New Graphics - Blender ".blend" thread (Works In Progress)

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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Zephyris
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

The problem is it is fairly time consuming to get graphics coded and aligned for the game, whether it is 8bpp or 32bpp...

OpenTTD graphics are sored in grf files. Each grf file contains many (thousands) of sprites. There are two groups of graphics; 32bpp and 8bpp, which are put into the game to replace the existing sprites in two different ways:

32bpp, pngs and tars:
The image (png) is resized and cropped to the tile dimensions
The image is renamed to the correct sprite number
x and y offsets are added so the game knows how to align the image
The images are tar'd into a subfolder of the target grf name
More details: http://www.tt-forums.net/viewtopic.php?f=36&t=32684
Note: You will need a reference copy of the decoded transport tycoon graphics files to find the sprite numbers (see 8bpp below for how to make one)
Note: The x and y offsets are the same as the corresponding 8bpp sprite, assuming the same image dimensions
There is no "official" instructions or tutorial for this (as far as I know), but the thread mentioned above is a good place to start.

8bpp, pcxs, nfos and grfs:
A single image (pcx) is made containing all the sprites for the graphics set
A nfo file containing the location of each sprite in the pcx and the x and y offsets is made
The nfo and pcx are encoded into a grf using grfcodec
More details: http://wiki.ttdpatch.net/tiki-index.php
Note: Graphics can be altered by encoding code saying which sprites to change in the grf file, or by modifying the default grfs
Note: Grfcodec can decode the default grf files to give a reference of sprite numbers and offsets for 32bpp pngcodecing.
Because this method is much older and supported by both OpenTTD and TTDPatch there are more tutorials and specifications. It is, unfortunately, more confusing because it uses lots of hexadecimal encoding.
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pavel1269
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Re: New Graphics - Blender ".blend" thread

Post by pavel1269 »

Wacki wrote:Thanks guys :)
"Graphic designer" need sleep too, so it is last image this day. ;)
My attempt for tropical tiles.
They look really nice! :P
But by my opinion, the desert one, have there too much grass. There should be very low or none ;)
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shampie
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Re: New Graphics - Blender ".blend" thread

Post by shampie »

Wacki that is VERY DOBRI!
If I had time you would definatly inspire me to make models!

Vrolijk Kerstfeest en een Gelukkig Nieuwjaar!
Fröhliche Weihnachten und ein glückliches Neues Jahr!
Joyeux Noël et Bonne Année!
Prejeme Vam Vesele Vanoce a Stastny novy rok !
Seng Dan Fai Lok, Sang Nian Fai Lok !
Glædelig Jul og godt nytår!
God Jul och Gott Nytt År!
Merry Christmas & Happy New Year!
Pozdrevlyayu s prazdnikom Rozhdestva i s Novim Godom!
To express moral judgments about good and evil, you must posit that good and evil exist
If good and evil exist, you must posit a moral law by which we can distinguish between good and evil
If a moral law exists, a moral law giver must exist.
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Wacki
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Re: New Graphics - Blender ".blend" thread

Post by Wacki »

shampie wrote:Wacki that is VERY DOBRI!
:)) Thanks, only for specification - DOBRI = DOBRÝ ;) and VERY mean in czech VELMI ;)

I have finished next tropical house, but only last stage...
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4593_z0.png
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Sorry for my very bad English!!! :(
I am 3dsmax artist.
LordAzamath
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Re: New Graphics - Blender ".blend" thread

Post by LordAzamath »

wacki!!!..How can you do these things? If I start making something it never becomes this good :(


Your work is superb, WACKI :bow: :bow: :bow: :bow:
VELMI DOBRÝ(correct? :D )
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
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DeletedUser5
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Re: New Graphics - Blender ".blend" thread

Post by DeletedUser5 »

Yeah. Correct.

Beautiful Wacki!
shampie wrote: Vrolijk Kerstfeest en een Gelukkig Nieuwjaar!
Fröhliche Weihnachten und ein glückliches Neues Jahr!
Joyeux Noël et Bonne Année!
Prejeme Vam Vesele Vanoce a Stastny novy rok !
Seng Dan Fai Lok, Sang Nian Fai Lok !
Glædelig Jul og godt nytår!
God Jul och Gott Nytt År!
Merry Christmas & Happy New Year!
Pozdrevlyayu s prazdnikom Rozhdestva i s Novim Godom!
And I'll add in polish: Życzę Wam abyście mieli szczęśliwe Święta i wesoły Nowy Rok!
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Re: New Graphics - Blender ".blend" thread

Post by Mchl »

Soeb wrote:Yeah. Correct.

And I'll add in polish: Życzę Wam abyście mieli szczęśliwe Święta i wesoły Nowy Rok!
That's not incorrect, but sounds a bit weird. More popular form of these wishes would be:
Wesołych Świąt i Szczęśliwego Nowego Roku!
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Re: New Graphics - Blender ".blend" thread

Post by LordAzamath »

Guys! Do some drawing not translating :D
Ok, actually you may do translating, but then you have to draw somehting too :P

Lord
Kauneid jõule ja head uut aastat! :P
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
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DeletedUser5
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Re: New Graphics - Blender ".blend" thread

Post by DeletedUser5 »

Mchl wrote:
Soeb wrote:Yeah. Correct.

And I'll add in polish: Życzę Wam abyście mieli szczęśliwe Święta i wesoły Nowy Rok!
That's not incorrect, but sounds a bit weird. More popular form of these wishes would be:
Wesołych Świąt i Szczęśliwego Nowego Roku!
You're right Mchl. I wasn't talking in polish a really long.
lordazamath wrote:Guys! Do some drawing not translating :D
Ok, actually you may do translating, but then you have to draw somehting too :P

Lord
Kauneid jõule ja head uut aastat! :P
But I need to learn how to draw before. :lol: I'll code instead.
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athanasios
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Re: New Graphics - Blender ".blend" thread

Post by athanasios »

Wacki: Leave some space around buildings for garden. When put together they won't look nice. On the last one cut a part on east next to the window. It is just white wall, so it it easy and we don't loose anything. Similarly with previous one. Tiles are bigger than original: we should cut more, not make buildings take more space.
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LordAzamath
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Re: New Graphics - Blender ".blend" thread

Post by LordAzamath »

Ben, I found a really bad thing about your trees..The big one is too big and Soeb hasn't pngcodeced them correctly:
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PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
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Wacki
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Re: New Graphics - Blender ".blend" thread

Post by Wacki »

athanasios wrote:Wacki: Leave some space around buildings for garden. When put together they won't look nice. On the last one cut a part on east next to the window. It is just white wall, so it it easy and we don't loose anything. Similarly with previous one. Tiles are bigger than original: we should cut more, not make buildings take more space.
I think, that tiles are 12,5x12,5 metres, my building is 7x10 m. I think it is enough small.

I have for you little Christmas present - tropical_houses_v.0.1 alfa - is here some few tropical houses...
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Sorry for my very bad English!!! :(
I am 3dsmax artist.
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pavel1269
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Re: New Graphics - Blender ".blend" thread

Post by pavel1269 »

where? :(
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DeletedUser5
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Re: New Graphics - Blender ".blend" thread

Post by DeletedUser5 »

lordazamth: I know, It will be fixed when the ultra zoom will be back. So waiting for that. And here's a little Christmas present:
SUB-ARCTIC Replacement:
screenshot-sub-arctic_replacment.png
screenshot-sub-arctic_replacment.png (1015.24 KiB) Viewed 1572 times
sub-arctic_replacment.tar
(1.23 MiB) Downloaded 687 times
Replaces:
Road tunnels for sub-arctic, snow road tunnels for sub-arctic, roads for sub-arctic, snow roads, monorail for sub-arctic, snow monorail, rail for sub-arctic, snow rail, ground for sub-arctic, snow, bare1 and bare2 for sub-arctic, snow tranistion, rocks for sub-arctic, bumpy for sub-arctic.
Graphics by Zephyris.

Wacki: They don't work cause you coded it for older version. I can code them, but I don't think I'll do it today, maybe tomorrow.

Here's a screenshot, of that present, Wacki: lamps doesn't look good. But the though that counts. :D
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Last edited by DeletedUser5 on 24 Dec 2007 13:16, edited 3 times in total.
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Zephyris
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

oooh! hello graphics! :D
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Re: New Graphics - Blender ".blend" thread

Post by broodje »

Eep!, those monorail graphics look awesome! I can't wait for the full replacement set.
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Re: New Graphics - Blender ".blend" thread

Post by Ben_Robbins_ »

Lordazmath: I wouldn't say its a 'really bad thing', it's more of a minor concern, but the .tars that others make with my graphics are up to them to sort out. They align ok in the tar I made though I think, although the shadows do extend outside the box.

This is probably my last post before being busy for the next week or so, so Happy Christmas everyone, and a Happy New Year!
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Ben
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Wacki
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Re: New Graphics - Blender ".blend" thread

Post by Wacki »

pavel1269 wrote:where? :(
It is .tar for "ultra-zoom" version.
You can download it here - http://nightly.openttd.org/32bpp/files/ I know it is oooooooold version, but GeekToo will be compile new and better version :) :) :)
Soeb wrote:Here's a screenshot, of that present, Wacki: lamps doesn't look good. But the though that counts.
Sorry, my mistake :oops:
Sorry for my very bad English!!! :(
I am 3dsmax artist.
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DeletedUser5
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Re: New Graphics - Blender ".blend" thread

Post by DeletedUser5 »

Wacki wrote:but GeekToo will be compile new and better version
Not compile new and better version, but make a new blitter (am I right?). It will take some time so we should code graphics for actual version - if you ask why, I'll say. Coding graphics for new version (I mean that on what GeekToo is working now), will be the same, but we will just code bigger graphics with pngcodec too. For bigger zoom. Soo, that's what I know actually. From his post. :)
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Wacki
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Re: New Graphics - Blender ".blend" thread

Post by Wacki »

next house:
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Sorry for my very bad English!!! :(
I am 3dsmax artist.
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