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Re: New Graphics - Blender ".blend" thread

Posted: 03 Mar 2009 13:20
by ZxBiohazardZx
oil base long (small)

its sprite 2081,2082,2083 im working on now

first glimp of the base: (its tiny?????? dunno why....)

Re: New Graphics - Blender ".blend" thread

Posted: 03 Mar 2009 14:15
by ZxBiohazardZx
and the construction stage (2082)

Re: New Graphics - Blender ".blend" thread

Posted: 03 Mar 2009 17:33
by Wacki
Can someone post here trg1r.grf like *.png or *.jpg file... thanks! I need coal mine sprites now.

Re: New Graphics - Blender ".blend" thread

Posted: 03 Mar 2009 17:37
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.

Re: New Graphics - Blender ".blend" thread

Posted: 03 Mar 2009 17:38
by Cudar
I wanted, for Atalantino, but don't lets. I think is too large file. :(

Re: New Graphics - Blender ".blend" thread

Posted: 03 Mar 2009 17:49
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?

Re: New Graphics - Blender ".blend" thread

Posted: 03 Mar 2009 18:00
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.

Re: New Graphics - Blender ".blend" thread

Posted: 03 Mar 2009 18:02
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.

Re: New Graphics - Blender ".blend" thread

Posted: 03 Mar 2009 18:18
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 ?

Re: New Graphics - Blender ".blend" thread

Posted: 03 Mar 2009 18:36
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...

Re: New Graphics - Blender ".blend" thread

Posted: 03 Mar 2009 18:46
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

Re: New Graphics - Blender ".blend" thread

Posted: 03 Mar 2009 18:51
by ZxBiohazardZx
thats powerstation, he was asking for the mine

Re: New Graphics - Blender ".blend" thread

Posted: 03 Mar 2009 19:17
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 :)

Re: New Graphics - Blender ".blend" thread

Posted: 03 Mar 2009 19:29
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

Re: New Graphics - Blender ".blend" thread

Posted: 03 Mar 2009 20:44
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?

Re: New Graphics - Blender ".blend" thread

Posted: 03 Mar 2009 20:46
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.

Re: New Graphics - Blender ".blend" thread

Posted: 03 Mar 2009 20:48
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.

Re: New Graphics - Blender ".blend" thread

Posted: 03 Mar 2009 22:10
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

Re: New Graphics - Blender ".blend" thread

Posted: 03 Mar 2009 22:20
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.

Re: New Graphics - Blender ".blend" thread

Posted: 03 Mar 2009 22:29
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)