In either (any?) case, there are few locomotives for a reasonable price given the intended use. (Max reasonable size of render needed by OTTD).
If what the maintainers need is the model, I'm sure no artist of the community would say no to share the files. After all, considering the day comes when there are 16 views for each vehicle (for example), and not having around the person with the model (or rights to use it), would have been like wasting the money.
Again, having the direct support of the member outweights whatever customer support these companies have. (and they keep quite a large percentage of the final price)
About licenses, well, they tend to get in the middle of development, so in this case I'd trust the developer or let it be GPL.
EDIT: Oh, and nobody considered standarization, which is a must in this type of games. Type of colouring, lighting, textures, scripts to get the 8 views (or 8*n in the case of planes)...
EDIT2: Considering the options, here's the cheapest it gets for a reasonable quality, 10-15€, but only a few examples.
http://www.turbosquid.com/FullPreview/I ... /ID/309209
Regards
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Hmm, against double posting, I'll write my experience about post process of sprites in here.
Well, it all depends on size of render. As many will have realised by now, trying to get classic OTTD vehicles with a direct render won't get you a lot of popularity. Player colour is only a minor issue, but the incorrect aliasing, odd pixels, strange shapes, complete lack of special pixel tricks, also lack of standarization for certain elements (imagine the original TT trucks, or the steel coils that were everywhere, or a truck on a flatcar), that's destroyed at 64 pixel size.
128 vehicles are not that much of an issue, you can get decent results (I think there are still some examples in the Simutrans forum). And the larger it gets...
About player colouring, if it's going to use the method of original TT, then no problem, since you can either render a mask (as good old Alltaken method stated) and then copypaste it over. Or apply a pallette that restricts the range of blue/green to the exact values. This would detract a lit of quality from the image (see locomotion) IF we were restricted to a single 256 pallete, but we aren't, and for my Simutrans ventures I used a grey scale with 12 colours asigned to certain materials present in the model, and 8 for the player colouring (brass, copper, wood, whatever). This gave nice results (Hadn't I applied it to size 64 sprites, which meant I had a good base to pixel push over).
A bit confusing, but roughly it'd go something like this:
Render-Merge in one single png-Sharpen image (I used Gimp)-Apply pallete-tweak pixels
EDIT: Added old pic of my TTSet weekend project. Ah, if only Simutrans had animation, the rods would have been there
