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Re: New Graphics - Blender ".blend" thread

Posted: 25 Apr 2009 10:07
by hyperion
hello everybody.
i'm new in this forum and a great fan of all high quality models you make.
i am a newbie in blender but i will try to follow your work and create models too.
:bow:
go on and good work

Re: New Graphics - Blender ".blend" thread

Posted: 26 Apr 2009 13:38
by maquinista
ZxBiohazardZx wrote:quicky inventorisation, how much % of all sprites has been modelled/created already? and what are most needed sprites to get done, might be usefull to have some sort of "priority" list....
I don't know... There's also some sprites for new GRFs.

There aren't planes or ships coded yet, but most of temperate landscape or infrastructure was coded.

We can try search some free resources and models. They must have a free license and They must fit well in the game. For example, we can try search trees, fences, planes...
Lamoot wrote:Hello, quite some time ago (around page 30-50 ?) I made a radio tower model for OTTD. I still have that model and it's about time I release it! ;) (for someone else to do the finishing touches)

It was made with one of the older rendering setups, so the materials might need to be changed. Otherwise it shouldn't require very much work to finish it. The only thing needed is to render it properly (and perhaps also apply appropriate materials due to a different rendering setup)

Here are object names in the .blend file out of which the model is made and the corresponding material I suggest to use (to get the result as seen on the attached render).

*tower base = concrete
*control box = pale army green
*middle antenna = dark grey / black
*red tower = red paint
*white tower = white paint
*orange antenna.001 + orange antenna = orange

It's a more modern radio tower, for earlier periods a more vintage design would probably be better.

Also, do I have to release it under a particular license? I have no problem with any of them, but I have no idea what OpenTTD is comfortable with :)
This radio tower is interesting.
We can code it if New objects is included in the game. This would allow more different objects in a single map.

Re: New Graphics - Blender ".blend" thread

Posted: 26 Apr 2009 19:08
by ZeroMD
Afaik there is still no global place where the new graphics are stored.
The 32bbp pack has most of the graphics, but also unfinished stuff, no-zoom graphics and it's also missing some stuff.
While the OpenTTD gfxdev file repository isa good idea, the amount of graphics in there is very low.

I'm not a fan of the new GRFs.
First I'd like to see all Open TTD stuff converted to 32 bit Zoom versions.
I'd make the priority like this:
  • 1 Temperate graphics to 32 bit zoom
  • 2 Artic / Desert graphics to 32 bit zoom
  • 3 Toyland
Maybe it's possible to release a full 32 bit zoom version with only the Temperate version of the game and later the Artic and Desert versions. I don't see why people bother with the Toyland version.

Re: New Graphics - Blender ".blend" thread

Posted: 26 Apr 2009 19:14
by maquinista
I'm not a fan of the new GRFs.
There are some houses that has been modeled and released, but They doesn't fit in any TTD house. Making new GRFs for these models is a good idea, because I don't want loose these models.

My priority is model the houses with their construction stages and snow versions, following the original sprite layouts (in houses this is not a problem). Most of the first models (2005-2007) was not useful because They didn't have the construction stages. Also, some industry models can't be coded because the model follows a different sprite layout than the original industry.

Some of these sprites was coded as new GRFs, like the papermill or the sawmill.

Re: New Graphics - Blender ".blend" thread

Posted: 26 Apr 2009 22:16
by maquinista
This is a link with some free license trees:

http://blender-archi.tuxfamily.org/Models#Trees
http://telias.free.fr/models_3ds_menu3.html

Also, these two buildings could be interesting in the future, If we want add more houses:
http://blender-archi.tuxfamily.org/Models#Buildings

Re: New Graphics - Blender ".blend" thread

Posted: 28 Apr 2009 21:05
by northstar2
i'm working actually on the temperate church.i had to work slowly because of a wound at the right hand(hard for the mouse).
nevertheless here is my attempt .i tryed to inspirate from original model and the first wiki model.
hope you will like it.
all suggestions will be welcome if i have to modify and then i will render construction steps.

@Maquinista:thanks to have coded the arctic shop.

Re: New Graphics - Blender ".blend" thread

Posted: 28 Apr 2009 21:16
by maquinista
I like it. The church only has two construction stages, and It doesn't need snow sprite.

White smoke 3701~3708

Posted: 28 Apr 2009 23:52
by Thomash
Hi, my 32b graphic issue has been finally solved thanks to Maquinista. Now I wanna contribute something I'm capable of. I'm an amatuer particleillusion user, pI is a sprite-base special effect software. You can watch my pI work in Youtube: http://www.youtube.com/view_play_list?p ... 0F96A3C0CC . Here is the white smoke 3701~3708 set. Since I'm a newbie to this project, I don't know anything about coding. Comments are welcome and I shall improve it further. The tutorial of the smoke shape/texture is included in my Youtube watchlist, Volumetric Cloud.

Edit: coded by Maquinista http://www.tt-forums.net/download/file.php?id=110025.

3725~3736 (basic destruction explosion)

Posted: 29 Apr 2009 12:22
by Thomash
Hi, new effect rebuild 3725~3736 (basic destruction explosion) here and need you to code them again. The cropped version is only slightly smaller but will need more effort to adjust the reference point (central point) so to make the animation looks like its uncropped version...

P.S. After some comparison I feel that the size of my rebuild may look too small (for z0), please comment if I need to resize it. Thx

Edit: coded by Maquinista http://www.tt-forums.net/download/file.php?id=110097

Re: New Graphics - Blender ".blend" thread

Posted: 29 Apr 2009 23:32
by Thomash
Well, I've learned myself to code the png using pngcodec.exe and bat. Here's the large area demolition explosion 3709-3724. But I guess this is too big, over 1Mb... Perhaps a cropped version later.

Re: New Graphics - Blender ".blend" thread

Posted: 29 Apr 2009 23:34
by Thief^
z0's have a tendency to be big, you just have to accept that... :(

Re: New Graphics - Blender ".blend" thread

Posted: 30 Apr 2009 19:39
by Red*Star
Wohooow :shock: ... that fixed-image looks like an atomic mushroom... :lol:

Apart of that: The animations itself are really nice (I mean *all three* particle based animations)

Re: New Graphics - Blender ".blend" thread

Posted: 01 May 2009 10:23
by northstar2
here are the sprites for the temperate church uncoded.
hope you will appreciate.

Re: New Graphics - Blender ".blend" thread

Posted: 01 May 2009 12:41
by dihedral
oh my - that looks awesome :-)

Re: New Graphics - Blender ".blend" thread

Posted: 02 May 2009 06:24
by Thomash
4 sets of effect rebuilt~

Re: New Graphics - Blender ".blend" thread

Posted: 02 May 2009 06:24
by Thomash
1 question, what's the 2040~2044 for?

Re: New Graphics - Blender ".blend" thread

Posted: 02 May 2009 10:47
by maquinista
These sparks and smoke are very nice.
Thomash wrote:1 question, what's the 2040~2044 for?
They are for broken planes.

Re: New Graphics - Blender ".blend" thread

Posted: 02 May 2009 10:59
by northstar2
@Maquinista: thanks to have coded the church.
@Tomash:these effects are really cool.

i'm working actually on the 1x1 flats.it's a preview.
i wonder about what to add on the roof(a terrace,plants,antenna).
hope you will appreciate
all suggestions will be welcome.and then i will render the construction phases.

Re: New Graphics - Blender ".blend" thread

Posted: 02 May 2009 11:49
by maquinista
northstar2 wrote:@Maquinista: thanks to have coded the church.
@Tomash:these effects are really cool.

i'm working actually on the 1x1 flats.it's a preview.
i wonder about what to add on the roof(a terrace,plants,antenna).
hope you will appreciate
all suggestions will be welcome.and then i will render the construction phases.
I like it. You can add some solar panels.

Re: New Graphics - Blender ".blend" thread

Posted: 02 May 2009 12:02
by Thomash
So then I modified Teemes' steam locomotive cloud (3079~3083) because the original graphic also share the same shape except brightness. The visual effect list is complete now~

Making 3D buildings and programming is far more difficult for me. I had a terrible experience to try out the Blender with little to none idea what was going on. Maybe I just need a good tutorial or teacher, if I have more leisure time... I deeply respect you guys voluntary contributions to OTTD/TTDPatch

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