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Re: New Graphics - Blender ".blend" thread

Posted: 29 Jul 2009 17:57
by cid.67
maquinista wrote: Thanks, I have changed it with a cone of 128 sides instead of 32. Also, I have modeled a small wood warehouse:
nice models.i like the metal texture of the silo.

Re: New Graphics - Blender ".blend" thread

Posted: 29 Jul 2009 20:04
by Zephyris
Thanks, I have changed it with a cone of 128 sides instead of 32.
You know (if you are using blender) you could have just made the faces smooth by selecting them in edit mode, hitting w and selecting "set smooth"?

I don't want to see you wasting your time instead of making more great graphics!

Re: New Graphics - Blender ".blend" thread

Posted: 30 Jul 2009 02:44
by maquinista
Zephyris wrote:
Thanks, I have changed it with a cone of 128 sides instead of 32.
You know (if you are using blender) you could have just made the faces smooth by selecting them in edit mode, hitting w and selecting "set smooth"?

I don't want to see you wasting your time instead of making more great graphics!
Thanks! I didn't know it and It is much better!

Now, I will try model a silo like this:
http://en.wikipedia.org/wiki/File:Silo_ ... staves.jpg

Re: New Graphics - Blender ".blend" thread

Posted: 30 Jul 2009 13:08
by Antonio1984
Hi guys..excuse me for the stupid question..but I've looked the first 70 pages of this thread..and often there are a .png trains, houses,buildings etc.. instead I usually download .tar or .zip...this means that the .png files are unusable in openTTD??Are there only a model or project to do?'thanks..bye...

Re: New Graphics - Blender ".blend" thread

Posted: 30 Jul 2009 13:26
by Yexo
Antonio1984 wrote:Hi guys..excuse me for the stupid question..but I've looked the first 70 pages of this thread..and often there are a .png trains, houses,buildings etc.. instead I usually download .tar or .zip...this means that the .png files are unusable in openTTD??Are there only a model or project to do?'thanks..bye...
You do know that tar and zip files are just archive files? Extract a few of them to look at the files inside and it will all be clear to you.

Re: New Graphics - Blender ".blend" thread

Posted: 30 Jul 2009 13:30
by Antonio1984
Yexo wrote:
Antonio1984 wrote:Hi guys..excuse me for the stupid question..but I've looked the first 70 pages of this thread..and often there are a .png trains, houses,buildings etc.. instead I usually download .tar or .zip...this means that the .png files are unusable in openTTD??Are there only a model or project to do?'thanks..bye...
You do know that tar and zip files are just archive files? Extract a few of them to look at the files inside and it will all be clear to you.
Yes I know..but I see that for the veichles contained in the tar files there are a lot o png..left side, right side...then Can I use the single png file in openttd? yes or no?

Re: New Graphics - Blender ".blend" thread

Posted: 30 Jul 2009 14:03
by Yexo
Antonio1984 wrote:Can I use the single png file in openttd? yes or no?
Yes (for example when loading a heightmap you use a single png).

If you want better answers, ask smarter questions. See DaleStans signature for a document on this subject.

Re: New Graphics - Blender ".blend" thread

Posted: 30 Jul 2009 15:42
by Antonio1984
I think that often is more simple to reply directly instead of say "if you, if you, if you"..or It's better don't receive replies..I think that a forum has the scope to help people..you have made two post for a simple question, and for example I don't know how to use the png files yet...I don't claim nothing, but I don't like your conceited tone..

Re: New Graphics - Blender ".blend" thread

Posted: 30 Jul 2009 15:57
by Roujin
You see.. this question is asked so often in this thread, it's kind of annoying. But here I go so you don't complain about people not being helpful here:
The .png files posted here are "only" graphics. OpenTTD needs more information to be able to show them ingame:
1) which 8bpp sprite should be replaced with this 32bpp sprite? This information is given via the file name, just look at any coded set of 32bpp graphics you've downloaded from the wiki. Unzip (edit: unTar actually) it and see how the files are named there. The number in the filename says which sprite it should replace.
2) the x- and y- offset of the graphic, meaning how exactly the sprite should be aligned. This information has to be coded into the .png file using pngcodec.

Any .png files posted here most likely do not have this information encoded yet. Usually if someone codes a .png so it's ready to use ingame he will post it as a .tar (and on the wiki too). However you can do this yourself with some effort for any .pngs (and in fact any .png you want) yourself...

You see, this information is not a secret. It can all be found e.g. in the thread about PNGcodec I linked, or in the wiki. This is the reason why people are not willing to spend several minutes explaining stuff that the asking person could have found out themselves. I now have, but next time someone will ask the exact same thing I most probably won't have the nerve to...

Re: New Graphics - Blender ".blend" thread

Posted: 30 Jul 2009 16:04
by Antonio1984
Ok thanks fo the info..I've tried to use search instrument but I'dont find nothing usefull..I understand and I agree with you..but if many people ask the same question, or alla are stupid and lazy or the theme is not clear..bye bye..

Re: New Graphics - Blender ".blend" thread

Posted: 30 Jul 2009 16:32
by Yexo
Antonio1984 wrote:I think that often is more simple to reply directly instead of say "if you, if you, if you"..or It's better don't receive replies..I think that a forum has the scope to help people..you have made two post for a simple question, and for example I don't know how to use the png files yet...I don't claim nothing, but I don't like your conceited tone..
The problem is that I still don't know what your original question was. Roujin answered one of the possible questions, but I can think of the following:

1. Can OpenTTD only use png files inside a tar/zip or can it also use the png's when they are in a normal directory?
2. When I extract the tar files, I see a lot of pngs for every vehicle. It is possible to use just the front view png and not the other pngs?
3. Do I have to use all of the pngs from a single tar file at the same time or can I select some of them and not use the others.

I am not going to waste my time answering all these questions when you can't make clear what you want to know.

Re: New Graphics - Blender ".blend" thread

Posted: 30 Jul 2009 22:16
by Antonio1984
I don't think that is needed a degree to understand that I usually download a tar files and put them in the data folder, and I'd like to know if the same is possible with the single png..often the problem are simple as the answer.. but ok I'll try to be more clear in the future...have a nice day..

Re: New Graphics - Blender ".blend" thread

Posted: 31 Jul 2009 02:08
by Roujin
Antonio1984 wrote:I don't think that is needed a degree to understand that I usually download a tar files and put them in the data folder, and I'd like to know if the same is possible with the single png..often the problem are simple as the answer.. but ok I'll try to be more clear in the future...have a nice day..
Actually, that is possible, if the .png includes the information I mentioned above. However as I wrote the .pngs you find here won't have that information yet.
The .tar is only for bundling = making things more structured.
You can test that for yourself by extracting one of the .tars you have, and moving the tar somewhere else. The game should still display the graphics you extracted, without them being in a tar. :)

Re: New Graphics - Blender ".blend" thread

Posted: 10 Aug 2009 08:45
by tsjook
I've just started blendering, and I wonder, with all my current attention to detail resulting in 3cm window edges and such - are such details of any use or will we not be able to see them anyway?

Which is the minimum length/width of such details to be able to see them proberly? In short, should I "exaggerate" such details?

Re: New Graphics - Blender ".blend" thread

Posted: 10 Aug 2009 12:40
by maquinista
tsjook wrote:I've just started blendering, and I wonder, with all my current attention to detail resulting in 3cm window edges and such - are such details of any use or will we not be able to see them anyway?

Which is the minimum length/width of such details to be able to see them proberly? In short, should I "exaggerate" such details?
There is not a minimum size of details. You only need a nice result. Also, is better if You publish some screenshots of your model, and We can make suggestions for your model.

Also, I have modeled an early electric locomotive (Renfe 260, from Spain). It was built by ALCO & General electric. This means that other sets could have some similar locomotives, and the model could be used for them. I want add more details, but I don't have photographs of the roof. The problem of modeling the platform is that there are lots of sprites.

If You want model trains, You should scale their length to 0.7 in diagonal views. Also, I think that the wheels are a bit closer in front view.

Re: New Graphics - Blender ".blend" thread

Posted: 10 Aug 2009 15:57
by tsjook
maquinista wrote:There is not a minimum size of details. You only need a nice result. Also, is better if You publish some screenshots of your model, and We can make suggestions for your model.
Here it is, a first start, an untextured render.* I want to make some buildings first, most of them cityscape buildings for corners and in-between. I might have use for them outside of OTT too. Ideally they would enter into a "buildings and courtyards"-Newgrf which automatically builds corner buildings at street corners, in-betweens at road stretches and "courtyard" (garden, park, wasteland) tiles on tiles which do not border a street. Based on the behavior of some houses in the the North Amercan Buildings Set, I guess this is possible.

edit: This thread is ofcourse not about own projects. If I rotate it, this building might be usable as some unfinished "shops and offices" for 32bbp OpenTTD.
maquinista wrote:Also, I have modeled a early electric locomotive
I like it, but in 32bpp the fact that all locs need to be truncated is really irritating. Maybe make/keep also a 'realistic' longer-stretched version of all locs (and buses) for use in a later NewGRF? :)

*Licence of picture included: do not reproduce this picture, do not use it as basis for your own work, do not publish it elsewhere. Unfinished product.

Re: New Graphics - Blender ".blend" thread

Posted: 10 Aug 2009 16:21
by maquinista
tsjook wrote:
maquinista wrote:There is not a minimum size of details. You only need a nice result. Also, is better if You publish some screenshots of your model, and We can make suggestions for your model.
Here it is, a first start, an untextured render.* I want to make some buildings first, most of them cityscape buildings for corners and in-between. I might have use for them outside of OTT too. Ideally they would enter into a "buildings and courtyards"-Newgrf which automatically builds corner buildings at street corners, in-betweens at road stretches and "courtyard" (garden, park, wasteland) tiles on tiles which do not border a street. Based on the behavior of some houses in the the North Amercan Buildings Set, I guess this is possible.

edit: This thread is ofcourse not about own projects. If I rotate it, this building might be usable as some unfinished "shops and offices" for 32bbp OpenTTD.
maquinista wrote:Also, I have modeled a early electric locomotive
I like it, but in 32bpp the fact that all locs need to be truncated is really irritating. Maybe make/keep also a 'realistic' longer-stretched version of all locs (and buses) for use in a later NewGRF? :)

*Licence of picture included: do not reproduce this picture, do not use it as basis for your own work, do not publish it elsewhere. Unfinished product.
I like this building. It is very good. It has a good scake (I use my Windows mouse pointer as size of a person). It can be coded to build only in a certain locations.

Re: New Graphics - Blender ".blend" thread

Posted: 10 Aug 2009 16:37
by tsjook
Thanks! :) It is going painstakingly slow I must admit, but I'm still new with blender. And I really miss the precision of AutoCad (drew some things with that a long time ago) or I just don't know how to invoke it yet. :wink:

About scale I'm very precise, also about the size of the apartments, the floor sizes are also all realistic, some realism is also very important to me. :wink:

Re: New Graphics - Blender ".blend" thread

Posted: 14 Aug 2009 08:20
by j0rdax
Hi guys.

Just something new I started 2 days ago.
Bakewell Cargo Ship
Bakewell Cargo Ship
Cargo.png (254.6 KiB) Viewed 1351 times
CS-Inc. Oil Tanker
CS-Inc. Oil Tanker
Tanker.png (213.41 KiB) Viewed 1335 times

Any comments?

Re: New Graphics - Blender ".blend" thread

Posted: 14 Aug 2009 11:27
by tsjook
What are the strange shadows doing on the containers? Or are they meant as manufacturers' or owners markings? In that case better use more distintive ones like shown here. And the containers could use some relief like also seen on the pic above.

Otherwise, those ships are very well done! :bow: