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Re: New Graphics - Blender ".blend" thread

Posted: 27 Feb 2009 21:36
by Wacki
I made lumbermill today... it is only preview. Any comments?

Re: New Graphics - Blender ".blend" thread

Posted: 27 Feb 2009 21:36
by Wacki
sorry for double post...

Re: New Graphics - Blender ".blend" thread

Posted: 27 Feb 2009 21:53
by Slye_Fox
looks awsome.

Re: New Graphics - Blender ".blend" thread

Posted: 27 Feb 2009 21:54
by GeekToo
Don't be sorry, with posts like this, I wouldn't mind you quadruple posting. Simply magnificent !

Re: New Graphics - Blender ".blend" thread

Posted: 27 Feb 2009 22:44
by maquinista
It is awesome.

Also, the Power station has some *.blend files, I will try search them.

I can try code the mail trucks, but now I'm with the Wotan signals.

It could be interesting a new page in the wiki with a coding tracker. It could have these states:
-Ready for coding
-WIP
-Coded, but not tested
-Can't be coded without new GRF.
-Uncomplete (needs construction stages)
-Needs fixes

If a TAR file is coded, It can be deleted from this tracker.

Re: New Graphics - Blender ".blend" thread

Posted: 28 Feb 2009 09:33
by habell
CryingCorvus wrote:Just The Mail-trucks sprites, Maybe somone code them.
I will try to code them 8)

I'm new at this. Your previous post of coal, grain, goods and tanker trucks are coded. But somehow I can't get the mask file to work :(
I've imported the pallet of a png-mask file which works and copied the color from that to the new mak-files. But it seems I'm doing something wrong.
Can anyone help me with the mask files?
As I understand it, the mask-file don't need x and y-offsets, because they take it from the original sprite, right?

Any help is welcome.

Here are the codes truck from CryingCorvus, not the mail truck.
As sad, the mask-files are there, but don't work :(

[EDIT]
Deleted files, see a few posts down for updated versions

Re: New Graphics - Blender ".blend" thread

Posted: 28 Feb 2009 11:40
by maquinista
habell wrote:
CryingCorvus wrote:Just The Mail-trucks sprites, Maybe somone code them.
I will try to code them 8)

I'm new at this. Your previous post of coal, grain, goods and tanker trucks are coded. But somehow I can't get the mask file to work :(
I've imported the pallet of a png-mask file which works and copied the color from that to the new mak-files. But it seems I'm doing something wrong.
Can anyone help me with the mask files?
As I understand it, the mask-file don't need x and y-offsets, because they take it from the original sprite, right?

Any help is welcome.

Here are the codes truck from CryingCorvus, not the mail truck.
As sad, the mask-files are there, but don't work :(
The problem is that the name of the file must be "3327_z0m.png" and You have "3327m_z0.png". I will fix it, but ¡Thanks for your work! :D

When I finish the Wotan signals, I will code the new saw mill.

Re: New Graphics - Blender ".blend" thread

Posted: 28 Feb 2009 12:11
by j0rdax
Here are the station sprites for maquinista to play with. The cut-up in blender was a mission. No masks yet. I rendered the 2x1 station without glass in the roof as the saved png's aren't transparent under the glass. Any ideas?

Hey-hey, nice mail trucks, CryingCorvus. The envelope on the blue one might be nicer facing the other way?

Wacki...great work on the lumbermill.

Re: New Graphics - Blender ".blend" thread

Posted: 28 Feb 2009 12:52
by habell
Ah, thanks. Not that they work though :( I get white boxes everywhere.


Here are the CryingCorvus mailtrucks. Maybe maquinista could take a look at the mask files here too.

[EDIT]
Deleted files, see a few posts down for updated versions

Re: New Graphics - Blender ".blend" thread

Posted: 28 Feb 2009 13:56
by GeekToo
Your mask files seem to have only 2 colours, and the mask is drawn with index 1 (the blue colour). For company colours, the index in the palette must be in the range 196-203. And transparency must be applied. Easiest way would be to copy the mask file of a working set, and then draw or copy /paste your mask

Re: New Graphics - Blender ".blend" thread

Posted: 28 Feb 2009 13:57
by CryingCorvus
Ok now anyone could do this :D its just "copy and paste" job.
my next one will be made that way :wink:

But in photoshop I got full Colour table not only 2 ;] and transparency

Re: New Graphics - Blender ".blend" thread

Posted: 28 Feb 2009 14:27
by habell
GeekToo wrote:Your mask files seem to have only 2 colours, and the mask is drawn with index 1 (the blue colour). For company colours, the index in the palette must be in the range 196-203. And transparency must be applied. Easiest way would be to copy the mask file of a working set, and then draw or copy /paste your mask
Thats the way I did it. But it seems Paint.Net does not respect pallets :( Thats where I got wrong.

I've used Paint Shop Pro now, imported the pallet and used the color indexes from the wiki, and it works. Unfortunately I've an illegal version of PSP and would like to use open source programs. But it seems I can't for creating mask files :(

I'm no fan of Gimp, to cluttered and too many resources used on my PC when I tried it, never used it since.


I'll post my updated files when I've updated all the mask files. You've to just a while longer :twisted:

[EDIT]
I've updated the mask files. So they sould work now (they do with me :D )
I've also deleted the files from my previous posts, since they are now obsolete :)

Re: New Graphics - Blender ".blend" thread

Posted: 28 Feb 2009 21:00
by Wacki
I try to made a forest... but I don't know, how it will look in game... :?

Re: New Graphics - Blender ".blend" thread

Posted: 28 Feb 2009 22:23
by CryingCorvus
Ok I'v finished third Oil tanker and send here, hope it looks good enought to code. I updated old tanker to more saturaded one, 'Habell' You can update it if you want. I think, perhaps I will send all the rest by types.

Re: New Graphics - Blender ".blend" thread

Posted: 28 Feb 2009 22:51
by MrFrans
The models look great, Corvus. :D
I wouldn't mind seeing a more weathered version, but I feel like that for most of the vehicles.

Re: New Graphics - Blender ".blend" thread

Posted: 01 Mar 2009 10:12
by habell
CryingCorvus wrote:Ok I'v finished third Oil tanker and send here, hope it looks good enought to code. I updated old tanker to more saturaded one, 'Habell' You can update it if you want. I think, perhaps I will send all the rest by types.
Ok, I'll see what I can do ;)

[EDIT]
I've coded the tanker trucks.
The color are much better now, thanks CryingCorvus for adjusting this :)

Re: New Graphics - Blender ".blend" thread

Posted: 01 Mar 2009 12:43
by j0rdax
Again, the trucks look great!
Wacki, I like your forest. I'm sure it will look good ingame. Remember the growing stages also.

Re: New Graphics - Blender ".blend" thread

Posted: 01 Mar 2009 12:57
by ArmEagle
habell wrote:
CryingCorvus wrote:Ok I'v finished third Oil tanker and send here, hope it looks good enought to code. I updated old tanker to more saturaded one, 'Habell' You can update it if you want. I think, perhaps I will send all the rest by types.
Ok, I'll see what I can do ;)

[EDIT]
I've coded the tanker trucks.
The color are much better now, thanks CryingCorvus for adjusting this :)
Hmm, if that's a screenshot (and not copy-pasting of the PNGs onto a background from the game), then the trucks don't all seem to be aligned the same/correctly.

The trucks look am-a-zing though! :bow:

Re: New Graphics - Blender ".blend" thread

Posted: 01 Mar 2009 14:57
by Wacki
update... but I am not sure, that looks good in game??? Please any comments, because I would not like to make growing stages for nothing.

Re: New Graphics - Blender ".blend" thread

Posted: 01 Mar 2009 15:43
by habell
ArmEagle wrote:Hmm, if that's a screenshot (and not copy-pasting of the PNGs onto a background from the game), then the trucks don't all seem to be aligned the same/correctly.

The trucks look am-a-zing though! :bow:
The sprites aren't the same width either, it's the best I can do without a proper tool for it. I made the alignment by site. :shock:

I've tried another alignment tool 8) , but it didn't work as well.