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Posted: 03 Jul 2007 14:48
by Zephyris
Re:AndersI
What rendering options does blockcad have? Most importantly does it have anti-aliasing, outline options, orthographic projection and camera position/angle definition?

edit: ill download it and have a look when i get back from work!

Re:Me, i suppose...
Drawing a complete set of bricks in the style I have shown above will use the following sizes; single stud (1x1) bricks will be found in:
16 x 8 x 12 (duplo scale)
16 x 8 x 4 (duplo scale) as shown above...
8 x 4 x 6 (lego scale)
8 x 4 x 2 (lego scale)
These will then be arranged into the classic 1x2, 2x2, 3x2, 4x2, etc. sized bricks.

Posted: 03 Jul 2007 16:38
by AndersI
Chicago Rail Authority wrote:Wow... that is a cool program :).Did you make that yourself?
Thanks! Yes, I've made it all by myself :-)
Zephyris wrote:Re:AndersI
What rendering options does blockcad have? Most importantly does it have anti-aliasing, outline options, orthographic projection and camera position/angle definition?
anti-aliasing - yes, under the 'Eye' button where you choose color depth.
pseudo-shading with user selectable light direction
outline options - not really. Maybe by turning shading off.
ortographic - yes
camera position - free rotation, no possibility to set numeric angles :-(
rendering options - by using the LDRAW parts library you can get one-click rendering with POVRay (raytracer).

Posted: 03 Jul 2007 19:53
by Killer 11
If you want to render lego models use Ldraw (http://www.ldraw.org) or export blockad models as ldraw ones(if it's possible) and then fetcdh an ldraw import script(just google it it's really easy to find) for blender(http://www.blender3d.org) and import your models and then use the rendering setup posted in the sticky of this forum section(correct me if i am wrong here)
Atleast that's how i did it in my "Brickland 32bpp" set :wink:

Posted: 04 Jul 2007 10:22
by Zephyris
Re: Killer 11
How far did you get with that?

Posted: 04 Jul 2007 10:54
by bobingabout
here is a thought. isn't 32bpp suposed to allow a closer zoom level?

Posted: 04 Jul 2007 11:51
by Maedhros
No. At least not in the near future, anyway.

Posted: 04 Jul 2007 12:30
by Red*Star
Killer 11 wrote:If you want to render lego models use Ldraw (http://www.ldraw.org) or export blockad models as ldraw ones(if it's possible) and then fetcdh an ldraw import script(just google it it's really easy to find) for blender(http://www.blender3d.org) and import your models and then use the rendering setup posted in the sticky of this forum section(correct me if i am wrong here)
Atleast that's how i did it in my "Brickland 32bpp" set :wink:
It's also possible to export Lego ldraw (or something like that, it's a long time since I worked with it) models to POVRay, example of one of my wagons:

http://redboards.de.vu/temp/nocomment/p ... waggon.jpg

IIRC POVRay also is capable of doing orthographic projection (?)

Posted: 04 Jul 2007 15:13
by Thalass
This is great work (I should really find that HQ I was working on and finish it one day), but aren't the tiles a bit... small? Rather, there aren't many bumps on them, so a one tile house built to that scale would be a 2x2 piece and a single roof piece on top. Perhaps doubling or tripling the number of bumps per tile would help the scale?

Posted: 04 Jul 2007 22:07
by Zephyris
Well as promised a selection of blocks in many colours to play with... No special bricks yet...

Posted: 04 Jul 2007 22:55
by Zephyris
A bank using both "duplo" and "lego" scale blocks for more detail.

Posted: 04 Jul 2007 23:30
by Vachu
Zephyris wrote:A bank using both "duplo" and "lego" scale blocks for more detail.
Really nice. I like where this project is going. Keep up the good work!

Posted: 05 Jul 2007 10:23
by dihedral
i am really looking forward to hosting a brick (lego) land game :-)

Posted: 05 Jul 2007 16:33
by Wolf01
is really wonderful, good work Zephyris :)

Posted: 05 Jul 2007 19:08
by Killer 11
Zephyris wrote:Re: Killer 11
How far did you get with that?
I had quite some models and did the first rendering test, however 32bpp was nowhere at that time and so it was droped, i might help you with vehicles sometime later but i absolutely require the closer zoom level.
Maedhros wrote:No. At least not in the near future, anyway.
And that's exactly why I still can't do any artwork for now.
I'll wait till there is stable and understandable format(i don't say that current ones aren't) and then i'll go into making graphics, maybe even soem SCI-FI set later.

Posted: 07 Jul 2007 13:59
by RMJ
Looks very nice, its gonna be fun to have a silly landscape that looks good =) instead of the crappy toyland =)

Posted: 07 Jul 2007 15:04
by T-Unit
Thalass wrote:Aren't the tiles a bit... small? Rather, there aren't many bumps on them, so a one tile house built to that scale would be a 2x2 piece and a single roof piece on top. Perhaps doubling or tripling the number of bumps per tile would help the scale?
Well you can say this for the whole of OTTD. You can fit two train carriages or a house onto one square but if you use the speed and time it takes to travel the distance of a square the distance works out as many km. None of OTTD seems to be to scale.

Posted: 07 Jul 2007 16:36
by Zephyris
Have made some directed progress on a complete replacement of graphics in the style I provided. These are not 3D rendered so shading etc. is not perfect, but I like the plasticy look.

These do not have the x and y offsets set, so will not work in the game (anyone whose got pngcodec working feel like doing this?).

Sprites done:
trg1r.grf
4627-4644 (some town buildings)
4648-4650 (some more town buildings)
4686-4690 (battery farm graphics)
trgtr.grf
0-108 (terrain excluding rocky)
133-170 (roads; will want redoing)

Posted: 07 Jul 2007 19:09
by Ben_K
Awesome work Zephyris! Im really quite impressed! Especially by the speed and quality of your work! 8)

Posted: 07 Jul 2007 20:14
by athanasios
It is true. So many sprites...
The problem with 64 tiles is that 4x4 isn't enough. I don't think that making ground tiles 8x8 will look nice. So I also view duplo as the only solution.

Posted: 07 Jul 2007 21:37
by QtanJ
Ok, I have added offsets, but with my newly generated bash-script. If I misunderstood what you told me and aren't allowed to post I will remove them as soon as I know(if they aren't removed already)

EDIT: fixed a typo
EDIT2: Added a link to the post where I posted this bash-script
EDIT3: Deleted attachment as I was stupid when I made the bash-script, but here comes the new one

All credit for the attachment to Zephyris.