Re: New Graphics - Blender ".blend" thread
Posted: 06 Mar 2009 09:44
It bothers me that the coal piles cast a shadow in all directions.Wacki wrote:Update coal mine...

The place to talk about Transport Tycoon
https://www.tt-forums.net/
It bothers me that the coal piles cast a shadow in all directions.Wacki wrote:Update coal mine...
maybe its not a shadow at all, i think its just some lose coal-leftovers.....Jupix wrote:It bothers me that the coal piles cast a shadow in all directions.Wacki wrote:Update coal mine...
They are fine. But I guess straight pieces are the easier partmaquinista wrote:Do You like these tram tracks?
I only have these three sprites.
maquinista wrote:Do You like these tram tracks?
I only have these three sprites.
They are awesome!CryingCorvus wrote:Thread freeze agin
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
Yes, It was the easier part. It would be better (and easier) render all the sprites with Blender.CommanderZ wrote:They are fine. But I guess straight pieces are the easier partmaquinista wrote:Do You like these tram tracks?
I only have these three sprites.
Do You have more sprites rendered?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...
I'll code them soonCryingCorvus wrote:Thread freeze agin
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
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:)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?
I will try it.ZxBiohazardZx wrote: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:)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?
maquinista wrote:I will try it.ZxBiohazardZx wrote: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:)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?
Also, I have tried model a bridge of Total Bridge Renewal Set. I only have coded 6 sprites, but there is a preview:
Way too big mantrainboy2004 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)
Looks like the support under the middle of the bridge is not attached to the bridge (there is some grass between).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: