New Graphics - Blender ".blend" thread (Works In Progress)

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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GeekToo
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Re: New Graphics - Blender ".blend" thread

Post by GeekToo »

Crying Corvus,

Did you read this?
http://wiki.openttd.org/wiki/index.php? ... &section=5

Esp the part about OnlyShad?
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Re: New Graphics - Blender ".blend" thread

Post by CryingCorvus »

GeekToo, You mean This? :roll:
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

CryingCorvus wrote:Damn! I have made material from wiki but squere shading is still visible.. WTF??
Sometimes, I use GIMP's curves tool to delete this false shadow.
ZxBiohazardZx wrote:nice truck:) can someone comment my latest depot, and i need texturing help, as im n00b in textures:)
I like your depot.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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Re: New Graphics - Blender ".blend" thread

Post by CryingCorvus »

maquinista wrote:Sometimes, I use GIMP's curves tool to delete this false shadow.
What!? removing this from all sixteen sprites? :shock: :shock: :shock: ?(
This is way too much work... There must be faster way to fix this
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Re: New Graphics - Blender ".blend" thread

Post by j0rdax »

ZxBiohazardZx wrote:yeah it looks good, the glass doesnt look like the original glass, and could be more reflective (the angle makes me think that) but yeah its good.
Yes the angle causes that - there is nothing above the building that would reflect off of it. I could find the sprites on page 180+- but I need the blend for slopes, tracks etc.. BTW Bio, your train depot is on the wiki as WIP. You gonna code it, or do you mind if I put mine there?
maquinista wrote:I think that It is very good, and It can be coded.
I have to figure out how to cut it up first.

CryingCorvus, did you figure out the shadows? Make sure you ground tile doesn't sit slightly below the "TILE SURROUND" of the template. My setup for alphashaddow is attached.
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Alpha Shadow works perfectly.
Alpha Shadow works perfectly.
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Re: New Graphics - Blender ".blend" thread

Post by CryingCorvus »

j0rdax still wrong, it is less visible but still something. All thing is a Ambient "Amb" because you have 0,3 I had from wiki 0,8 that makes car shadow stronger or weaker but when lower the Amb then my base car shadow disapear with that fake shadow....


Works on Differend model... That must be something about Light! Is there some standard lightning for vehicles in *.blend"
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

j0rdax wrote:
ZxBiohazardZx wrote:yeah it looks good, the glass doesnt look like the original glass, and could be more reflective (the angle makes me think that) but yeah its good.
Yes the angle causes that - there is nothing above the building that would reflect off of it. I could find the sprites on page 180+- but I need the blend for slopes, tracks etc.. BTW Bio, your train depot is on the wiki as WIP. You gonna code it, or do you mind if I put mine there?
maquinista wrote:I think that It is very good, and It can be coded.
I have to figure out how to cut it up first.

CryingCorvus, did you figure out the shadows? Make sure you ground tile doesn't sit slightly below the "TILE SURROUND" of the template. My setup for alphashaddow is attached.
go put yours up, i have to agree it looks way better, i will try to get my monorail done, and then (if you dont mind) i wanna try the maglev (have a funny idea for that one....)

as for your shopping mall, there is a way to make the glass look reflective even with nothing to project it on, its basicly creating light spots on itsself or so, dunno exactly but im sure i had a tutorial for it, lemmy google it tomorrow for you, in a hurry now
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Re: New Graphics - Blender ".blend" thread

Post by Teemes »

CryingCorvus, nice work on these lorries. I also like the different cargos (maybe make the logs a bit darker and more random?). The official lighting setup is the same as for everything else 32bpp. The .blend file can be found here and is also linked on the wiki. About your ground shadow problem: would you mind posting your .blend file, so I can have a look into that?

As maquinista already mentioned: you need 8 renders each for the unloaded and loaded sprites. Additionally, if you want company colours on your lorries, you'll need the corresponding mask files. For a full set of sprites for one vehicle, take for example this model by varivar. The basics of making mask files and rendering are covered on the wiki at the link GeekToo posted. If you need help with those or the pngcodec-ing, let me know.
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Re: New Graphics - Blender ".blend" thread

Post by GeekToo »

CryingCorvus wrote:GeekToo, You mean This? :roll:
Yes, but you have set that ok.

Then I think you've added some filler lamps.
Check that the 'ray shadow' buttons are unselected for all lamps except the sun (select the lamp, and then the lamp icon)
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Re: New Graphics - Blender ".blend" thread

Post by CryingCorvus »

Sorry but defauld light takes forever to render and dont fit my scale :D thankfully thats not a problem with vehicles because I can zoom oun and in on the camera.
My light sources are modified but i tried change them and this doesnt work anyway. Thats weird because mask shadows works on my differend advanced models ?(

My *.blend file contains tree of the cars with separated parts on diferend layers (dont need lots of blend files)
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Re: New Graphics - Blender ".blend" thread

Post by GeekToo »

Your problem is caused by the ambient occlusion, I think . Set the energy of the ground plane ambient to 0 (shader, bottom left slider), and the AO wont colour your ground plane anymore ( I ve renderer with low samples on AO, and OSA for faster rendering).

And for nice shadows, you can increase the energy a bit, without the ground plane totally affected: 2nd picture rendered with energy 0.35
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truck2.png
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Re: New Graphics - Blender ".blend" thread

Post by CryingCorvus »

It works now, Thanks for help but this is not all :mrgreen:
Now it is ok, sorry but I had no idea that AO can affect shadows :wink:
And for nice shadows, you can increase the energy a bit, without the ground plane totally affected: 2nd picture rendered with energy 0.35
Wich slider you talking about??
Anyway I still see the square in last picture
Last edited by CryingCorvus on 21 Feb 2009 02:18, edited 1 time in total.
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

I have tried these settings with average results. It was trial & error.
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Test. The ground was added later with GIMP, and the shadow of the roof was rendered well. This will be part of a replacement of lumbermill in ECS wood. And It was modeled by Dmh_mac.
Test. The ground was added later with GIMP, and the shadow of the roof was rendered well. This will be part of a replacement of lumbermill in ECS wood. And It was modeled by Dmh_mac.
render.png (91.04 KiB) Viewed 2804 times
Settings
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Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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Re: New Graphics - Blender ".blend" thread

Post by leaderfrontier »

I never see this amazing before.It too amazing + nice.

Did it for OTTD? And are able to download for play already?

Un-believeable ,those picture too ......
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

can someone explain me how i can make a company-color mask, because my monorail depot's roof and windows will need that mask...

for now i colored it the "normal" way, but id love a link or GOOD tutorial on how to do it..
EDIT: the wiki didnt do it for me;)

first 3 things colored/textured:

1) entrance bar/beam (i couldnt get the f*** UV-map to work, so its now orange only, i need someone to make me a yellow/black-striped supports with a yellow top texture:P (if needed i can upload the yellow part as .blend file because its a seperate object.....

2) windows (should be company-color, but i painted it red for now....
3) drain pipes (made them copper, but they look rather black for me, i might make them more brownish....
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

even more textures added, yellow brick wall attempt between the concrete (needs work) pilars i added (concrete looks to much like basic white....)

EDIT: changing/added more materials in version 2 now... improving A LOT imo:)
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

all angles rendered:

but: why do the colors change????????

comments please (i myself dont like the back at this moment
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Re: New Graphics - Blender ".blend" thread

Post by Dimme »

I think the back should be done with the same material as the sides.

EDIT: Or is it already? Maybe move it in a little, like the sides.
Try my modular airports minigame!

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Re: New Graphics - Blender ".blend" thread

Post by j0rdax »

Here is the shopping mall sprites coded for checking of alligment only.
I still do not know how to change the windows to make it look more like the original. I see this mall needs only one construction stage. mmmmmm I'm do not have a saved game with a mall under construction so I can code the construction stage too, any ideas?
Apparently the tree looks a bit dark too, will have to look at that.
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ShoppingMall.tar
Just for checking allignment.
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Re: New Graphics - Blender ".blend" thread

Post by GeekToo »

CryingCorvus wrote: Wich slider you talking about??
Anyway I still see the square in last picture
To get nicer shadows, without the shading of the ground plane:
-Select the ground plane
-Shading, material button, material tab: enable the shadeles button
-Shaders tab: shadow and only shadow
Ambient slider to app .90 (or whatever you like)
-World button, Ambient Occlusion, set to Add iso of Both.

Then you'll get something like this:
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