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.

Moderator: Graphics Moderators

ZxBiohazardZx
Tycoon
Tycoon
Posts: 1534
Joined: 14 Mar 2006 12:46
Location: Netherlands

Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

oil base long (small)

its sprite 2081,2082,2083 im working on now

first glimp of the base: (its tiny?????? dunno why....)
Attachments
oil base long.png
oil base long.png (3.78 KiB) Viewed 3487 times
ZxBiohazardZx
Tycoon
Tycoon
Posts: 1534
Joined: 14 Mar 2006 12:46
Location: Netherlands

Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

and the construction stage (2082)
Attachments
oil-long-construction.png
oil-long-construction.png (14.06 KiB) Viewed 3463 times
User avatar
Wacki
Traffic Manager
Traffic Manager
Posts: 137
Joined: 28 Feb 2007 09:02
Location: Czech Republic
Contact:

Re: New Graphics - Blender ".blend" thread

Post by Wacki »

Can someone post here trg1r.grf like *.png or *.jpg file... thanks! I need coal mine sprites now.
Sorry for my very bad English!!! :(
I am 3dsmax artist.
User avatar
Teemes
Engineer
Engineer
Posts: 68
Joined: 19 Mar 2008 21:01

Re: New Graphics - Blender ".blend" thread

Post by Teemes »

Zephyris wrote: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.
Could you please elaborate on that? I normally use the standard lighting setup .blend file for rendering, it also has the right camera angles and distances. If you stick to the scale of 12,5m/tile//6,25m/vehicle, it gives renders that fit in nicely with the rest. But if you define standard offsets, you'd also have to define a standard height and width for vehicles, as slightly wider or higher vehicles would appear to be shifted right or downward.
habell wrote:Is there a way to calculate the offsets more accurate then the way I do it now (just take a well educated guess)?
I normally align vehicles by using a savegame file with 8 already aligned lorries of the same type parked in all 8 render angles. I take a screenshot. Then I rename the files of the new lorry to that previous lorry's ID, so the new, unaligned lorry shows up the the savegame. I take another screenshot and overlay both screenshots in GIMP. Now I can align the wheel positions of the new lorry to the position of the old lorry by measuring the distances and working out the offsets from there. I rename the files of the new lorry back to the proper IDs and apply the offsets.

Yeah, I know, it's kinda tedious and annoying, but so far the most accurate approach I could come up with.
User avatar
Cudar
Engineer
Engineer
Posts: 101
Joined: 05 May 2008 16:06
Location: Debrecen, Hungary
Contact:

Re: New Graphics - Blender ".blend" thread

Post by Cudar »

I wanted, for Atalantino, but don't lets. I think is too large file. :(
User avatar
Wacki
Traffic Manager
Traffic Manager
Posts: 137
Joined: 28 Feb 2007 09:02
Location: Czech Republic
Contact:

Re: New Graphics - Blender ".blend" thread

Post by Wacki »

Cudar wrote:I wanted, for Atalantino, but don't lets. I think is too large file. :(
I had it, but I deleted it - some months ago... but it was not big, I think about 1MB?
Sorry for my very bad English!!! :(
I am 3dsmax artist.
Moriarty
Tycoon
Tycoon
Posts: 1395
Joined: 12 Jun 2004 00:37
Location: United Kingdom of Great Britain and Northern Ireland
Contact:

Re: New Graphics - Blender ".blend" thread

Post by Moriarty »

CryingCorvus wrote: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
The trucks in (O)TT(D) are European. The entire game is UK centric really. Personally I don't think truck styles should be mixed and matched. A US truck set can be made at a later date.
Moriarty
Tycoon
Tycoon
Posts: 1395
Joined: 12 Jun 2004 00:37
Location: United Kingdom of Great Britain and Northern Ireland
Contact:

Re: New Graphics - Blender ".blend" thread

Post by Moriarty »

Belgabor wrote:I think it is of utmost importance to have as many source files available as early as possible with a defined license. Too often people vanish on places on the internet for various reasons and leave promising work unfinished. Without source files available which can be used by successors, their work is for naught.
Yep, that's my thinking too, and why I keep gently bringing this matter up from time to time. All this work is great but if it just stays on the makers HDD it'll be lost. :-( The last time I brought it up someone volunteered to create a site but I don't think anything came of it (that's what Zuu referenced I believe).

Couldn't folks just use the same CVS/version tracking system as the devs use? That'd maybe be simplest.
dbkblk
Traffic Manager
Traffic Manager
Posts: 154
Joined: 29 Mar 2008 18:38

Re: New Graphics - Blender ".blend" thread

Post by dbkblk »

=SLJ=DownEast wrote:Habell,

Alignment looks better, but the 'south east' coal truck may have been slighly over adjusted.
CCs Old Truck Alignment.PNG
The bus on the north east view look almost at the center of the road, why he drive so near of the white line ?
User avatar
Zephyris
Tycoon
Tycoon
Posts: 2897
Joined: 16 May 2007 16:59

Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

Can someone post here trg1r.grf like *.png or *.jpg file... thanks! I need coal mine sprites now.
No. That is breach of copyright. Download grfcodec.exe, put it in the same folder as the .grfs, open a command prompt in that window and use the command "grfcodec -d -p 2 [grfname].grf". This will create a /sprites folder containing [grfname].pcx. You can open .pcx files with the gimp, paint.net with the pcx plugin, irfanview, or any other decent image editing program.
Could you please elaborate on that? I normally use the standard lighting setup .blend file for rendering, it also has the right camera angles and distances. If you stick to the scale of 12,5m/tile//6,25m/vehicle, it gives renders that fit in nicely with the rest. But if you define standard offsets, you'd also have to define a standard height and width for vehicles, as slightly wider or higher vehicles would appear to be shifted right or downward.
As long as the vehicle is centred on a standard point (ie. an extra wide vehicle should extend equal extra distances either side of this point) then the offsets would be standard, though would have to have extra transparent space round the edge of the sprite...
maquinista
Tycoon
Tycoon
Posts: 1829
Joined: 10 Jul 2006 00:43
Location: Spain

Re: New Graphics - Blender ".blend" thread

Post by maquinista »

Wacki wrote:Can someone post here trg1r.grf like *.png or *.jpg file... thanks! I need coal mine sprites now.
These are the sprites:
Image
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
ZxBiohazardZx
Tycoon
Tycoon
Posts: 1534
Joined: 14 Mar 2006 12:46
Location: Netherlands

Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

thats powerstation, he was asking for the mine
User avatar
Wacki
Traffic Manager
Traffic Manager
Posts: 137
Joined: 28 Feb 2007 09:02
Location: Czech Republic
Contact:

Re: New Graphics - Blender ".blend" thread

Post by Wacki »

Zephyris wrote: No. That is breach of copyright. Download grfcodec.exe, put it in the same folder as the .grfs, open a command prompt in that window and use the command "grfcodec -d -p 2 [grfname].grf". This will create a /sprites folder containing [grfname].pcx. You can open .pcx files with the gimp, paint.net with the pcx plugin, irfanview, or any other decent image editing program.
Hey man 8) I have got it!!! Thank you :)
Sorry for my very bad English!!! :(
I am 3dsmax artist.
maquinista
Tycoon
Tycoon
Posts: 1829
Joined: 10 Jul 2006 00:43
Location: Spain

Re: New Graphics - Blender ".blend" thread

Post by maquinista »

ZxBiohazardZx wrote:thats powerstation, he was asking for the mine
This is the layout:
Image

Bottom tiles of coal mine are shared with food processing plant and copper ore mine:
http://wiki.openttd.org/wiki/index.php/ ... cs%29#Coal
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
User avatar
Wacki
Traffic Manager
Traffic Manager
Posts: 137
Joined: 28 Feb 2007 09:02
Location: Czech Republic
Contact:

Re: New Graphics - Blender ".blend" thread

Post by Wacki »

I start remodeling Slye_Fox's coal mine today... it is only preview, but I don't know, I don't content with it - maybe more dirt? Any ideas?
Attachments
preview.png
preview.png (125.94 KiB) Viewed 3177 times
Sorry for my very bad English!!! :(
I am 3dsmax artist.
User avatar
j0rdax
Engineer
Engineer
Posts: 73
Joined: 03 Feb 2009 18:25

Re: New Graphics - Blender ".blend" thread

Post by j0rdax »

Wacki, I'm glad to see you working on the coal mine, yeah maybe more dirt and more detail on the supports under the building. I like the windows A LOT. I was looking at your sawmill again. How about putting some sawdust piles on the ground just to cover up the bareness of that reddish earth? Just a thaught.
Bio, I like the start you made on the OIl refinery - looking good.
Here is a preview of my one of my other projects. Does anybody have the original grass done by Ben_Robbins_ maybe in .blend format? I Tried to match it, but it is hard. I know it can be done with gimp, but I like to render the whole picture.
Attachments
Only started yesterday.
Only started yesterday.
RailTunnelPreview.png (200.77 KiB) Viewed 3168 times
Rom 1:16 For I am not ashamed of the gospel of Christ, for it is the power of God unto salvation to every one that believes...
Mat 10:32 "So I will acknowledge in front of my Father in heaven that person who acknowledges me in front of others.
Mat 10:33 But I will tell my Father in heaven that I don't know the person who tells others that he doesn't know me.
ArmEagle
Traffic Manager
Traffic Manager
Posts: 151
Joined: 01 Jan 2007 14:28

Re: New Graphics - Blender ".blend" thread

Post by ArmEagle »

Wacki wrote:I start remodeling Slye_Fox's coal mine today... it is only preview, but I don't know, I don't content with it - maybe more dirt? Any ideas?
I like it better already. The 'old' one was really dark. Though yours is perhaps a bit too light. I guess that will all depend on the rest of the sprites.
User avatar
CryingCorvus
Engineer
Engineer
Posts: 89
Joined: 06 Jul 2006 16:30

Re: New Graphics - Blender ".blend" thread

Post by CryingCorvus »

Wacki, set the roof texture to bit darker and contrasted. Building supports and stairs are way too clean, need more black coal dust and maybe generate some particles to make ground dirty under building.

This are the sprites of livestock that I forgot to send
Attachments
Livestocktrucks.rar
(401.27 KiB) Downloaded 140 times
MrFrans
Engineer
Engineer
Posts: 59
Joined: 10 Apr 2004 15:06
Location: The Netherlands
Contact:

Re: New Graphics - Blender ".blend" thread

Post by MrFrans »

Wacki wrote:I start remodeling Slye_Fox's coal mine today... it is only preview, but I don't know, I don't content with it - maybe more dirt? Any ideas?
Yes I expect a coalmine to be very dirty.
"A script is what you give the actors. A program is what you give the audience."
-Larry Wall
ZxBiohazardZx
Tycoon
Tycoon
Posts: 1534
Joined: 14 Mar 2006 12:46
Location: Netherlands

Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

MrFrans wrote:
Wacki wrote:I start remodeling Slye_Fox's coal mine today... it is only preview, but I don't know, I don't content with it - maybe more dirt? Any ideas?
Yes I expect a coalmine to be very dirty.
The Buildings ABOVE ground on coal mine arent that dirty at all, its the terrain thats blackish but the offices can be quite clean if you like (lemmy find a link...)

edit:

OPEN PIT:
http://upload.wikimedia.org/wikipedia/c ... yoming.jpg

CLOSED (underground (openttd))
http://upload.wikimedia.org/wikipedia/c ... Washer.JPG


note how clean the buildings are, this is because any coal that is mined underground will be "washed" with water so it wont blow away and is easier to transport

aka i suggest to leave it as you created it (the right version=ingame original)
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: Ahrefs [Bot] and 18 guests