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Discuss the free TT-like game Simutrans.
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SAC
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Post by SAC »

There seems to be a future for rendered stuff into TTD, good to know
Absolutely! I see no reason why not! If someone makes great models, as you in this case, and a render work in TTD, again as with yours in this case, I'm not going to exclude such brilliant work in my game.

Sure, perhaps not everything may look perfect, but there isn't a thing that can't be adjusted if necessary! :P
I had done a quick palette adaptation, I can surely remove the flashing pixels.
Actually, these are quickly removed as I use the replacement tool in PSP to get rid of those. Flashing/animated pixels in the TTD-palette aren't that many so they are easily recognizable and easily removable. In other words, don't feel bad if there are any of these left. :D

Anyways, something else came up (RL), but I'll test the stuff later this evening! Exciting to say the least! :P

Thanks for being so generous! :P
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Post by Raven »

A pleasure, and thanks for your kind words.

This also helps me develop the models a bit further.

Let see if by the time you're back into the drawing board I've finished windowing this approach to Chicago urban area.

Regards

EDIT: Ok, last version. guess which is which by the filename ;)
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Post by MeusH »

Raven, what are the bottom renders? Does Simutrans have some nice lighting/shading effects?
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Post by Raven »

snow 'versions', you need to overlay the desired snow colour (more grey, more white) into it. Don't ask me how though. <-- (EDIT: Not because it's a secret or something, but because it's done by a member of the Simutrans community)

It's done via a vertical sun lighting source, so it illuminates the places where snow is more likely to stay.

To do a preliminar version, selecting by colour the whites 250-255, tweaking them, and pasting into upper version seems to do the trick.

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Post by SAC »

Okey, worked a bit more and got the following results;

Image

I actually found your 128-versions a bit easier to work with as I could do some adjustments and the re-scale them to 64-versions, which is the normal TTD-size. I replaced black windows with blue-ish and added some ads and other stuff.

Well, I'm sure more can be done, but I still enjoy the variety itself! :P
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Post by Raven »

nice!

Thanks SAC for giving these buildings another point of view :)

Perhaps some more global adjustment is due (like reducing the colour scales, or sharpening, something that makes ithem a bit different, don't you think?

well, shall I post the next finished batch of pak128 buildings then? (when they're finished, that is).

Hmm, just got an idea. Let see how it turns out.

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Post by SAC »

Raven wrote:nice!

Thanks SAC for giving these buildings another point of view :)
Well, it's a pleasure to work with something different really! And mixing graphics from different artists actually increases the realism factor in my opinion. We all have our specific styles, just as real life architects out there, and I believe the same effect applies to TTD as well! :P
Perhaps some more global adjustment is due (like reducing the colour scales, or sharpening, something that makes ithem a bit different, don't you think?
When working with your buildings I had to do some different adjustments. Some needed a minor adjustment in brightness and contrast, while another only required a brightness improvement, while a third didn't require anything. So I guess it's a matter of the original structure itself, the color in use and the brightness of it.

well, shall I post the next finished batch of pak128 buildings then? (when they're finished, that is).
Please do! I'm ready for more excellent stuff! :P
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Post by Raven »

Thanks :)

I tend to be more fast in creating stuff, but I'm involved in creating an american truck set for Simutrans, still under top secret files. Hmm, checking out the blend results that I've modelled 24 different models this past week.

So if you're interested in vehicles too, we can work out scale and the like. (Even player colours).

I'm a bit afraid of multiplying 24*cargo types*2(loaded/unloaded)*2(trailer)

Yikes, better get back to work!
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Post by SAC »

I haven't been working that much on vehicles to be honest. I made a few trains, which I don't believe will earn any awards, and apart from that I've only made some adjustments - or additions - to George's LV-set!
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Post by MeusH »

Thanks Raven. That's a nice technique :)
You do the buildings in Blender, don't you?
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Post by Raven »

Good old LV Set!

About vehicles, they turn out more or less fine, but the hard thing in ttd was coding right? So perhaps not right enogh to make a quick set. (and considering the max sizes involved, perhaps too much tweaking would be involved).

@MeusH: Yep, blender. And I use the Gimp enhance-sharpen tool so they don't look too blurry.

Anyway, here's todays work (the us truck set is still not ready).

I was going to place trees and more details on it, but I feel that for rescaling, the raw version might come in more handy.

Image
Regards



PD:hmmm, might be a bit big for ttd...
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Post by SAC »

Very good Raven! Very good! And yes, trees are better placed when re-scaled! :P
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Post by Raven »

Thanks SAC, seems that I've got more stuff around tonight,

well, back from a visit to Saitama to this quiet little corner of the world, one of the arquitects from a little studio in Vasa decided to lay down the plans for this building, inspired directly from the Milligram architectural Studio design.

Image

I made two rotations for you to choose the most favorable, or you could use both, but soon the towns could look like mars invaders. :wink:

BTW, I accept suggestions from a fellow artist as to what to do next, just post a name and a photo, the rest I can do myself.

Hmm, perhaps the tile itself is a bit empty (noticed how most tiles are not covering the whole space? They're meant to be copypasted over standard pavement to blend with the cityroads), the original house is filled with motorbikes. I still have none.

It could be a nice night project, to make a timeline of motorbikes.

Ok, back on the building. The tile is way too dull and empty, I can render you a only-house version if you prefer.

Regards

EDIT:removed one of the big windows to the side, looked like eyes to me.
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Post by SAC »

You really are quick, aren't you?! :P I think this last one will have its spot in my towns. Will check it out more this afternoon! :P

And as you're asking for suggestions; I need another hotel building; :D
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Post by Raven »

Only when I can't sleep :)

Hmm, considering making it 1x2 and (since this is simutrans after all), either create two 1x1 buildings out of it, or make it one of those one-per-map monuments.

BTW, about scale. I'm actually upscaling my buildings from pak96 to pak128, meaning not only rerendeering at 128pixwide tile, but the actual relation of m/scale unit in the actual blend file. This means that I can render some of those buildings just before upscaling, if you want them a bit more little.

OTOH, it's very easy to scale them down in the z-axis.

Ready to do some tryouts?
Let's see if I can find the good old chicago small rows.

EDit: the snow versions have no use for you, right?
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Post by SAC »

Nope, I have no use for snowy stuff at the moment as I use rocks instead! :P

As for scaling, I think it's easier to work with 128-versions as I can do some adjustments and then re-scale myself. Then you don't have to do that but can focus on what you need for yourself anyways.

What I do like to see from you at some point are those Parisian rows you mentioned. Maintaining a European style, I'dsay they should go well with that! :D
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Post by Raven »

Ok, so I'll save the time rendering snowy versions.

About scale, I didn't explain it correctly. No matter the size of the render, before I was considering that a tile was 26.5m, now more like 20. So buildings are larger. This is fine for a chalet, but a blockhouse that fills the entire tile needs major restructuring. Let's call this 26.5m/tile the scale

So, if actual scale of buildings is perhaps a bit too big, my old previous versions could suit to perfection, and those are available, like these paris buildings I'm rendering just now. I'll give you four rotations,which look nice if the game engine aligns them to the roads, but I haven't seen this feature implemented in TTD, so use at your own discretion (of course).

If these look fine to you, I've got those turn of the century limestone buildings around.

Another issue, the windows. you'd have noticed that in chigago renders, the windows are actually carved into the walls. With Paris one I became a degree more lazy and simply put the windows on top of the wall, this is an issue I'm overcoming with the refurbishing, we'll see if it makes a difference for TTD.

Hrm, takes about a minute each one to render, 16 houses, time for a coffe break.

Ok, finished. Hope you like them.

EDIT: download?

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Post by SAC »

My Godness!!! This is NICE! Let me go work on this...

:P
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Post by Raven »

thanks SAC, let's see what can INFRA design studio turn out from them.
If you want some detail adjusted, feel free to ask.

I'm atm semi-busy trying to make a mockup cityset for pak128, to see if I can retune heights and sizes. So no problem about such things. (Like, would be nice for them to be more creamy, or the like)

Oh, and you thought this topic would become crowded, hehe, don't you just love the quietness around here?

Dev haven by the mountains.


EDIT: Made this hotel, was an old sketch sitting around that I promised myself to do today. Not so sure about bottom floor though.
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Post by Caelan »

Raven, these buildings could improve the quality of TTD... They are great!
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