
New Graphics - Blender ".blend" thread (Works In Progress)
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Re: New Graphics - Blender ".blend" thread
Better indeed 

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Re: New Graphics - Blender ".blend" thread
I know that roof texture
I tries to use it on one of my building, but it seemed too bright...Good you made it happen 


Re: New Graphics - Blender ".blend" thread
now, it's great 

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- Ben_Robbins_
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Re: New Graphics - Blender ".blend" thread
Wacki: Your work is consistently stunning, great to see loads more from you while I was away. For the last building (the hut), I had difficulty making out that the far right window was a window though. It is now clear once I zoomed in, but I first thought it was where the plaster had fallen away. It may be easier to see if the top and bottom of it are at the same heights as the windows on the left hand side of the building. (note: I'm not using flat screen's, so variations in the darker colours are less obvious)
Ben
- athanasios
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Re: New Graphics - Blender ".blend" thread
Top of normal windows and doors (unless door is a special entrance) must align.
Good you noticed that.
Good you noticed that.
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- PouncingAnt
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Re: New Graphics - Blender ".blend" thread
I got fed up waiting for someone to get round to making a trunk-compatible version of Wacki's 32bpp tropical houses set, so I decided to learn how to work pngcodec and did it myself.
I'll give you all a screenshot, but I wont make or post the .tar file until I have permission to.
On that note, please, Wacki may I post the .tar of the set?
(It wont include the roads or previously released flats, since they are already available)
EDIT: also note (most have probably noticed) this doesn't include anything that wasn't in Wacki's little Christmas gift on page 175. But I'll get round to them.
I'll give you all a screenshot, but I wont make or post the .tar file until I have permission to.
On that note, please, Wacki may I post the .tar of the set?
(It wont include the roads or previously released flats, since they are already available)
EDIT: also note (most have probably noticed) this doesn't include anything that wasn't in Wacki's little Christmas gift on page 175. But I'll get round to them.
- Attachments
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- Wacki's 32bpp tropical set and some other released graphics.
- screenshot.png (348.01 KiB) Viewed 4623 times
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Re: New Graphics - Blender ".blend" thread
Rare situation, where poor neighbourhoods are actually looking better than the rich ones... 

- DeletedUser5
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Re: New Graphics - Blender ".blend" thread
I know that Wacki want to finish all buildings then relase .tar file.
I have Wacki's permission so... just wait
I have Wacki's permission so... just wait
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Re: New Graphics - Blender ".blend" thread
Shut up!Mchl wrote:Rare situation, where poor neighbourhoods are actually looking better than the rich ones...


no:off
lord
Re: New Graphics - Blender ".blend" thread
Everyone on this forum have my permission from my "big" .tars make "small" .tars

And yes, I would like to remake all tropical buildings, but now I am working on tropical roads and tropical grass and desert
But unfortunately, I haven´t a lot of time now, because I am learning for exams
EDIT: I know, that Ben made really good roads, but for me look much "blue". So I try to make my own - it is not complete. But I have a suggestion - traffic signs????????


And yes, I would like to remake all tropical buildings, but now I am working on tropical roads and tropical grass and desert

But unfortunately, I haven´t a lot of time now, because I am learning for exams

EDIT: I know, that Ben made really good roads, but for me look much "blue". So I try to make my own - it is not complete. But I have a suggestion - traffic signs????????
- Attachments
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- test_road.png (131.86 KiB) Viewed 4266 times
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Re: New Graphics - Blender ".blend" thread
What about english players with left-driving buses?Wacki wrote:Everyone on this forum have my permission from my "big" .tars make "small" .tars![]()
And yes, I would like to remake all tropical buildings, but now I am working on tropical roads and tropical grass and desert
But unfortunately, I haven´t a lot of time now, because I am learning for exams
EDIT: I know, that Ben made really good roads, but for me look much "blue". So I try to make my own - it is not complete. But I have a suggestion - traffic signs????????
Beer equals power
Re: New Graphics - Blender ".blend" thread
Yeah, the correct side to drive on!Grolsch wrote:What about english players with left-driving buses?


Wacki, really nice work.

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Re: New Graphics - Blender ".blend" thread
Or Australian, or Singaporean, or Japanese, or Hong Kong, or Kenya, or Malaysia, or South Africa, or New Zealand, etc...Grolsch wrote:What about english players with left-driving buses?Wacki wrote:Everyone on this forum have my permission from my "big" .tars make "small" .tars![]()
And yes, I would like to remake all tropical buildings, but now I am working on tropical roads and tropical grass and desert
But unfortunately, I haven´t a lot of time now, because I am learning for exams
EDIT: I know, that Ben made really good roads, but for me look much "blue". So I try to make my own - it is not complete. But I have a suggestion - traffic signs????????
- PouncingAnt
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Re: New Graphics - Blender ".blend" thread
I see. Well, since we all have permission, I'm inclined to release a small .tar file so that anyone who was waiting like me can use them.Soeb wrote:I know that Wacki want to finish all buildings then relase .tar file.
I have Wacki's permission so... just wait
- Attachments
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- Tropical Houses.tar
- Wacki's tropical houses
- (160 KiB) Downloaded 546 times
NB: the below challenges are still open for submission, so feel free to perform necromancy on them!
Try the PouncingAnt National Monopoly Challenge
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Or, the PouncingAnt National Monopoly Challenge 4
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-(A lazy) OpenTTD Japanese Translator-
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Patches:
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Try the PouncingAnt National Monopoly Challenge
Or even better, the PouncingAnt National Monopoly Challenge 2
Or better still, the PouncingAnt National Monopoly Challenge 3
Or, the PouncingAnt National Monopoly Challenge 4
Or try my scenario instead!
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"You get what you pay for, so pay attention!"
Patches:
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Re: New Graphics - Blender ".blend" thread
non:tknlordazamath wrote:Shut up!...Wacki said he'll remodel my ugly tropical flats...I hope he does
no:off
lord
I was having in mind, that poor domicile facilities (can I put a trademark on this?) have been all doone in 32bpp by now, while there's still mix of 8bpp and 32bpp in richer parts of towns... But if you insist to put it your way...

- Ben_Robbins_
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Re: New Graphics - Blender ".blend" thread
Wacki: I like the roads, but unfortunately I considered things such as the signs also, but didn't add them because I think people from different countries will want them in there own style, there isn't really a generic style. Likewise for the road markings. The sign that stands against the background colour will also be cut off by some neighbouring tiles, like the grass (although I have left the grass because I personally think its worth the effect). I like the clear white lines though, should work nicely on lower zoom levels, and the sandy soil showing through is a nice idea as well, and makes a nice division between the tarmac and grass.
Also, if you wanted to de 'blue' the roads, then it would take about 5 seconds per sprite to do, so if that, or darkness/lightness of the roads is an agreed concern, I can change them. (messing with the white lines will take longer though).
Also, if you wanted to de 'blue' the roads, then it would take about 5 seconds per sprite to do, so if that, or darkness/lightness of the roads is an agreed concern, I can change them. (messing with the white lines will take longer though).
Ben
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Re: New Graphics - Blender ".blend" thread
Something i find really odd with all the roads developed here (though i really like them
is that the dark part of the road is between the two tire tracks. Where as here in Australia i find the dark parts of the road are where the tires go. This is because all the dust and dirt gets blown/flung from where the tires go to everywhere else.

- PouncingAnt
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Re: New Graphics - Blender ".blend" thread
Going by the implications in the earlier posts I'm not going to release another tar containing the missing sprites until a second large sprites tar has been released (and even then it will depend on whether anyone else will take up that job before me). In the meantime, if there is anything anyone needs pngcodec'd please send me a PM.
NB: the below challenges are still open for submission, so feel free to perform necromancy on them!
Try the PouncingAnt National Monopoly Challenge
Or even better, the PouncingAnt National Monopoly Challenge 2
Or better still, the PouncingAnt National Monopoly Challenge 3
Or, the PouncingAnt National Monopoly Challenge 4
Or try my scenario instead!
-(A lazy) OpenTTD Japanese Translator-
-(A lazy) PNGcodec user-
"You get what you pay for, so pay attention!"
Patches:
Company Station Stats
Try the PouncingAnt National Monopoly Challenge
Or even better, the PouncingAnt National Monopoly Challenge 2
Or better still, the PouncingAnt National Monopoly Challenge 3
Or, the PouncingAnt National Monopoly Challenge 4
Or try my scenario instead!
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"You get what you pay for, so pay attention!"
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- Plastikman
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Re: New Graphics - Blender ".blend" thread
I find the center area to be darker because it is fouled with dripping oil,slime,goop from cars and trucks. trust me, as a motorcycle rider. we tend to stay out of the center of the lane. that crap can be slippery now and then. especially just as it starts to drizzle.mexicoshanty wrote:Something i find really odd with all the roads developed here (though i really like themis that the dark part of the road is between the two tire tracks. Where as here in Australia i find the dark parts of the road are where the tires go. This is because all the dust and dirt gets blown/flung from where the tires go to everywhere else.
I think that new road looks great. as i said.. maybe it is time to come to the darkside (of openttd)....
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