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Re: New Graphics - Blender ".blend" thread

Posted: 28 Jan 2008 14:36
by Korenn
Jupix wrote:
DaleStan wrote:
Ben_Robbins_ wrote:peter1138: hmm, yeah. Removed. (annoying that windows keeps sticking it back everytime I go up to the folder it's in.)
You can make that not happen, I'm pretty sure.
Indeed you can, it's in the explorer folder options somewhere. I'm not on a Windows box currently so I can't be more specific, I just now it can be disabled.
the easiest way is to simply use a viewmode other than thumbnail view ;)

Re: New Graphics - Blender ".blend" thread

Posted: 28 Jan 2008 21:03
by Mchl
I'm pretty sure the lady in top left corner was my literature professor in secondary school... Now she's moved to managing transport companies... How I envy her...
These faces are awesome...

Re: New Graphics - Blender ".blend" thread

Posted: 29 Jan 2008 08:30
by PouncingAnt
Soeb wrote:They're for GeekToo version. That's why they don't work with actual version.
Ben_Robbins_: Beautiful faces!
Wacki: Great hotel! But I don't see any building 2x2 in tropical climate.
How odd. I thought the view face window was a fixed number of pixels big?
I assume this has been/will be changed in GeekToo's version? (Otherwise there wouldn't be much point making it so big, I guess)

Re: New Graphics - Blender ".blend" thread

Posted: 29 Jan 2008 20:52
by GeekToo
PouncingAnt wrote: I assume this has been/will be changed in GeekToo's version? (Otherwise there wouldn't be much point making it so big, I guess)
You're right, the code is already in

Re: New Graphics - Blender ".blend" thread

Posted: 29 Jan 2008 21:15
by ZxBiohazardZx
Ben_Robbins_ wrote:Double posting to break the silence. This weekend I've worked on the company boss's. I've only done the European faces so far, I'll move on the African ones next I think. All the sprites are 'done' to the first stage, so I'll post them now for general opinions. (I completely randomly grabbed 24 from game) There in numbered columns for referencing if people want. There is some issue with some of the sprite edges in this image as well because of the resizing (e.g. edge of eyes sprite), and the team colours on the backdrop aren't quite right as well.

EDIT: re-uploaded the .tar with the correct folders in, so it should just work. Thanks Geektoo.

the faces in general look nice, but if you look a little better you can see straight lines where you editted the eyes in, can you either try to blur that away or try to make it less sharp?

bio

@ wacki, great hotel, i feel it lacks details on the ground level and its to clean (try to break it up in some way (wood planks in front of fake abandonned appartment)

Re: New Graphics - Blender ".blend" thread

Posted: 30 Jan 2008 02:25
by PouncingAnt
GeekToo wrote:
PouncingAnt wrote: I assume this has been/will be changed in GeekToo's version? (Otherwise there wouldn't be much point making it so big, I guess)
You're right, the code is already in
Forgive me for posing this question instead of finding out for myself. It seems you've done a lot more work on that project than I thought. I shall have to take a gander at it. :)

Re: New Graphics - Blender ".blend" thread

Posted: 30 Jan 2008 03:16
by Ben_Robbins_
ZxBiohazardZx: The lines between things such as the eye's and side of the face are a result of the resizing issue, (as stated in the quote...) which Geektoo has just said has been sorted in the other thread. If you check them at z1 you will hopefully notice they are not apparent.

PouncingAnt: If you want to resize them to normal zoom, then feel free to do so. Edit the .bat file so that each figure is halved (odd numbers divide by 2 and round up), then shrink all the sprites by 50%, but use a method such as 'nearest neighbour' so that semi-opaque lines don't appear between the elements of the face.

Since I'm posting, I'll attached this. The 50 years of Lego in it's current form put me in the mood for making some Lego company managers, so I modelled a few bits, but I don't think I'll continue with this for the moment cause it will take way to long to finish.

Also, In relation to making the trains all short and stumpy. I had a quick mess around with the Eurostar (photoshoped), and is it plausible to make 'both' ends work in pairs of carriages?...also, in doing this, I assume it would greatly limit the amount of trains available as the sprites get used to make the elements of 1 train. I did squash it down even further, but it just stop's looking like the train is should be once the angles/curves are effected, and there are too many features along the train to chop it up much more.

Re: New Graphics - Blender ".blend" thread

Posted: 30 Jan 2008 05:31
by LordAzamath
Ben: You might want to show your lego-guys in brickland thread too :)

WIP Oil Refinery

I started a new industry, oil Refinery.. Currently have models of Oil Tanks only.. But don't despair :P I will improve them and make other parts too.
oil_tank.png
oil_tank.png (54.16 KiB) Viewed 9305 times
The reference picture :P
http://texnrails.com/images/structure/tms/1000401.jpg
madis

Re: New Graphics - Blender ".blend" thread

Posted: 30 Jan 2008 13:53
by Korenn
Ben_Robbins_ wrote:Also, In relation to making the trains all short and stumpy. I had a quick mess around with the Eurostar (photoshoped), and is it plausible to make 'both' ends work in pairs of carriages?...also, in doing this, I assume it would greatly limit the amount of trains available as the sprites get used to make the elements of 1 train. I did squash it down even further, but it just stop's looking like the train is should be once the angles/curves are effected, and there are too many features along the train to chop it up much more.
I think grf files can allow this, and it doesn't even have to limit the amount of trains that much, the graphics would be done using wagon overrides.

Re: New Graphics - Blender ".blend" thread

Posted: 30 Jan 2008 19:47
by LordAzamath
I rerendered my Tropical Bank to full zoom variant. Now I see it lacks some texturing in some places, where I couldn't see it before when it was small. Anyway, I'll give you *blend file too this time :) so you can change it. To get this into GeekToo's patch it needs cutting. the base tiles should be the ones Ben_ Robbins_ gave some time ago.

link here
Tropical_Bank-v0.3.6-12,5x25.png
Tropical_Bank-v0.3.6-12,5x25.png (134.45 KiB) Viewed 9041 times
Tropical_Bank-v0.3.6.7z
(1.84 MiB) Downloaded 302 times
madis

Re: New Graphics - Blender ".blend" thread

Posted: 30 Jan 2008 20:01
by DeletedUser5
I can give it a try and cut it and code it. But when you'll or someone else make it with base tiles. And only if you want it.

Soeb

Re: New Graphics - Blender ".blend" thread

Posted: 30 Jan 2008 20:07
by LordAzamath
No. The base tiles will be the ones what Ben gave. Then it'll look ok.
banktiles.png
banktiles.png (3.09 KiB) Viewed 9022 times
2184&2185 are those Ben's tiles. And 2184&2187 are my bank, cut in half. If you don't do them as separate, then the selector sprites will be under the base sprites, not over them. See the thread of this bank http://www.tt-forums.net/viewtopic.php?f=36&t=33351 for reason.

madis

EDIT: Or actually... I'll give you another, better render.. I noticed some things which aren't good. Wait a mom.

Re: New Graphics - Blender ".blend" thread

Posted: 30 Jan 2008 20:13
by DeletedUser5
I forgot there are 4 sprites for bank not two. I'll post here a .tar soon.

Re: New Graphics - Blender ".blend" thread

Posted: 30 Jan 2008 20:22
by LordAzamath
Ok.. The new render is here.. I removed some glitches.

madis

Re: New Graphics - Blender ".blend" thread

Posted: 30 Jan 2008 21:16
by richk67
Im not allowed one word posts... so....

Drooool, slobber, slobber :) :)

8bpp conversion puhleeeeeze :)

Re: New Graphics - Blender ".blend" thread

Posted: 31 Jan 2008 00:04
by athanasios
So lordazamath you are not a good artist and you prefer coding... :roll:

Well, from what I see I don't think so! :lol:

Re: New Graphics - Blender ".blend" thread

Posted: 31 Jan 2008 03:41
by Slye_Fox
The nearly complete Brush Class '47'

Re: New Graphics - Blender ".blend" thread

Posted: 31 Jan 2008 06:09
by Paxinum
Nice work, both on the bank, and the train!

Re: New Graphics - Blender ".blend" thread

Posted: 31 Jan 2008 13:46
by DeletedUser5
Well, finally I've codded it. Here's a .tar. No screenshot for that because you can see how it look on render.

I know I should cut sprites but it would have same weight and it works fine.

Re: New Graphics - Blender ".blend" thread

Posted: 31 Jan 2008 15:05
by LordAzamath
You've got offsets a little off.. Correct should be

Code: Select all

2186_z0.png x_offs=-253 y_offs=-136
:)