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Re: New Graphics - Blender ".blend" thread

Posted: 09 Mar 2009 18:43
by CryingCorvus
trainboy2004 wrote:How much smaller in %?
Try 20% smaller
this means maybe the 80% of size should fit or 75%

Re: New Graphics - Blender ".blend" thread

Posted: 09 Mar 2009 19:01
by trainboy2004
Dabas wrote: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?
It's a Siemens, but not a Combino, it's an Ultra Low Floor Vienna.

Indeed the rails are a good reference point: (Camera coordinates: X=2000, Z= 1160 FOV= 45 deg)

Re: New Graphics - Blender ".blend" thread

Posted: 10 Mar 2009 02:15
by =SLJ=DownEast
Habell,

I found an issue with the Wood Truck. In its south-east direction, while loading, it shifts. This is due to the Loaded Truck being longer then the unloaded truck.

Re: New Graphics - Blender ".blend" thread

Posted: 10 Mar 2009 03:02
by maquinista
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?
Your model is very good, but It is too small. The companny colors is well (the white company color fails in all sprites). This is a preview:

Re: New Graphics - Blender ".blend" thread

Posted: 10 Mar 2009 06:19
by ZxBiohazardZx
maquinista 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?
Your model is very good, but It is too small. The companny colors is well (the white company color fails in all sprites). This is a preview:

how much bigger do you want the refinery to be? 2x size?

EDIT: made it bigger now:)

the black thing on construction stage doesnt look supergreat, im workign on that now

Re: New Graphics - Blender ".blend" thread

Posted: 10 Mar 2009 12:11
by habell
=SLJ=DownEast wrote:Habell,

I found an issue with the Wood Truck. In its south-east direction, while loading, it shifts. This is due to the Loaded Truck being longer then the unloaded truck.
I noticed this problem too.
But because CryingCorvus is update his sprites for a better overlay for company colors, I'll wait untill he has updated his wood trucks. All other trucks I've newly encoded, where done with an other way of doing it, thus this jumping of truck should be over in those files ;)
Just wait, it will be taken care of :D

Re: New Graphics - Blender ".blend" thread

Posted: 10 Mar 2009 13:01
by trainboy2004
A while ago I created some models for a cosmetic rail mod for Simcity 4. A test render with all possible objects for OTTD:

Re: New Graphics - Blender ".blend" thread

Posted: 10 Mar 2009 21:33
by j0rdax
Hey guys,
Here's just a preview of the Monorail tunnel entrance. Ignore the grass as it will be replaced with standard grass.
Preview, Comments?
Preview, Comments?
MonorailTunnel.png (202.03 KiB) Viewed 6406 times
All comments welcome.

Re: New Graphics - Blender ".blend" thread

Posted: 10 Mar 2009 21:57
by ZxBiohazardZx
j0rdax wrote:Hey guys,
Here's just a preview of the Monorail tunnel entrance. Ignore the grass as it will be replaced with standard grass.
MonorailTunnel.png
All comments welcome.

looking good, but the bottem doesnt seem right to me, i like the circular tube tunnel, but in my opinion:

1) Monorail tunnels can be either more futoristic (more square, concreteish as in one of those renewal sets)
2) or they are more old-school as in metro

3) the gutter from the monorail should continue into the tunnel, and thus the tunnel bottem ring shouldnt be closed as it is now... (hope you understand what i mean...)

Re: New Graphics - Blender ".blend" thread

Posted: 11 Mar 2009 00:27
by maquinista
I have used mask files with all the CC entries. I have done it with GIMP, and it looks better when the CC is white.

Re: New Graphics - Blender ".blend" thread

Posted: 11 Mar 2009 02:57
by LordAzamath
You know that you may always remodel the tanks to make them one styles (take a look at the ladders for example) for I've lost the blend files

Re: New Graphics - Blender ".blend" thread

Posted: 11 Mar 2009 06:58
by j0rdax
ZxBiohazardZx wrote:looking good, but the bottem doesnt seem right to me, i like the circular tube tunnel, but in my opinion:
1) Monorail tunnels can be either more futoristic (more square, concreteish as in one of those renewal sets)
2) or they are more old-school as in metro
3) the gutter from the monorail should continue into the tunnel, and thus the tunnel bottem ring shouldnt be closed as it is now... (hope you understand what i mean...)
Yeah I understand. I just try to keep my stuff as close to the original as possible. I am still working on the textures though.
http://wiki.openttd.org/wiki/index.php/ ... raphics%29

Re: New Graphics - Blender ".blend" thread

Posted: 11 Mar 2009 09:40
by ZxBiohazardZx
LordAzamath wrote:You know that you may always remodel the tanks to make them one styles (take a look at the ladders for example) for I've lost the blend files
i might give them a go later, i will try other oil refinery bits as well...

Re: New Graphics - Blender ".blend" thread

Posted: 11 Mar 2009 12:54
by maquinista
LordAzamath wrote:You know that you may always remodel the tanks to make them one styles (take a look at the ladders for example) for I've lost the blend files
Ok, I have moved it here:
http://wiki.openttd.org/wiki/index.php/ ... _Buildings

Re: New Graphics - Blender ".blend" thread

Posted: 11 Mar 2009 15:30
by LordAzamath
Good good :D As I might not be modeling anything at all for some time (hint: it wasn't the only blend file I lost)

Re: New Graphics - Blender ".blend" thread

Posted: 11 Mar 2009 19:59
by Moriarty
Hey guys,
In case you miss it I'd like to point you towards this thread where Jupix has put up a central repository for .blend files and textures so you don't have to trawl through 200 page threads any more:

http://www.tt-forums.net/viewtopic.php?f=36&t=42293

Please give it a try and use it for your own creations.

Thanks

Re: New Graphics - Blender ".blend" thread

Posted: 12 Mar 2009 16:21
by maquinista
I will code the monorail sprites.

Also, I have modeled the tubular bridge in Total Bridge Renewal Set (link to wiki). This is only a GIMP mockup with the model over the girder bridge.

I have modeled it with Blender, and adding some torus. It is in a early stage. The entrances are the same of the girder bridge. The sprites 0 and 1 can be modeled using this sprite.

Re: New Graphics - Blender ".blend" thread

Posted: 12 Mar 2009 22:11
by ZxBiohazardZx
looks good, but remove the pointy ends on the final rings, makes it looks more smooth, but overall its good job:)

Re: New Graphics - Blender ".blend" thread

Posted: 13 Mar 2009 13:13
by habell
I've coded CryingCorvus iron ore, grain and rubber trucks

Have fun!

Re: New Graphics - Blender ".blend" thread

Posted: 14 Mar 2009 09:10
by ZxBiohazardZx
i have decided that i will go build the whole oil refinery this week, expect most of it to be done monday, tuesday, thursday and friday, 1 day miracles:)