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Posted: 26 Feb 2006 01:20
by Crazy Vaclav
Right, here is the new improved version...
Posted: 26 Feb 2006 12:07
by Ben_Robbins_
nice, that'll look sweet with textures on. The whole engine seems wider, wich looks better i think, and the roof is broken up well. little things like the extra lights on the front breaks up the cleaness well as well.
Posted: 27 Feb 2006 22:35
by Crazy Vaclav
I put together a small station house. Not sure if it is possible to have it like this in the game though. Perhaps with a little tweaking.
Posted: 27 Feb 2006 23:29
by Born Acorn
Those are some great models. Especially the station. Someone will have to make that work
But I don't think these would be implemented until the TTD replacement trains on the wiki are finished.
Posted: 27 Feb 2006 23:31
by Crazy Vaclav
So we don't need new stations?
Posted: 27 Feb 2006 23:37
by Born Acorn
I was talking about the trains, the station we need. The ones on the wiki need to be finished before we can adopt new ones.
Posted: 27 Feb 2006 23:46
by Crazy Vaclav
Ah, alright. Well, I already knew that. I only used them for illustration purposes.
*Edit* But now I realize you mean the models I had posted before, and not only the station.

Posted: 28 Feb 2006 04:56
by MeusH
Crazy Vaclav, that's absolutely perfect

Posted: 28 Feb 2006 08:21
by Purno
Awesome

Posted: 28 Feb 2006 10:28
by Red*Star
Do fully agree to Born Acorn, Purno and MeusH. Just... great!
Posted: 28 Feb 2006 11:15
by browneyedboy
I'm soo looking forward to be using those great new models in the upcoming OTTD

Posted: 28 Feb 2006 13:58
by sidew
Crazy Vaclav wrote:I put together a small station house. Not sure if it is possible to have it like this in the game though. Perhaps with a little tweaking.
/me faints
Posted: 28 Feb 2006 16:11
by bobingabout
i supose it could be done using newstations, however, this isn't even in OTTD yet.
and, its all well and good to make magnificant models, but, you kinda need to start skinning some of them, whats the point in a brilliant model that is just grey?
Posted: 28 Feb 2006 16:32
by Born Acorn
There are not enough decisions to start skinning things. For example, 2cc (two company colours) is in development. If finished and skinned models didn't take this into account, they would need a re-skin. There could also be many more changes in future.
Posted: 28 Feb 2006 16:46
by Crazy Vaclav
There is not only the company colours to think about. We are also supposed to use a standardized set of materials, and as far as I know, no such library excist at the moment. So what is the point of spending hours trying to skin them, when I might have to redo everything later?
I was also told by Alltaken that I didn't have to texture them myself, others could do that if I only made the model. And that is probably what will happen now, as I am not good enough at texturing models compared to many of the others who have submitted models.
Posted: 01 Mar 2006 10:50
by bobingabout
We've already decided on 3 company colours for 32bpp.(which becomes 34bpp because of the 2 bit overlay image including the 4 colours black(noCC) red(CC1) green(CC2) and blue(CC3). exactly how this is going to be implemented hasn't been decided, but i did post a good sugestion somewhere in a topic called "32bpp progress?" somewhere in the development forum.)
Posted: 01 Mar 2006 20:08
by Brianetta
bobingabout wrote:but i did post a good sugestion
Everybody who posts a suggestion will say it's a good one.
Posted: 01 Mar 2006 22:28
by Ben_Robbins_
For Trains and viecles is there going to be standadised materials, becuase there all different. As long as there rendered in the same lighting set up, wich there going to be, that'll be fine i recon. For the ground and walls etc, there needs to be a place to stick textures. Ive been trying to acumulate textures over the last week, so that i dont need to nick any from anywhere. Once there tileable and suitable, ill stick them somewhere if need be.
Crazy Vaclav : Nice mock up sets. Really Good Stuff. If you dont want to texture i'll give some a bash if you want. Need to keep up with the texturing so thats not left till the end. ....i can only use max though, so i can make the textures in there and try them out, but you/someone would need to re-map the mesh for the final render in blender.
Also, are the track mesh's avaliable or even done, cause if they aint ill do some, but if they are, then it would be handy to get my hands on them, so i could make trains to fit. Trains falling off rails may suck.
Posted: 01 Mar 2006 23:37
by Crazy Vaclav
I have seen tracks on Alltakens homepage, but I don't know if they are final.
Here you can find the wiki for the materials, but it is empty at the moment.
It would be great if you could help me with the texturing, but I wonder what the design should be. I mean, if we are supposed to use company colours, should each veichle have some sort of design, or should they, for example, just be plain blue? I think it's a very important thing to find out before people start texturing things.
I could give you, what I think they call, an "UV face layout", or how would you go about it? Or is it possible for me to convert the model so you can open it in Max? I think it might be the easiest thing to do if it works.
*Edit* Is it ".3ds" you use?
Posted: 02 Mar 2006 00:10
by Ben_Robbins_
hmm, ill try and put materials on there, but then who is to choose which texture is the texture that is to be used....should it come to the forum first, then go in if axseptable?
I guess the team colours need to get on the texture page.
.max files and .stl files will work. .stl wont carry the textures i dont think, but if ther untexturised thats not a problem.
I find it easier to model bits on myself, rather than texturise a face layout.
email them to my hotmail account, or over msn messenger if you want