


Imagine I've got a file with this H4, and now import into it 12-14 different vehicles from other different .blends.

Result? THE MESS.

At least regarding materials.

So what I want to do is to make all Iron.001, Iron.002, Iron.003 etc become Iron.

Become as in the attached pic. The thing is, it's not only one object, but like a hundred.

See how there are a lot of materials labelled .001 .002, other that are red, etc? I want to update them to latest standard. Sure I can nod them, or copypaste propierties, but seems a bit dirty.

Thanks

BTW, great renders!

Posted: 04 Apr 2007 17:09
by Ben_Robbins_
Wacki: Have you got anything more than a skylight in your LS? It appears a bit grainy with low contrast. Is this in the textures, or is it the LS? I thought Gorre had done some work on the oil rig, so maybe some merging of models would save a lot of work, as the oil rig is quite a complex mesh, as your model makes clear.

ZxbiohazardZx: Your depot has begun to capture the style of the original, and the difference in height is justified as it works well with that train. But... the brick colour spoils this I think. The average colour of the original is a dark redy brown, but yours is currently a soft pink.

Posted: 04 Apr 2007 17:57
by Wacki
Ben: I am using your LS, but I changed it, I set skylight - 0,6 and omni 0,45. I can turn up contrast, it is not problem! :wink: (In this picture I used light gray material, not white) Materials - I left RGB level into 1.0. And I have a question - which renderer are you using? Standart Scanline renderer, mental ray, Final REnder stage-1 or other?

Posted: 04 Apr 2007 18:32
by ZxBiohazardZx
Ben_Robbins_ wrote:Wacki: Have you got anything more than a skylight in your LS? It appears a bit grainy with low contrast. Is this in the textures, or is it the LS? I thought Gorre had done some work on the oil rig, so maybe some merging of models would save a lot of work, as the oil rig is quite a complex mesh, as your model makes clear.

ZxbiohazardZx: Your depot has begun to capture the style of the original, and the difference in height is justified as it works well with that train. But... the brick colour spoils this I think. The average colour of the original is a dark redy brown, but yours is currently a soft pink.
ben i know that problem any clue on how to get it more brownish, i either need a new texture, light setup or something to make it darker, need help on that one, cant find a way for it:P

Posted: 04 Apr 2007 18:33
by ZxBiohazardZx
Raven wrote:No, don't want to remove a material, it dissappears anyway if it's not used. Let me try to explain again :)


Imagine I've got a file with this H4, and now import into it 12-14 different vehicles from other different .blends.

Result? THE MESS.

At least regarding materials.

So what I want to do is to make all Iron.001, Iron.002, Iron.003 etc become Iron.

Become as in the attached pic. The thing is, it's not only one object, but like a hundred.

See how there are a lot of materials labelled .001 .002, other that are red, etc? I want to update them to latest standard. Sure I can nod them, or copypaste propierties, but seems a bit dirty.

Thanks

BTW, great renders!


so you want to merge the materials into 1 new material (as you said, 1+2+3=> 4?

ill search for you:P, maybe alltaken knows this....

EDIT, cant you swap all the materials with IRON.001 to [MO] IRON as active material index?

Posted: 04 Apr 2007 19:12
by Raven
What do you mean with that last sentence? Sounds interesting.

BTW, if you get my models, be advised that they might be distorted to fit pak64 Simutrans scale! So tehy might have strangely shaped wheels, or be too fat, etc

Posted: 04 Apr 2007 19:24
by ZxBiohazardZx
Raven wrote:What do you mean with that last sentence? Sounds interesting.

BTW, if you get my models, be advised that they might be distorted to fit pak64 Simutrans scale! So tehy might have strangely shaped wheels, or be too fat, etc
i dont really care i only use your vehicle to test my depots length size and hight, is a matter of sizing my thing its the first .blend of any steam-train, the pak64simutrains did not look many different from blender-rendered stuff so far so i will assume it is correct till anyone can tell me differently....


for the changing part=> try to set the active material index (eg 4mat2) to MO iron instead of MO iron.001, same for 4mat3 and 4mat4 (iron.002, .003, and so on...)

really no clue on what will happen or how to do it, but i think you should be able to change the material of your vertex-groups so thats why i thought of it....

aka try to select all material iron.001 and change the material index to [MO]Iron

after your done, make sure the .001 are not used, exit blender and voila?

Posted: 04 Apr 2007 20:12
by Ben_Robbins_
Wacki: 0.6/0.45 is more than just a changed version of the LS! I had it at 1.75/4.74 and rgb set should be set to around 0.3. So that is probably the reason for lack of contrast!. I am using the Scanline Renderer.

ZxBiohazardZx: I am not shore, as I'm not a blender user, but (as said here http://www.tt-forums.net/viewtopic.php?p=569521#569521 ) this is the suggested method, wich is also covered on the wiki, wich I linked to. Plus, (as also said many times) please edit your post, and don't multiple post. It's against the forum rules.

Posted: 04 Apr 2007 23:54
by Need_Help
Raven :
I can't help you because I still don't understand what you want to do with the materials (because I didn't use Blender3D at all, so I don't know what you want to do with the materials. Btw, did you merged other models to your scene?)

ZxBiohazardZx :
You can just do that by making your material darker. And please, this is the 2ND TIME I told you NOT TO DOUBLE POST. You can post them all in 1 post, don't tell me that they posted their post when you are replying. If they posted, you can EDIT IT. I am telling you because I don't want you to be banned from the forum, and its not just me, other people also warned you a few times.

Posted: 05 Apr 2007 05:41
by Wacki
Ben: I have problem with RGB, when I don't use Bitmap, so diffuse colour is changed to white. I post image:

Posted: 05 Apr 2007 07:35
by ZxBiohazardZx
lol i will think about the double posting but here is my depot=> changed amb and ref to 0.5 (both) now its darker (im using a non-flatscreen and its brownish now)

see img:P

EDIT: wacki=> cant you convert your img to bmp using irfanview, paint or anything?

Posted: 05 Apr 2007 10:36
by Jupix
The white thingys on each corner of the building look odd to me. :?

Posted: 05 Apr 2007 11:06
by habell
Jupix wrote:The white thingys on each corner of the building look odd to me. :?
Maybe it's supposed to be in company color

Posted: 05 Apr 2007 12:44
by DeletedUser21
Jupix wrote:The white thingys on each corner of the building look odd to me. :?
Rain pipes for sewage?

Posted: 05 Apr 2007 13:15
by PikkaBird
Mr. X wrote:Rain pipes for sewage?
For rainwater, more likely. ;)

Posted: 05 Apr 2007 13:18
by richk67
Unless there are a LOT of pigeons on the roof ;)

Posted: 05 Apr 2007 13:23
by DeletedUser21
PikkaBird wrote:
Mr. X wrote:Rain pipes for sewage?
For rainwater, more likely. ;)
I mean drainage! Drainage I tell you!





drat...

Blame the pigeons. :mrgreen:

Posted: 05 Apr 2007 13:59
by ZxBiohazardZx
lol the white things are indeed drainage pipes for the rain, however i admit i forgot to color them like grey-ish metal or brownish... but more i want to know what you feel of the walls;)