New Graphics - Blender ".blend" thread (Works In Progress)
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Re: New Graphics - Blender ".blend" thread
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.
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.
Re: New Graphics - Blender ".blend" thread
They look really nice!Wacki wrote:Thanks guys
"Graphic designer" need sleep too, so it is last image this day.
My attempt for tropical tiles.

But by my opinion, the desert one, have there too much grass. There should be very low or none

My patches: Day length (new concept), Conditional loading, Auto separation, Unload all adds Leave empty, Better statue placement (in trunk)
My abandoned patches: Speed limits for RVs, Day length (old concept)
My abandoned patches: Speed limits for RVs, Day length (old concept)
- shampie
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Re: New Graphics - Blender ".blend" thread
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!
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.
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.
Re: New Graphics - Blender ".blend" thread
shampie wrote:Wacki that is VERY DOBRI!



I have finished next tropical house, but only last stage...
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Sorry for my very bad English!!! 
I am 3dsmax artist.

I am 3dsmax artist.
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Re: New Graphics - Blender ".blend" thread
wacki!!!..How can you do these things? If I start making something it never becomes this good 
Your work is superb, WACKI
VELMI DOBRÝ(correct?
)

Your work is superb, WACKI




VELMI DOBRÝ(correct?

- DeletedUser5
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Re: New Graphics - Blender ".blend" thread
Yeah. Correct.
Beautiful Wacki!
Beautiful Wacki!
And I'll add in polish: Życzę Wam abyście mieli szczęśliwe Święta i wesoły Nowy Rok!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!
Re: New Graphics - Blender ".blend" thread
That's not incorrect, but sounds a bit weird. More popular form of these wishes would be:Soeb wrote:Yeah. Correct.
And I'll add in polish: Życzę Wam abyście mieli szczęśliwe Święta i wesoły Nowy Rok!
Wesołych Świąt i Szczęśliwego Nowego Roku!
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Re: New Graphics - Blender ".blend" thread
Guys! Do some drawing not translating
Ok, actually you may do translating, but then you have to draw somehting too
Lord
Kauneid jõule ja head uut aastat!

Ok, actually you may do translating, but then you have to draw somehting too

Lord
Kauneid jõule ja head uut aastat!

- DeletedUser5
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Re: New Graphics - Blender ".blend" thread
You're right Mchl. I wasn't talking in polish a really long.Mchl wrote:That's not incorrect, but sounds a bit weird. More popular form of these wishes would be:Soeb wrote:Yeah. Correct.
And I'll add in polish: Życzę Wam abyście mieli szczęśliwe Święta i wesoły Nowy Rok!
Wesołych Świąt i Szczęśliwego Nowego Roku!
But I need to learn how to draw before.lordazamath wrote:Guys! Do some drawing not translating![]()
Ok, actually you may do translating, but then you have to draw somehting too
Lord
Kauneid jõule ja head uut aastat!

- athanasios
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Re: New Graphics - Blender ".blend" thread
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.
http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
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Re: New Graphics - Blender ".blend" thread
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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Re: New Graphics - Blender ".blend" thread
I think, that tiles are 12,5x12,5 metres, my building is 7x10 m. I think it is enough small.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 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.

I am 3dsmax artist.
Re: New Graphics - Blender ".blend" thread
where? 

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My patches: Day length (new concept), Conditional loading, Auto separation, Unload all adds Leave empty, Better statue placement (in trunk)
My abandoned patches: Speed limits for RVs, Day length (old concept)
My abandoned patches: Speed limits for RVs, Day length (old concept)
- DeletedUser5
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Re: New Graphics - Blender ".blend" thread
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: 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.
SUB-ARCTIC Replacement: 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.

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

Re: New Graphics - Blender ".blend" thread
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
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!
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
Re: New Graphics - Blender ".blend" thread
It is .tar for "ultra-zoom" version.pavel1269 wrote:where?
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



Sorry, my mistakeSoeb wrote:Here's a screenshot, of that present, Wacki: lamps doesn't look good. But the though that counts.

Sorry for my very bad English!!! 
I am 3dsmax artist.

I am 3dsmax artist.
- DeletedUser5
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Re: New Graphics - Blender ".blend" thread
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.Wacki wrote:but GeekToo will be compile new and better version

Re: New Graphics - Blender ".blend" thread
next house:
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Sorry for my very bad English!!! 
I am 3dsmax artist.

I am 3dsmax artist.
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