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Re: New Graphics - Blender ".blend" thread

Posted: 06 Mar 2009 09:44
by Jupix
Wacki wrote:Update coal mine...
It bothers me that the coal piles cast a shadow in all directions. :?

Re: New Graphics - Blender ".blend" thread

Posted: 06 Mar 2009 11:20
by ZxBiohazardZx
Jupix wrote:
Wacki wrote:Update coal mine...
It bothers me that the coal piles cast a shadow in all directions. :?
maybe its not a shadow at all, i think its just some lose coal-leftovers.....

Re: New Graphics - Blender ".blend" thread

Posted: 06 Mar 2009 11:24
by Zephyris
The coal piles do need more work... The texture is visibly stretched from the planar texture mapping and loose coal would be visible as individual lumps at that scale.

Re: New Graphics - Blender ".blend" thread

Posted: 07 Mar 2009 19:53
by maquinista
Do You like these tram tracks?

I only have these three sprites.

Re: New Graphics - Blender ".blend" thread

Posted: 07 Mar 2009 20:13
by CommanderZ
maquinista wrote:Do You like these tram tracks?

I only have these three sprites.
They are fine. But I guess straight pieces are the easier part :)

Re: New Graphics - Blender ".blend" thread

Posted: 07 Mar 2009 20:50
by =SLJ=DownEast
maquinista wrote:Do You like these tram tracks?

I only have these three sprites.

Looks good from that view, what's the Z0 look like?

Is it possible to put a shadow-like layer between the tracks to darken the surface they are placed over? I know it's early stages, but I mean later... :)

Re: New Graphics - Blender ".blend" thread

Posted: 08 Mar 2009 18:58
by CryingCorvus
Thread freeze agin :D
posting my new sprites to code...
image include varivar's trucks to compare. It is difficult to do the same materials but I think I made it similar enought

Re: New Graphics - Blender ".blend" thread

Posted: 08 Mar 2009 19:06
by j0rdax
CryingCorvus, I like your trucks A LOT.

Re: New Graphics - Blender ".blend" thread

Posted: 08 Mar 2009 19:13
by maquinista
CryingCorvus wrote:Thread freeze agin :D
posting my new sprites to code...
image include varivar's trucks to compare. It is difficult to do the same materials but I think I made it similar enought
They are awesome!
CommanderZ wrote:
maquinista wrote:Do You like these tram tracks?

I only have these three sprites.
They are fine. But I guess straight pieces are the easier part :)
Yes, It was the easier part. It would be better (and easier) render all the sprites with Blender.

Also, these sprites was done with the current railway crossings sprites. :lol:
Wacki wrote:https://www.tt-forums.net/viewtopic.php?p=768627#p768627
I try to made a forest... but I don't know, how it will look in game... :?
ImageImage
Do You have more sprites rendered?
I like these trees.

Re: New Graphics - Blender ".blend" thread

Posted: 08 Mar 2009 21:22
by trainboy2004
Those trees are better than painted by Bob Ross. :shock:

Re: New Graphics - Blender ".blend" thread

Posted: 08 Mar 2009 22:45
by Zephyris
Are those trees rendered in blender? If they are you might want to turn down the ambient occlusion distance a bit, you can see the edges of the shadow plane... I would also be interested in seeing the textures your using...

Re: New Graphics - Blender ".blend" thread

Posted: 09 Mar 2009 08:53
by habell
CryingCorvus wrote:Thread freeze agin :D
posting my new sprites to code...
image include varivar's trucks to compare. It is difficult to do the same materials but I think I made it similar enought
I'll code them soon ;)

Probably tomorrow 8)

Re: New Graphics - Blender ".blend" thread

Posted: 09 Mar 2009 12:44
by ZxBiohazardZx
ZxBiohazardZx wrote:added textures to the construction state of the oil-long thingy (2082)

not sure what color i will give the construction supports yet...., they are black now because they were in the original sprite....

EDIT:

also made the completed sprite (2083)

TODO: add a oil-shaped logo on the top ring (like a refinery company logo if you please)

QUESTION:
are the refineries blue only or are there any color overlays?
1) can someone make the company colors+code these 2 sprites please, i only have to texture the base-sprite of this one, then i think its a job done:)

Re: New Graphics - Blender ".blend" thread

Posted: 09 Mar 2009 15:22
by maquinista
ZxBiohazardZx wrote:
ZxBiohazardZx wrote:added textures to the construction state of the oil-long thingy (2082)

not sure what color i will give the construction supports yet...., they are black now because they were in the original sprite....

EDIT:

also made the completed sprite (2083)

TODO: add a oil-shaped logo on the top ring (like a refinery company logo if you please)

QUESTION:
are the refineries blue only or are there any color overlays?
1) can someone make the company colors+code these 2 sprites please, i only have to texture the base-sprite of this one, then i think its a job done:)
I will try it.

Also, I have tried model a bridge of Total Bridge Renewal Set. I only have coded 6 sprites, but there is a preview:

Re: New Graphics - Blender ".blend" thread

Posted: 09 Mar 2009 16:22
by ZxBiohazardZx
maquinista wrote:
ZxBiohazardZx wrote:
ZxBiohazardZx wrote:added textures to the construction state of the oil-long thingy (2082)

not sure what color i will give the construction supports yet...., they are black now because they were in the original sprite....

EDIT:

also made the completed sprite (2083)

TODO: add a oil-shaped logo on the top ring (like a refinery company logo if you please)

QUESTION:
are the refineries blue only or are there any color overlays?
1) can someone make the company colors+code these 2 sprites please, i only have to texture the base-sprite of this one, then i think its a job done:)
I will try it.

Also, I have tried model a bridge of Total Bridge Renewal Set. I only have coded 6 sprites, but there is a preview:

thx for that, im doing civil engineering so i would LOVE doing bridges, is there a standard setup that i can use to make the ramps+bridge sprites, does anyone know what seperate sprites are needed?

Re: New Graphics - Blender ".blend" thread

Posted: 09 Mar 2009 17:10
by trainboy2004
I'm searching for correct camera settings for 3dsmax. Could someone post the coordinates of the camera position (not the target) with regard to the different zoom levels.

Below is a test (photo shopped) for the highest zoom level:

Bigger smaller or perfect? (Camera coordinates: X=1500, Z= 870, FOV= 45 deg)

Re: New Graphics - Blender ".blend" thread

Posted: 09 Mar 2009 17:26
by CryingCorvus
trainboy2004 wrote:I'm searching for correct camera settings for 3dsmax. Could someone post the coordinates of the camera position (not the target) with regard to the different zoom levels.

Below is test (photo shopped) for the highest zoom level:

Bigger smaller or perfect? (Camera coordinates: X=1500, Z= 870)
Way too big man :D doors are in the size of my trucks

Re: New Graphics - Blender ".blend" thread

Posted: 09 Mar 2009 17:33
by trainboy2004
How much smaller in %?

Re: New Graphics - Blender ".blend" thread

Posted: 09 Mar 2009 18:12
by Dabas
I can't say in %, but the Siemens Combino or whatever it is is not much wider then tracks, so it should by more narrow. Length seem ok, each articulated part should be not longer than half a tile long, and yours are a little longer than that. And if it is a Siemens Combino, could you make it also in PoznaƄ MPK configuration/livery? Photo is here http://pl.wikipedia.org/w/index.php?tit ... 0506212521 and here http://pl.wikipedia.org/w/index.php?tit ... 0928164836.

edit: @maquinista the slope part of the bridge seems to be a little shifted to the up/right.

Re: New Graphics - Blender ".blend" thread

Posted: 09 Mar 2009 18:17
by Dimme
maquinista wrote: Also, I have tried model a bridge of Total Bridge Renewal Set. I only have coded 6 sprites, but there is a preview:
Looks like the support under the middle of the bridge is not attached to the bridge (there is some grass between).