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

Post by CryingCorvus »

Will be better when you send me back blend with working shading becouse I cant recieve this effect.
"World button, Ambient Occlusion, set to Add iso of Both" mabe we have differend version of blender because i have Add and Both as separate buttons and can't click it togetter (and this .90 means 0.90??? :?: )

Now my shadow is just simple and in one tone (like from buildings)
Last edited by CryingCorvus on 22 Feb 2009 17:15, edited 1 time in total.
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Teemes
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Re: New Graphics - Blender ".blend" thread

Post by Teemes »

ZxBiohazardZx wrote: 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;)
What is the step you've got problems with? If you don't use brupjes render script, you'll have to make the mask files in GIMP or Photoshop. The important thing is, that you have to convert the mask image to 8bpp (indexed, up to 256 colours), and you have to choose a colour that is within the index range 196-203. Those can be totally different colours depending on the palette you use. I've taken the liberty to make a mask file for one of your renders. See the attached image. It's important that your image and the mask file have the same image size. So if you crop the render, you also have to crop the mask file to the same dimensions (which is often quite annoying work, so rather crop or cut the render into the appropiate sprite chunks first and then make the related mask files).
To just test your render in the (fullzoom-patched!) game, rename the render to 1146_z0.png, the mask to 1146_z0m.png and then apply some offsets to the 1146_z0.png file (no offsets for the mask file).

@j0rdax: Great to see the next type of lorry coming up. Regarding your shadow problems: GeekToo already suggested more than I even know, although you might also want to check the environment (World button). If everything else fails, just finish your model and then export it into the official lighting setup file and render it there (you just have to do it once per angle, anyway). It may be not to scale, but what about just pressing "S"? :wink:
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depot_7 (semi-colored)_2m.png
depot_7 (semi-colored)_2m.png (1.51 KiB) Viewed 3335 times
maquinista
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

I have updated this page with the original industry tiles, because some models can't be used because They doesn't fit in the original Industry tiles. Also, I have created a page with some ECS industries.
j0rdax wrote: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.
I will try code the shopping mall, because It would be a bit difficult.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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GeekToo
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Re: New Graphics - Blender ".blend" thread

Post by GeekToo »

CryingCorvus wrote:Will be better when you send me back blend with working shading becouse I cant recieve this effect.
"World button, Ambient Occlusion, set to Add iso of Both" mabe we have differend version of blender because i have Add and Both as separate buttons and can't click it togetter (and this .90 means 0.90??? :?: )

Now my shadow is just simple and in one tone (like from buildings)
I sent you the updated model, see your PMs. I meant: use the Add button instead of (iso) the Both button.

BTW I believe I didn't tell you yet that it is a very nice model ! 8)
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Re: New Graphics - Blender ".blend" thread

Post by trainboy2004 »

CryingCorvus wrote:...
Really good replication of a Mercedes Actros.
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CryingCorvus
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Re: New Graphics - Blender ".blend" thread

Post by CryingCorvus »

Thanks... now Im drawing some masks for my lorries, hope will work.

How do you think, do we could use those trucks in Ottd? I can change it a little bit ?(
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Dabas
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Re: New Graphics - Blender ".blend" thread

Post by Dabas »

I think that your trucks are great, but we already have some of the modern trucks, http://wiki.openttd.org/wiki/index.php/ ... _Graphics). They are made by Varivar and they look more generic than yours. You can make the rest. You can also double the Varivar work, but it is unnecessary, as we need to replace the 8bpp graphics, not the 32bpp ones.

ps. sorry for my english but I'm not the native speaker, and the last time I needed my writing/speaking skills in english was the High School, 3 years ago.
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CryingCorvus
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Re: New Graphics - Blender ".blend" thread

Post by CryingCorvus »

I think those by varivar are on perfect place but not moddern :D I hoped my trucks can fit the next gen gap :D

mine first looks like 40's, trucks by varivar fits 80's, my could be even for 2010

but thats my opinion for now

Anyway trucks are too much detailed, but I need some pictures or ideas or drawings...
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Re: New Graphics - Blender ".blend" thread

Post by Wacki »

CryingCorvus wrote:Thanks... now Im drawing some masks for my lorries, hope will work.

How do you think, do we could use those trucks in Ottd? I can change it a little bit ?(
Your lorries are really cool, I love them!!! :bow: Especially orange lorry.

EDIT: I made some time ago road depot and I little change it now...
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road_depo.png
road_depo.png (250.89 KiB) Viewed 2951 times
Last edited by Wacki on 22 Feb 2009 20:18, edited 1 time in total.
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

can someone try help wacki to code his road depot, i think it looks awesome...
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j0rdax
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Re: New Graphics - Blender ".blend" thread

Post by j0rdax »

Haha,
Good job Wacki, and it is great to see you back on the project after your long absence.
Any ideas on how to get my tree lighter in blender and maybe to replicate the original shaddows on the shopping mall?
CryingCorvus, I like your trucks too.
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

Yes, They are awesome. Also, If We have too many lorries, We can use a GRF and refitting and have all of them.

The road depots are very good, IMHO, better than the current depots, but I will left the two TAR files in the wiki.

This is a screenshot with some foundations of tropical climate. They aren't perfect, but some details can be retouched.
Attachments
Tropical foundations. The water was modeled by Dmh_mac, with some GIMP editing.
Tropical foundations. The water was modeled by Dmh_mac, with some GIMP editing.
tropical_foundations.JPEG (141.13 KiB) Viewed 1245 times
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 Wotan »

CryingCorvus wrote:Thanks... now Im drawing some masks for my lorries, hope will work.

How do you think, do we could use those trucks in Ottd? I can change it a little bit ?(
These lorries are really good. Maybe they could be even better if they were a little longer?
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CryingCorvus
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Re: New Graphics - Blender ".blend" thread

Post by CryingCorvus »

Wacki... awesome depod - best for now
Wotan wrote:These lorries are really good. Maybe they could be even better if they were a little longer?
I thought this is impossible :D oh well

i tried again :D I have no idea that we need modern or futuristic trucks (depends on when that appear)
And i mixed something that I hope will fit game more.....
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futuristic.png
futuristic.png (23.83 KiB) Viewed 2836 times
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Re: New Graphics - Blender ".blend" thread

Post by GeekToo »

http://wiki.openttd.org/wiki/index.php/ ... _Graphics) shows what's still needed. You can claim a model. For more futuristic stuff a newgrf would be needed, but let's first replace the basic stuff.
http://wiki.openttd.org/wiki/index.php/Road_vehicles shows when a model appears ingame

@Wacki, long time no see. Good to see you back, and very nice depots indeed!
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Zephyris
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

That truck looks sexy!
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

Do You like this water? It was modeled by Dmh_mac.

The foundations are good, but the bottom corner are cut. It can be fixed latter.
Attachments
Water and foundations.
Water and foundations.
tropical_foundations2.JPEG (135.15 KiB) Viewed 1228 times
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Belgabor
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Re: New Graphics - Blender ".blend" thread

Post by Belgabor »

Personally I think the water looks too cartoony in comparison to the more realistic look of the rest of the 32bpp graphics.
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CryingCorvus
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Re: New Graphics - Blender ".blend" thread

Post by CryingCorvus »

Short question: the masks for company color need to be 8bpp? :roll:
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Re: New Graphics - Blender ".blend" thread

Post by Purno »

Great stuff you're all making. This topic is a pleasure to browse :) Keep up the good work all!
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