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Re: New Graphics - Blender ".blend" thread

Posted: 13 Jan 2008 18:01
by GrambleX
Today these trucks are about 8-9 meter long. In those day they had been a bit shorter, thus 6 meters are quite OK.
The width is also OK, because the road is not much wider. If I would make it wider it wouldn't fit on the road.
In this model I made the truck a bit higher and changed the material:
B.png
B.png (26.42 KiB) Viewed 7991 times

Re: New Graphics - Blender ".blend" thread

Posted: 13 Jan 2008 22:20
by ZxBiohazardZx
OMG really impressive, i love that truck, can you try a more modern truck (2000) and/ or combination trucks (puller, freight) (dunno in dutch its trekker-oplegger)

i mean the long-trucks as in george's

anyway great work, continue it:)

Re: New Graphics - Blender ".blend" thread

Posted: 13 Jan 2008 23:10
by athanasios
I like your work. :D

Consider the following:
1. Proportions: It is wide enough. I think cargo area needs to be a few pixels longer.
2. Cargo cover needs some more work. Currently it is square. You may need to smooth the edges but be carefull. Not much. Then it will go for a much earlier era ('50s). In the '70s they used cloth or plastic for cover. There are supports for it. These are not evident in your model. In my country back then it was customary to use dark blue plastic with white letters for adds. Don't know about other countries though. Neveertheless the texture for the cover suits very nicely with the wood under. The pieces of wood might need to be more distinct.

regards
athanasios

Re: New Graphics - Blender ".blend" thread

Posted: 13 Jan 2008 23:51
by mph
I would disagree that it should be any longer. It looks alright to me.
But i would say that it shouldn't appear to have a wooden back.


It looks a lot like this sort of leyland lorry from britain - i think early early 1980s maybe.

Re: New Graphics - Blender ".blend" thread

Posted: 14 Jan 2008 09:38
by Gramble
I think, lordazamath and athanasios are right. It would look nicer to make the truck a bit longer. I think in real life there are trucks with the length of my model and a lot more trucks with the suggested length of athanasios. So, the longer version looks a bit better (imho). But to fit the orginal seize of the trucks in OpenTTD (half tile), I would like to keep the length. When we've got enough models, there could be longer trucks (maybe as long as the long trucks).
The cargo cover needs, some work, I know. I've just started to work with UV mapping. :(
I've done all the work you suggest already, atanasios, but after I had rendered it, the texture got very very light and lost very much contrast. The cover should look a bit like this one:
Screenshot (mafia the game) - 148KB
Know I'm not sure, if I should try to make a knew texture which looks good when the model is rendered, or if I should try a bit bumpmapping?
And then I have to try how these overlayers work (for the company colors), and if the reflexions of the metal can be visible when there is a overlayer. For the cover I would like to have a thick line with the secondary company color. Letters are not so good because they would have to match with the company name.

Edit: In the Wiki you can find a newer version. But the cover is very difficult - so it's not done.
@mph: I tried to make a model from the early 70s. One of those trucks that were the first without a front lid (?). So in these days you found a lot of trucks with a wooden back. Maybe I could give it a color and make covering looks more like plastik. That would be better I think. For later models and the food vans I would choose a hard covering (?).
But if you all agree, that this model looks more like early 80s or that a hard covering look generally better, than I will change that.

Re: New Graphics - Blender ".blend" thread

Posted: 14 Jan 2008 18:35
by ZxBiohazardZx
hey all im back from away:P i see some GREAT work:)

1) can anyone check if my train depot is good enough (way back:P)
2) i started on a modern truck, this is the base:)

Re: New Graphics - Blender ".blend" thread

Posted: 14 Jan 2008 19:19
by Gramble
Your truck model is good, so far. But don't invest too much time into parts, that will be covered with other parts, and don't get more detailed (I used to do that, and spoiled my models).

I splitted up my truck model, because I think there were two opinions how the truck should like.
AllGoods.png
AllGoods.png (20.06 KiB) Viewed 7375 times
I would make the older model a bit smaller, because know it looks greater than the 1980s model (although it is only a bit shorter). I don't know if it was a good idea to put the light a bit up for the 1970 truck. The truck looks a bit strange and cheap, I think. But maybe such a truck fit in the game :lol:
(In real life there were a few strange trucks in those days, too)

Re: New Graphics - Blender ".blend" thread

Posted: 14 Jan 2008 19:37
by Ben_K
Gramble, that's nice work. I like those lorries! 8)

Re: New Graphics - Blender ".blend" thread

Posted: 14 Jan 2008 19:52
by TagDaze
Gramble wrote:I don't know if it was a good idea to put the light a bit up for the 1970 truck. The truck looks a bit strange and cheap, I think. But maybe such a truck fit in the game :lol:
Cheap trucks fit very well in the 1970s.
Ben_Robbins_ wrote:TagDaze: Please don't swear on the forum. Removing/hiding single elements of words doesn't stop them having exactly the same effect, and intention.
For crying out loud, Ben. Saying "oh shi-" is hardly swearing. People hear worse things every single day. Also, "shi-" is not a means of censoring "s***". <-- Edit: WORDFILTER'D!!
If I would say it, I would actually say just "shi", as if I'm interrupting myself, that's how it's meant, not as some sort of censorship.

Re: New Graphics - Blender ".blend" thread

Posted: 14 Jan 2008 21:12
by ZxBiohazardZx
great work lol i cant say more, i might wanna add that my blender skills really are sucky again, so ill have to do the full tutorial over and over till i finally get the touch:P again can you find my depot (way back) and comment it, ill look for it myself:P hope that its good:p

found the depot

http://tt-forums.net/viewtopic.php?f=36 ... start=2820

read some comments, but lost track

i know:
1) make hole where there is a round window-like thingy
2) make it have more width

any more? or are we happy with those changes? then ill make the change and upload a new version:P

Re: New Graphics - Blender ".blend" thread

Posted: 14 Jan 2008 21:26
by Gramble
You mean this depot?
http://www.tt-forums.net/download/file.php?id=68666

I think it is already very nice. Maybe you could work a bit on the roof. Maybe a red roof would fit better to the building? Don't know, but the rest is quite perfect.

You could add a eaves gutter. When I did that it made the Shops much more realistic.

-Thomas-

Edit: Too late :lol:

Re: New Graphics - Blender ".blend" thread

Posted: 14 Jan 2008 23:16
by athanasios
I like the truck with lights higher. There existed odd trucks with such lights those times. In the sixties vehicles were more curved but gradually they started becoming more square. (Vehicle might need a bit more curves in the cabin but not much. Of course if it is just to replace original one in game that will serve for later years also it is OK.) Good job!
I mentioned about sizes because we have to fit sprites with capacities in game. E.G: A bus that carries 30 passengers cannot be the same length with a bus that carries 70 passengers.

regards
athanasios

Re: New Graphics - Blender ".blend" thread

Posted: 15 Jan 2008 15:00
by Gramble
Does somebody know, how a hanger behaves in curves?
The long vehicles set made one model out of the truck and its hanger. But trams have got the possibility to have hangers that are extra models. Thus the hangers rotate a bit later than the first wagon. If this behaviour is also possible for trucks, I would like to create some trucks with hangers.

Re: New Graphics - Blender ".blend" thread

Posted: 15 Jan 2008 20:48
by GeekToo
For all blender artists: you may be interested in the following patch: http://www.tt-forums.net/viewtopic.php?f=36&t=35794
It brings back the 2 extra zoom level, and adds real transparency to the transparency options.

Re: New Graphics - Blender ".blend" thread

Posted: 15 Jan 2008 21:05
by ZxBiohazardZx
Gramble wrote:Does somebody know, how a hanger behaves in curves?
The long vehicles set made one model out of the truck and its hanger. But trams have got the possibility to have hangers that are extra models. Thus the hangers rotate a bit later than the first wagon. If this behaviour is also possible for trucks, I would like to create some trucks with hangers.
in real life i can show you lol but ingame i have no clue:P

real life image:

http://www.cursim.nl/Recent/Recent.php

a dutch site but the drawings are clear enough i hope....

Re: New Graphics - Blender ".blend" thread

Posted: 16 Jan 2008 09:59
by Ben_Robbins_
GrambleX: Nice work. I think that length actually looks really nice there. If you are considering working on the oldest trunk, I did actually briefly start on it, but didn't get very far, so if you want a mesh for the front then I can give you that to work off.

Tagdaze: I didn't say I hadn't heard worse, and I didn't personally care much about it, but on the forum it's no swearing. And that doesn't mean that you go as close to the word filter as you can without getting swatted.

Geektoo: (Sorry if my reaction doesn't seem to grateful to most, but as said in prier pm's...) great work, I'm really appreciative of what you have done, and shall work on getting my tars to work in the new version.

I have actually worked on the rocks (about a week ago) but I haven't had time to get them to the new standard. If anybody else wants to feal free. I took on from where geektoo got too, and for the flat image used his sprite in part, so credit to him. I had to majorly change things though so that it tiles OK, and so that there is minimal rock exceeding the tile edge. I've attached it with and without grid lines. The difference is subtle but annoying noticeable if you have the wrong one. I looked at a lot of photos and rocks seem to be able to exist in nearly every colour size and shape as well as arrangements, quantity, and everything else, so I concluded there's no real wrong or right way to do them. (sorry for adding them both with the same name, I haven't slept in days, and I can't hack simple tasks any more)

Re: New Graphics - Blender ".blend" thread

Posted: 16 Jan 2008 22:39
by TagDaze
Ben_Robbins_ wrote:And that doesn't mean that you go as close to the word filter as you can without getting swatted.
Let me reiterate what I said in my last post: it was not a wordfilter bypass. It was a way of speech.
"No cussing" doesn't mean "let's act like we spontaneously develop AIDS the moment somebody uses a certain mode of speech that is not offensive in any way." With the amount of mature people on this forum we can safely follow the spirit of the rules, not the letter.

Also, holy crap (oh dear, I said the rude word for doo-doo again :V)! Me likey the rocks and stuff. Where have you been all my life, baby-.tar?

Re: New Graphics - Blender ".blend" thread

Posted: 16 Jan 2008 23:27
by Bad_Brett
Ben_Robbins_ wrote: Tagdaze: I didn't say I hadn't heard worse, and I didn't personally care much about it, but on the forum it's no swearing. And that doesn't mean that you go as close to the word filter as you can without getting swatted.
What is this, church? Seriously, who cares? It's not like it's a common issue on these boards.

Re: New Graphics - Blender ".blend" thread

Posted: 16 Jan 2008 23:42
by TagDaze
Also, improved? The car would be used to show company colours.

Re: New Graphics - Blender ".blend" thread

Posted: 17 Jan 2008 09:28
by Wacki
My volkswagen beetle :)
But what is that light under the car????? (Maybe neon light :lol: ;) )
And previous tree looks much better than these.