New Graphics - Blender ".blend" thread (Works In Progress)

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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peter1138
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Re: New Graphics - Blender ".blend" thread

Post by peter1138 »

maquinista wrote:
petern wrote:Actually I tried that idea and it didn't work, so another scheme will be needed...
Maybe four sprites, and the ground.

It would be interesting in 8 bpp also, because It will allow higher sings.
Funny you should mention that... http://fuzzle.org/~petern/ottd/bounding.png
He's like, some kind of OpenTTD developer.
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

Lord Aro wrote:one thing i can see from that picture is that not all the bridge is coloured blue :!: :?:
Because some masks are not ready.

Also, It shouldn't be blue, It should have a color conversion like 8 bpp. It can be done writing a new algorithm in the patch.
petern wrote:
maquinista wrote:
petern wrote:Actually I tried that idea and it didn't work, so another scheme will be needed...
Maybe four sprites, and the ground.

It would be interesting in 8 bpp also, because It will allow higher sings.
Funny you should mention that...
Image
Yes, this is what I mean.
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Re: New Graphics - Blender ".blend" thread

Post by hyperion »

maquinista wrote:
Lord Aro wrote:one thing i can see from that picture is that not all the bridge is coloured blue :!: :?:
Because some masks are not ready.
really nice bridge in blue.
it should be very cool if a patch allowing masks for the bridges could be created. :wink:
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Re: New Graphics - Blender ".blend" thread

Post by Ben_Robbins_ »

Roujin: Thanks for the feedback, I'll stick that in a notepad file and keep it for when I next make a change, but for the moment I'm gunna move onto something else, as I've had enough of them!

Varivar: Grass that is so short it doesn't extend the tile edge really looks poor at full zoom. I think it's worth the few glitch's, and I hope they will someday be solved. This won't work for the embankment of buildings and railways, but for the bridge example we could use the soil sprite beneath (obviously requires some coding) and attach any needed grass graphics to the bridge sprite above, but this would have issues with being suitable for all the terrains.

Maybe additional none-edge-exceeding-sprites could be made for such uses, and likewise for the pavement tile?
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

GeekToo wrote:Sorry Lord for not responding, but I was busy with a new project ( not much comments on the bus, so I guess it's ready ).
So here the start of the 32bpp iron ore mine. Still a lot to be done, just to give an impression.
For the texture of the roof, dmh_mac owes a thank you, I did use some of his techniques for that texture


<edit> Lord, I tried to solve your problem with the city roads, but I can not reproduce it .
Hello!
Do You have a bigger version of this file?
http://www.tt-forums.net/download/file.php?id=81475

I think that It could be useful, because the buildings could be modelled alone and pasted with GIMP.

Bye!
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

I have created a TAR+GRF file with the ground tiles without lines created by Ben_Robbins_.
http://jupix.info/openttd/gfxdev-repo/i ... file&id=60

The bridges file was updated, but It is not finished:
http://jupix.info/openttd/gfxdev-repo/i ... file&id=39

There are some sprites with blue asphalt, but most of sprites fits well. Lots of changes are only a single pixel offset in the structure.
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

I have made a ground tile for the industries without the lines. I will make z1 and z2 versions, because ground tiles must fit well in these zoom levels.
Attachments
Ground_industries.XCF.BZ2
Sourcefile, in XCF.BZ2 format.
(90.3 KiB) Downloaded 132 times
Ground tile.
Ground tile.
Ground_industries_nolines.PNG (39.28 KiB) Viewed 3904 times
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Re: New Graphics - Blender ".blend" thread

Post by chromaphase »

Hi every body
I have begin to do that.
Im working on Cinema4D 11

if some people can texture and light on blender...

i can export in so many kind of files

tthis one isnt finish yet, he needs a little work again...

hu ?

happy new year ;-)
Attachments
original 8bits
original 8bits
Americanfootballstadium.png (3.99 KiB) Viewed 3592 times
new one
new one
Sans titre-1 copie.jpg
Sans titre-1 copie.jpg (50.97 KiB) Viewed 3592 times
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

It's a very good model! I have made a preview screenshot with GIMP.
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Preview.
Preview.
preview_stadium.JPEG (246.96 KiB) Viewed 3587 times
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Re: New Graphics - Blender ".blend" thread

Post by chromaphase »

I have tried to keep the original spirit ^^
thanks for this preview, usefull for me because i need to finish detail around the stadium
if you ave any ideas...

i also need some "official" texture using often for new model 32bits in order to keep relationship between all the sprites/models
existing any package ? ;-)
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Re: New Graphics - Blender ".blend" thread

Post by Hyronymus »

Looks very well, chroma. Perhaps you can draw a ring where people can walk below the seats. Something you can see on the image below (look at the half-round bit).

Image

And just out of interest, can it be animated so it looks like the staium isn't always crowded?
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

chromaphase wrote:I have tried to keep the original spirit ^^
thanks for this preview, usefull for me because i need to finish detail around the stadium
if you ave any ideas...

i also need some "official" texture using often for new model 32bits in order to keep relationship between all the sprites/models
existing any package ? ;-)
There aren't official textures, if a model looks well in game, it is good.
Hyronymus wrote:And just out of interest, can it be animated so it looks like the staium isn't always crowded?
It can be possible, but It would need a new GRF.
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Re: New Graphics - Blender ".blend" thread

Post by chromaphase »

yes i see your idea but especialy in this case we have no place to put that
Anyway i try to keep the original design

yes of course after the step one finish its easy to to some animation for this sprite ^^

so i guess i must manage to do construction sprite for this one ?

:]
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american32-4.jpg
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Re: New Graphics - Blender ".blend" thread

Post by Hyronymus »

Yes, it looks good enough to start constructing it :).
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

The construction stage for this sprite doesn't exit (but It can be implemented with a New GRF).

The original sprite layout for stadim is very simple, it has a construction stage with a finished and finished field and the seating under construction. :? The finished stage is the construction stage with a overlay with the seating and goals (This means that if You set the transparency of houses on, You will see the construction stage).

My idea is that you can model a surface with construction elements (cranes, foundations, concrete mixer...) and without the field, and overlay the finished stage with a green field. The construction elements shoulden't be very tall (They shoun't be taller than the limits of the ground).

And if You want model two construction stages freely, You can, but It will be added with a New GRF file.
Attachments
Stadium sprite layout.
Stadium sprite layout.
stadium_layout.png (8 KiB) Viewed 3506 times
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Re: New Graphics - Blender ".blend" thread

Post by Ben_Robbins_ »

Although the crowd as a whole looks great, It's a bit out scale wise. If you wish to keep the sizing consistent (12.5m per tile) then it's a bit of an issue. But if not, then the only other things I would suggest are breaking up the large cement areas with slight shape variation as well as texture variation. The grass could do with texturing as well, although scale wize there will be a slight clash there I think.

Due to the scaling issues, and frequency at which the stadiums appear, I would personally prefer a tennis court, although I feel kinda harsh saying that when seeing nice work that would be lost in doing so.

Nice to see you back after such a long time anyway!
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Re: New Graphics - Blender ".blend" thread

Post by chromaphase »

I think in openttd there is always a scale problem ^^
so anyway its easy for you on toshop to change the field by a tennis field.. ;-)

so i have put some event flag on the ciment to give a little more color

can i begin to code it ?
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american32-5.jpg
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Re: New Graphics - Blender ".blend" thread

Post by Varivar »

Looks great. Scaling is a bit wrong compared to other temperate buildings, but this was already the case with the original building. There are many buildings with scaling problems, but with the extra zoomlevels they become better visible compared to the original graphics.

I started working on the other (smaller) stadium two week ago, but I haven't finished it yet because I didn't have time for it. I'll post an image here soon.
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

I like it, maybe a entrance could be interesting.

About the tennis court: I can add a GRF file to replace the stadium sprites with sprites of a tennis court, and render the stadium at a bigger scale (4×4) and code it as a new industry. If the user doesn't load the GRF file, the original stadium will be used.
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Re: New Graphics - Blender ".blend" thread

Post by tsjook »

Ben_Robbins_ wrote:Due to the scaling issues, and frequency at which the stadiums appear, I would personally prefer a tennis court, although I feel kinda harsh saying that when seeing nice work that would be lost in doing so.
Couldn't agree more!
maquinista wrote:I can add a GRF file to replace the stadium sprites with sprites of a tennis court, and render the stadium at a bigger scale (4×4) and code it as a new industry.
Would need either, but definitely not both at the same time. :wink:

So: choose for a rugby/football field with 4x4 layout OR a tennis court with 2x2 layout (and probably also less seating places and bigger 'people' in the stadium to correct the scale).

Using up an industry spot would be a problem for many, although I know there's no other way to allow 4x4 buildings. :(


But all scaling issues aside the stadium looks very very great, chromaphase. Keep up the good work!
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