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Posted: 02 Sep 2005 09:04
by Burschik
These guys have numerous building and car models which might be adapted for ottd: http://www.blenderprojects.com/index.php

Cheers

Posted: 02 Sep 2005 10:53
by oboka
bobingabout wrote:something that might be worth asking.

are the buildings going to have a version of all 4 angles, like the last 1?

1 of the features some people want is a rotation tool to rotate the map by 90 degrees.

if the graphics already had all 4 rotations, it would be easier to implement the feature.
why not rotate by 45 degrees?

that only would double sprites :wink:

Posted: 02 Sep 2005 11:17
by dmh_mac
There's plenty of places to get free 3d models and such, but where's the fun in that? :)

Posted: 02 Sep 2005 12:46
by Gorre
I honestly think you are wrong, buildings are having 4 angles not for being able to rotate view, but for more variability.

Posted: 02 Sep 2005 13:37
by Burschik
dmh_mac wrote:There's plenty of places to get free 3d models and such,
Could you post links to a few of them?
dmh_mac wrote:but where's the fun in that? :)
There are people who enjoy adapting things to their own purposes instead of starting from scratch time and again. Moreover, I would like to have improved graphics sooner rather than later, and while current progress may be impressive, it is not exactly rapid.

Cheers

Dummy Question

Posted: 02 Sep 2005 16:37
by leenx
There's a "texture pack" to the designers had all the same basic textures? I think this will speed up the work in some way... (and make it all in one standard)

Re: Dummy Question

Posted: 02 Sep 2005 18:18
by Gorre
leenx wrote:There's a "texture pack" to the designers had all the same basic textures? I think this will speed up the work in some way... (and make it all in one standard)
I suggest you to look at this dmh_mac's building, especially on the source he provided. Me and I'm almost sure StefSybo also used his materials as a sample.

Posted: 02 Sep 2005 20:26
by MeusH
I'd like to take light from that building, but appending doesn't work - I'm trying to add lamps as "objects" and as "lamps".
I also tried to take a closer look at some of the building's meshes, but seems all of them are grouped together and seems there is no way to split it again (but I'm sure there is).

555-help-me

Posted: 02 Sep 2005 23:34
by Korenn
oboka wrote:
bobingabout wrote:something that might be worth asking.

are the buildings going to have a version of all 4 angles, like the last 1?

1 of the features some people want is a rotation tool to rotate the map by 90 degrees.

if the graphics already had all 4 rotations, it would be easier to implement the feature.
why not rotate by 45 degrees?

that only would double sprites :wink:
that's not true, it would also require some serious recoding of the graphics / input engine. the game assumes the standard isometric view for more than just graphics.

Re: Dummy Question

Posted: 03 Sep 2005 01:54
by Alltaken
leenx wrote:There's a "texture pack" to the designers had all the same basic textures? I think this will speed up the work in some way... (and make it all in one standard)
A texture pack "will" be a requirement for this project to suceed. but right now its not such a big deal (since we can adapt textures a bit later)

what we need to set up is a Wiki page with a file for each texture on it. then every month or so we get all the textures and put them into one file, as textures get added we make another file the next month....

yes we do need standards though. if someone wants to take this responsibility on then it would be grea.t its on my todo list currently, but that list is soooo damn long that i cannot do it any time soon.

some of the main things we need to cement in standards are.

Concrete (dmh_macs looks ok)
Grass
tree leaves (a number of different colour schemes ranging all thinkable colours)
water
glass for building windows. (should include an Env map i think)
tiled rooves, (many colours, and textures)
tiled ground
brick work (many colours and potentially patterns)
road surfaces 2-4 different things, concrete, dark ashfelt, light ashfelt, gravel.
coal
grain...


it is a massive massive task, and the texture library will grow over time. basicly it will need someone to submitt somthing to the library, that texture to be "approved" by a few people (who may make alterations to it) then finalised before being put into the pack.

i don't think the texture pack should limit the options people have, but i do think it should get rid of similar.../multiples of certain textures. i.e. lots of different road surfaces with none of them matching up....

modeling is still a major task though, texturing can always be done later. (once we actually have a file format for the GFX)
I'd like to take light from that building, but appending doesn't work - I'm trying to add lamps as "objects" and as "lamps".
I also tried to take a closer look at some of the building's meshes, but seems all of them are grouped together and seems there is no way to split it again (but I'm sure there is).
Meush download the "official lighting setup" don't take lights from another building that would be very very wrong

we have offical places to get certain things, Lighting is definatly one of those things that needs to be kept 100% official.

when appending any object, always choose from the "objects" sub category in the append menu. then choose all the objects named "lamp.***" if you go to the apend/lamps menu you will only append lamp data, not the actual object.

lighting setup is available from the wiki.


Alltaken

First stab at a power station

Posted: 03 Sep 2005 11:48
by Burschik
The roof especially needs some more work. Does anyone have any pictures of the original?

Cheers

Posted: 03 Sep 2005 13:22
by Alltaken
p.s. to a previous coment.

Car models... NO CARS PLEASE.

i have access like everyone else to thousands of free high resolution car models. we don't need to waste time converting cars at this stage. we may need to in the future. however they are the lowest of priorities.

Also please note/read ANY AND ALL LICENSE. we cannot use or include any downloaded models that are not in the GPL license, or the CC license (an exact CC license like ours)

basicly we can't afford to go back and remove unlicensed models from already made graphics, and .blend files. so lets get it right from the start.

pre-made models are dangerous to the project if we get it wrong, otherwise i have no problems with it.

Alltaken

Re: First stab at a power station

Posted: 03 Sep 2005 17:23
by Torrasque
Burschik wrote:The roof especially needs some more work. Does anyone have any pictures of the original?
Cheers

Nice work!
I really like the shape / geometrie of the building. But the texture is too monotone.

Re: First stab at a power station

Posted: 03 Sep 2005 20:52
by belugas
Burschik wrote:The roof especially needs some more work. Does anyone have any pictures of the original?

Cheers
And what about getting a Pink Floyd "Animals" record? :D

Posted: 03 Sep 2005 23:15
by GoneWacko
I just noticed the resemblence between that picture and the (advanced) power plant from Red Alert 1 :o

Image
Image

Posted: 03 Sep 2005 23:57
by belugas
The name of that building, did I found out recently, is the BatterSea Power Station.
You can find more infos on
http://en.wikipedia.org/wiki/Battersea_Power_Station
Here is anoher shot of it.

Here's official weg site
http://www.thepowerstation.co.uk/bps_site_001/
AS for the roof...

Posted: 04 Sep 2005 06:19
by Burschik
Sorry for the confusion. I meant pictures of the building's roof.

Cheers

Posted: 04 Sep 2005 11:36
by Kong Basse
Burschik wrote:Sorry for the confusion. I meant pictures of the building's roof.

Cheers
Since the building is so tall, i dont think many has pictures of the roof

Posted: 04 Sep 2005 13:37
by pramoewn
You can't really imagine what can people do with GoogleEarth... :)

Posted: 04 Sep 2005 13:44
by pramoewn
And some more...
Image
Image
Image