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Re: New Graphics - Blender ".blend" thread
Posted: 21 Jun 2010 18:58
by ZxBiohazardZx
@ Wotan yes you understand what i mean, atm the 32bpp trains look smaller then the 8bpp trains imo, that train he did there should not be resised in lenght, if scaled then proportionally scale it imo
but damn sexy
Re: New Graphics - Blender ".blend" thread
Posted: 17 Jul 2010 10:12
by ChillCore
While testing the Extra Zoom patch I have noticed a few glitches.
I have done some digging and have come to this conclusion.
I will just give the sprite nr. and the error for not cluttering too much.
32bit-gfx-nightly-megapack-2010-07-13
-------------------------------------
- 4240_z0 - Sprite is MIA. I bet it was thirsty and went for a drink.
- Also according to this statement in the nightly megapack build thread,
Jupix wrote:
My sprites are not included in the standard pack?
Your sprites need to meet the requirements for inclusion.
- Include sources in your release and pack it into a standard tar. Then set its type to "Standard tar".
- Finish models, model all construction stages, etc. to complete your item and update the repository entry. Then set its status to "released".
sprites for the paper factory should not be in this pack but in the -dev pack or the sprites from the -dev pack should be moved to this pack as they seem to exist?
For ease of finding, that would be sprites from 2200 to 2214.
Both issues do not cause the glitches.
The only problem they cause is falling back on the 8bpp sprite in case of sprite 4240 and fully zoomed in
and probably not using the correct sprite for construction stages for the papermill with the different zoom levels.
32bit-gfx-nightly-megapack-2010-07-16-dev
-----------------------------------------
- 4240_z0 - Sprite is not a tile sprite but a ?texture sprite?.
This one is the reason for the glitches when fully zoomed in as they appear when changing to this pack while removing the other.
Using OpenGFX or the Original sprites does not make a difference -> glitches are there in both cases.
ps:
I hope this is the right location for reporting these errors.
I have browsed a bit through the 32bpp graphics forum and this seemed like the best place to report.
Re: New Graphics - Blender ".blend" thread
Posted: 01 Aug 2010 17:17
by maquinista
What do You think about these two sprites?
I have tried to create the z1 and z2 zoom levels.
Re: New Graphics - Blender ".blend" thread
Posted: 02 Aug 2010 02:40
by Lord Aro
yay! project isn't dead! (no one's posted anything for half a month, i got worried...

)
looks good!
Re: New Graphics - Blender ".blend" thread
Posted: 02 Aug 2010 03:20
by maquinista
Lord Aro wrote:yay! project isn't dead! (no one's posted anything for half a month, i got worried...

)
looks good!
If Ben Robbins likes these tiles, I will made the z1 and z2 sprites for coast tiles. Also, We need to fin a good procedure (a script for GIMP, PhotoShop...) to convert the temperate grass into Arctic grass and tropical grass. It should give perfect results for all tiles without retouching the sprites by hand.
Re: New Graphics - Blender ".blend" thread
Posted: 07 Aug 2010 07:50
by Jupix
Lord Aro wrote:yay! project isn't dead! (no one's posted anything for half a month, i got worried...

)
Typical for the summer season, me included.
Re: New Graphics - Blender ".blend" thread
Posted: 11 Aug 2010 22:35
by j0rdax
Hey guys, just to show you that something is still being done...
This airport radar is based on the ASR-9 Radar Antenna. It is still WIP.
All comments welcome.
Re: New Graphics - Blender ".blend" thread
Posted: 11 Aug 2010 23:13
by Zephyris
Just one little thing: It could use a shadow; add a ground plane with an alpha of ~0.5 and shadow only set...
Re: New Graphics - Blender ".blend" thread
Posted: 12 Aug 2010 14:58
by j0rdax
Here is the updated Airport Radar (ASR-9 Radar Antenna), now with shadows.
I also reversed the rotation.
Re: New Graphics - Blender ".blend" thread
Posted: 12 Aug 2010 16:12
by dihedral
imo the rotation is a bit too fast
Re: New Graphics - Blender ".blend" thread
Posted: 12 Aug 2010 16:25
by j0rdax
dihedral wrote:imo the rotation is a bit too fast
The rotation is just a "Serving Suggestion" for directional purposes. The in-game speed will be determined by the code actually switching the sprites I guess. Thanks for commenting anyway.
EDIT: Maybe it is also as a result of the limited number of frames?
Re: New Graphics - Blender ".blend" thread
Posted: 13 Aug 2010 01:48
by maquinista
The radar is very good.
dihedral wrote:imo the rotation is a bit too fast
Now You can change it with a new GRF file:
http://wiki.ttdpatch.net/tiki-index.php ... ustryTiles
http://wiki.ttdpatch.net/tiki-index.php ... rportTiles
If You like it (I mean the radar, not the GRF file), I can code it.
Re: New Graphics - Blender ".blend" thread
Posted: 13 Aug 2010 16:58
by j0rdax
I guess no one likes the Radar then...
Here is my progress on the hanging glass building. There were concerns about the existing one, so I did this version.
It is almost done, need to do construction stages.
Re: New Graphics - Blender ".blend" thread
Posted: 13 Aug 2010 17:22
by maquinista
j0rdax wrote:Here is the updated Airport Radar (ASR-9 Radar Antenna), now with shadows.
I also reversed the rotation.
Can You upload the frames in a ZIP file?
Re: New Graphics - Blender ".blend" thread
Posted: 13 Aug 2010 17:37
by j0rdax
Radar zip as requested.
Re: New Graphics - Blender ".blend" thread
Posted: 13 Aug 2010 20:24
by maquinista
I have coded the radar and update some airport sprites.
http://jupix.info/openttd/gfxdev-repo/i ... cat&cat=30
Re: New Graphics - Blender ".blend" thread
Posted: 13 Aug 2010 21:12
by j0rdax
You are a robot dude.
Would you mind updating the wiki too? My login went missing
Also the Hanging Glass Building again, this time rendered at 50% to fit in post for viewing. Comments.
Re: New Graphics - Blender ".blend" thread
Posted: 14 Aug 2010 02:39
by maquinista
It's a good solution for that ugly tower.
I have updated the control tower of airport, but I can't update the file.
http://jupix.info/openttd/gfxdev-repo/i ... ile&id=201
Re: New Graphics - Blender ".blend" thread
Posted: 14 Aug 2010 23:35
by j0rdax
So here is my take on the hanging glass building, construction and final product.
Re: New Graphics - Blender ".blend" thread
Posted: 16 Aug 2010 11:42
by Lunar Wolf
Hi everyone. I had not been long since I was in the hospital. But to the point. He wants you to join and do graphics for OpenTTD 32-bit, because I'm a graphic designer.