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Re: [32bpp] Extra zoom levels Graphics
Posted: 28 Sep 2008 17:31
by maquinista
Varivar wrote:maquinista wrote:This is the file coded. I need some mask files, because the script will be faster and easier than the magic wand of GIMP. Also, I will update this file to add more stages and the license files.
Here it is.
Thanks, I will use it.
The first stage is easier to render, because You only need remove the building and some fences.

Also, there are a final stage modeled but untextured that It could be useful:
http://www.tt-forums.net/viewtopic.php?p=670788#p670788
Re: [32bpp] Extra zoom levels Graphics
Posted: 28 Sep 2008 18:20
by Varivar
maquinista wrote:
Thanks, I will use it.
The first stage is easier to render, because You only need remove the building and some fences.

You don't have to remove things, you can just open another layer. The first three layers contains buildings.
Re: [32bpp] Extra zoom levels Graphics
Posted: 28 Sep 2008 22:22
by Teemes
Varivar's trucks v4- now with 100% more vitamin C
btw, varivar, brupje, maquinista: nice work on those buildings - I hope the updated grass of the company hq will blend in well with the regular grass tiles.
Maquinista, to only render a shadow on the ground without rendering the ground itself (the problem you mentioned on the previous page of this thread), you have to set the OnlySha(dows) option in the shaders tab for the ground's material. You wont see the shadow in the blender render window (as the background should be black, too), but you will see it in the final image after saving it.
Re: [32bpp] Extra zoom levels Graphics
Posted: 29 Sep 2008 08:48
by maquinista
brupje wrote:Varivar wrote:
Sure we should, the construction stages look much better now
Thanks
Here a first attempt for the futuristic tower
The building is very good. Keep it without ground, because the original sprite doesn't have it.
Re: [32bpp] Extra zoom levels Graphics
Posted: 29 Sep 2008 09:14
by brupje
maquinista wrote:The building is very good. Keep it without ground, because the original sprite doesn't have it.
Thanks, will do
I only feel like there is something missing on the blue cubicles. Can't figure it out yet what it is.
Re: [32bpp] Extra zoom levels Graphics
Posted: 29 Sep 2008 11:19
by ArmEagle
brupje wrote:Varivar wrote:
Great that you're working on the construction stages. It looks a bit weird now, you should make the walls more sediment. Also the floor texture doesn't align good. To help you I've uploaded the blend files of the construction stages of one of my buildings. You're free to use them

Thanks, we should do more sharing

It looks very nice. But technically I'd say that with this type of building the outer wall is added after the base columns and floor are built.
That's how I thought some other big (office) building was made too.
- Don't want to be too much of a criticizer though, since all this work you guys are doing here is just great!
Re: [32bpp] Extra zoom levels Graphics
Posted: 29 Sep 2008 15:25
by maquinista
I have coded It, and It is a very good model.
Varivar: remember that the other building (sprites 4420-4423) only needs the building, the ground is shared with the building that I coded.
Re: [32bpp] Extra zoom levels Graphics
Posted: 29 Sep 2008 15:45
by brupje
Final for the futuristic tower, I made it less toony and added some textures.
Don't know which colors are required, couldn't find it in the sprites. :S
Re: [32bpp] Extra zoom levels Graphics
Posted: 29 Sep 2008 15:46
by brupje
... and a building stage
Re: [32bpp] Extra zoom levels Graphics
Posted: 29 Sep 2008 16:57
by brupje
... and building stage 2 for modernofficebuilding
Re: [32bpp] Extra zoom levels Graphics
Posted: 29 Sep 2008 16:58
by Varivar
brupje wrote:Final for the futuristic tower, I made it less toony and added some textures.
Don't know which colors are required, couldn't find it in the sprites. :S
Nice building! You don't have to render all colors seperately, you only need a mask file. How to generate such a file is discribed
here. This is how a mask file should look (from the water truck). Amask file "masks the areas which should be colored. Then the game will do the coloring part.
Thanks Teemes and Maquinista for coding

Re: [32bpp] Extra zoom levels Graphics
Posted: 29 Sep 2008 16:58
by brupje
... and building stage 1 for modernofficebuilding
Re: [32bpp] Extra zoom levels Graphics
Posted: 29 Sep 2008 17:01
by brupje
Varivar wrote:brupje wrote:Final for the futuristic tower, I made it less toony and added some textures.
Don't know which colors are required, couldn't find it in the sprites. :S
Nice building! You don't have to render all colors seperately, you only need a mask file. How to generate such a file is discribed
here. This is how a mask file should look (from the water truck). Amask file "masks the areas which should be colored. Then the game will do the coloring part.
I was afraid of that, the reflection in the tower might get interesting

Re: [32bpp] Extra zoom levels Graphics
Posted: 29 Sep 2008 17:24
by Varivar
brupje wrote:
I was afraid of that, the reflection in the tower might get interesting

The reflection doesn't have to be a problem, if you add the reflective parts to the mask file. But you have to do that by hand (in GIMP or so).
Re: [32bpp] Extra zoom levels Graphics
Posted: 29 Sep 2008 17:25
by maquinista
brupje wrote:Varivar wrote:brupje wrote:Final for the futuristic tower, I made it less toony and added some textures.
Don't know which colors are required, couldn't find it in the sprites. :S
Nice building! You don't have to render all colors seperately, you only need a mask file. How to generate such a file is discribed
here. This is how a mask file should look (from the water truck). Amask file "masks the areas which should be colored. Then the game will do the coloring part.
I was afraid of that, the reflection in the tower might get interesting

This model is simple, I can create their colour masks easily.
Re: [32bpp] Extra zoom levels Graphics
Posted: 29 Sep 2008 17:42
by brupje
maquinista wrote:This model is simple, I can create their colour masks easily.
Well here is what I got so far, please go ahead

Re: [32bpp] Extra zoom levels Graphics
Posted: 29 Sep 2008 19:51
by Lordmwa
Just to say i love watching this thread as it always looks so good
Keep up the good work
Lordmwa
Re: [32bpp] Extra zoom levels Graphics
Posted: 29 Sep 2008 23:48
by maquinista
I have added the latest models. A ground shadow would be better in the futuristic tower, but I think that It is good enough. I prefer a custom building placement tool with construction stages.
The desert roads are 1 pixel down, It creates some random pixels in the borders.
Re: [32bpp] Extra zoom levels Graphics
Posted: 29 Sep 2008 23:53
by athanasios
brupje wrote:... and building stage 1 for modernofficebuilding
Just make sure pillars are of same width with ones of stage 2. They seem thinner here.
Nice stuff!
Re: [32bpp] Extra zoom levels Graphics
Posted: 30 Sep 2008 11:27
by habell
maquinista wrote:The desert roads are 1 pixel down, It creates some random pixels in the borders.
I'll see what I can do about it when I get home.