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Re: New Graphics - Blender ".blend" thread

Posted: 02 Mar 2009 17:15
by Belgabor
The only "problem" with Blender and rendering transparency is anti-aliasing. The latter is (partly) done against the background color, so you need to use something that loosely matches the usual target background. For example you tend to get light halos if you have a light background color in Blender and compose the image over a dark background.

Re: New Graphics - Blender ".blend" thread

Posted: 02 Mar 2009 17:17
by Thief^
You don't get that if you render a full alpha channel, only if you render with 1-bit transparency.

Re: New Graphics - Blender ".blend" thread

Posted: 02 Mar 2009 17:22
by Zephyris
If you change the alpha settings to "key" (from sky or premul IIRC) and change the anti-alias filter to something sharper (eg catmul rom) then you can remove, or at least really reduce the effect. Also I believe the current blender nightlies have a fix for that bug, though i'm not 100%.

Re: New Graphics - Blender ".blend" thread

Posted: 02 Mar 2009 17:49
by maquinista
j0rdax wrote:
Korenn wrote:But in 32bpp, you should be able to just use proper transparency? Faking it seems rather pointless when you can do it properly.
It has to be done in gimp. As far as I can see, blender doesn't do glass transparency well.
Am busy already, have just rendered new glass which still have to be added in with transparency.
The station is just a preview as there are some shaddow glitches too. We might need to attach the ground shaddow to the roof sprites for the razed center tiles. When trains pass through, the shaddow flashes on and off.
I want to adjust the arches on the sides because they look bland to me.
The masks seem to be the problem when zooming out, Maquinista, I will render the pieces seperately and hopefully get a good match.
The problem with CC is that the mask are downsampled with the nearest neighbour. It could be fixed with GIMP, creating z2 files.

The problem in glass can be solved with GIMP. You only need render the glass (without structure or other elements). If It is not transparent, GIMP can give it the alpha value.

Re: New Graphics - Blender ".blend" thread

Posted: 02 Mar 2009 17:53
by ZxBiohazardZx
i started on some oil-refinery sprites:

the big oil-container, first image is the base sprite (ground working up) the 2nd image already has (full) steel structure and only needs top, however i think i might open this one up a bit for constructional details....

Re: New Graphics - Blender ".blend" thread

Posted: 02 Mar 2009 18:46
by habell
This is the old Coal truck, re-encoded. Hopefully good aligned now ;)

The rest will follow soon.

[EDIT]
File removed, it is updated in a newer post

Re: New Graphics - Blender ".blend" thread

Posted: 02 Mar 2009 19:08
by GeekToo
ZxBiohazardZx wrote:, since i didnt read any major comments, id love to see them coded....
The fact that you don't read the remarks, does not mean they don't exist... :D
http://www.tt-forums.net/viewtopic.php?p=767776#p767776

Re: New Graphics - Blender ".blend" thread

Posted: 02 Mar 2009 19:41
by maquinista
This model can be used as reference:
http://www.tt-forums.net/viewtopic.php?p=660997#p660997


I have updated the wiki. There are two models released by their authors. They can be improved an finished:
http://wiki.openttd.org/wiki/index.php/ ... cs%29#Coal

The power station only needs a better texture.

Re: New Graphics - Blender ".blend" thread

Posted: 02 Mar 2009 20:04
by Wacki
I take a look at coal mine - MAYBE!

Re: New Graphics - Blender ".blend" thread

Posted: 02 Mar 2009 20:25
by ZxBiohazardZx
GeekToo wrote:ZxBioHazardZx,

a couple of remarks for your depot:
- is your light setup ok? In _1.png the shaduw in the building should be almost horizontal, see Wackis depots. Also in _4 does not seem right

-see attached picture
1: same planes should have same lighting / colour
2: in standard setup, horizontals are brighter than verticals (see Wacki's window sills)
3: bricks are like 4 meter wide?
4: colour difference comes from amount of specularity and light directions. Also try to add a nice texture, now it does look like kind of plastic.

i am using the standart lightning setup posted earlier, i inserted my model, didnt change a thing to it, thats why i was wondering about what layer does my model have to be in...

for the texture, ive been trying to shorten the bricks, but somehow i can only make them thinner, and not really shorter........
the color difference shouldnt be that big too, its 100% sure its my light setup now you wondered it, so i will upload my .blend file (if i find a way to.....) so you can help me out in that.....

im trying the roof texture now


EDIT: ill try the powerplant texture later, and dont you need the seperate sprites there as well?

Re: New Graphics - Blender ".blend" thread

Posted: 02 Mar 2009 21:01
by GeekToo
ZxBiohazardZx wrote:
(if i find a way to.....)
Just zip, tar or rar it

Re: New Graphics - Blender ".blend" thread

Posted: 02 Mar 2009 21:03
by ZxBiohazardZx
i really have a freaking hard time with the texturing of the depot, the texture just wont do what i want it to do (simply shorten bricks)

as for the roof, im not sure what texture i can add, since there will be a company color overlay.. (so do i have to make a textureface or simply model some lines in there?)

anyway ill try to upload my blend file, so you can all have a look what i am doing (wrong????)

: blendfile is in the zip-file, if someone could please help me with:

Main Body=> material-indice 4 mat 3 (the brick wall)
Roof=> Material-indice 3 mat 1 (the red roof)

im thinking of Image for roof texture now....

also if you open the lightning setup, please make sure everything is correct AND/OR correct the setup for me please (im total n00b on lightning)

Biohazard

Re: New Graphics - Blender ".blend" thread

Posted: 02 Mar 2009 22:04
by CryingCorvus
ZxBiohazardZx I really think this roof on picture dont fit monorail depot and if you use blender You can use 'repeat' option for walls bricks.

I got a big brainkracker with how livestock trucks should look (Might be some comments help) . For start is something like this:

Re: New Graphics - Blender ".blend" thread

Posted: 02 Mar 2009 22:32
by ZxBiohazardZx
looks pretty good though:

http://www.stens.nl/image/2006_0418Image0002.JPG

http://img120.exs.cx/img120/7957/scania3382oa.jpg


note that your trucks have an european look, not that i mind as a dutch player, but i can imagine american players want to see some more american trucks etc etc, just teasing your mind a bit with that

for the roof, i know i cant use that texture, its just what i want for look, but im not sure what is possible with the company color overlay

for the walls, i think repeat is on... check plz?

Re: New Graphics - Blender ".blend" thread

Posted: 02 Mar 2009 22:43
by DirtY iCE
hi all;

i have two images up at wiki.openttd.org (HQ 4 and fountain 1x1). they're not really finished, and i don't have time for them now, maybe a few weeks later; but as i got a mail from PUCELO20, i dediced to put the .blend files here.

the HQ building is made up of more images. first it has two parts; the ground and the building. this way it can be made translucent/invisible like the original ttd models, where only the house disappears. plus the flag and the roof is a separate grayscale image, that can be used to make the recolor palette (altough, it need some more work).

i distribute these files under the terms of the WTFPL. however, note that the textures are under different licenses. i used some textures from the free textures, but don't really remember, so i will check them,

the hq's zip was so large (8.6MiB) that i couldn' upload here. instead you can get it from stashbox

Re: New Graphics - Blender ".blend" thread

Posted: 02 Mar 2009 23:49
by CryingCorvus
ZxBiohazardZx some ideas for "american looking" trucks that fits????:]
I just make trucks as short as possible and never tought it has european look :?: :P

Re: New Graphics - Blender ".blend" thread

Posted: 03 Mar 2009 01:40
by maquinista
DirtY iCE wrote:hi all;

i have two images up at wiki.openttd.org (HQ 4 and fountain 1x1). they're not really finished, and i don't have time for them now, maybe a few weeks later; but as i got a mail from PUCELO20, i dediced to put the .blend files here.

the HQ building is made up of more images. first it has two parts; the ground and the building. this way it can be made translucent/invisible like the original ttd models, where only the house disappears. plus the flag and the roof is a separate grayscale image, that can be used to make the recolor palette (altough, it need some more work).

i distribute these files under the terms of the WTFPL. however, note that the textures are under different licenses. i used some textures from the free textures, but don't really remember, so i will check them,

the hq's zip was so large (8.6MiB) that i couldn' upload here. instead you can get it from stashbox
Thanks!
Your models are very good.

I will try code the fountain, but... There are a bit queue. Monorail depots, stations, railway tunnels (under development), Wotan signals, docks.... :? But, when all these stuff was coded, You will see a great difference.

Re: New Graphics - Blender ".blend" thread

Posted: 03 Mar 2009 03:42
by =SLJ=DownEast
Habell,

Alignment looks better, but the 'south east' coal truck may have been slighly over adjusted.
CC's old truck alignment
CC's old truck alignment
CCs Old Truck Alignment.PNG (695.18 KiB) Viewed 1565 times

Re: New Graphics - Blender ".blend" thread

Posted: 03 Mar 2009 12:06
by habell
=SLJ=DownEast wrote:Habell,

Alignment looks better, but the 'south east' coal truck may have been slighly over adjusted.
Do you have the savegame of this setup? I've tried something like your setup, but never got it quit like that :shock:
Is there a way to calculate the offsets more accurate then the way I do it now (just take a well educated guess)?

But I'll see what I can do. Maybe I'll try to make a program of my own to accurately align sprites.

Re: New Graphics - Blender ".blend" thread

Posted: 03 Mar 2009 12:43
by Zephyris
Is there a standard vehicle rendering setup? If there isn't then it would be a good idea to make one (including the lighting, shadow plane and multiple view rendering for simplicity) and work out the offsets for that template. Once that is done then you just need to apply them as standard offsets...