Getting on board the team.

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Zhall
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Getting on board the team.

Post by Zhall »

Ive been playing Openttd for 2 years now and i am just wondering how to get on the devolopment team for the new 32 bit graphics set being created for openttd. On the wiki it said to either contact alltaken or make a post here.

I am just wondering how i can get on the team or how to contact alltaken.

I beleive http://www.blendernation.com/author/alltaken/ is the right address but i am not sure.

Also i would like to create a pack of savegames that act as tutorials for new players and am wondering if they could be added to the tutorial section of the wiki.

Thanks, 8) Sapphire.
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Re: Getting on board the team.

Post by Johnny B Goode »

The dev team's a closed circle, to my knowledge. But your idea for the savegames is pretty good. You can add them to the wiki yourself, it's pretty easy.
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- Mr. Owen Rudge, for his TT website where I grabbed the names.
Yeah! I've been credited! (Thanks, Jezulkim)
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Re: Getting on board the team.

Post by athanasios »

You can make your thread (or use this one) and start posting your graphics or post under blender thread.
http://members.fortunecity.com/gamesart
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Re: Getting on board the team.

Post by Bilbo »

Johnny B Goode wrote:The dev team's a closed circle, to my knowledge. But your idea for the savegames is pretty good. You can add them to the wiki yourself, it's pretty easy.
Yes, they are closed circle, but they will gladly accept help, be it patches, bug reports or new graphics.
If you need something, do it yourself or it will be never done.

My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility

Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
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Re: Getting on board the team.

Post by Zhall »

If forsay i would like to make a town building for the 32 bit upgrade where could i put screen shots of my work?
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Re: Getting on board the team.

Post by Bilbo »

Sapphire united wrote:If forsay i would like to make a town building for the 32 bit upgrade where could i put screen shots of my work?
Umm ... here?

You can post the screenshots in the forum, just attach images (up to 3 per post) to your post and everybody then can look at them.
If you need something, do it yourself or it will be never done.

My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility

Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
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Re: Getting on board the team.

Post by Ben_K »

Sapphire united wrote:...the devolopment team for the new 32 bit graphics set being created for openttd.
Johnny B Goode wrote:The dev team's a closed circle...
Chaps, I think Sapphire was asking purely about the 32bpp graphics team, not the actual OTTD developers (Sapphire, correct me if that is wrong).
Id suggest that you start a new, clean thread, Sapphire, and add all of your new graphics to that thread. Also PM Alltaken and Im sure once some of the 32bpp people see your images, they will find you!
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Re: Getting on board the team.

Post by Zhall »

That is something i will take into consideration after having a chat with alltaken. As currently i have no models in production. :/
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Re: Getting on board the team.

Post by Alltaken »

i don't think its a closed circle.... if it is, i'm on the outside.

Just model some stuff (ask if there are any gaps) and then post your work. The way to get into any circle that exists is to work your way in, shouldn't be hard.

Good luck, and i look forward to seeing some hot graphics
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Re: Getting on board the team.

Post by Ben_K »

Alltaken wrote:i don't think its a closed circle....
As I mentioned before, I have a feeling that they mistakenly thought Sapphire meant the OTTD main code developers rather than the 32bpp authors. :)
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Re: Getting on board the team.

Post by Zhall »

Alltaken wrote:i don't think its a closed circle.... if it is, i'm on the outside.



Good luck, and i look forward to seeing some hot graphics
Heh. Okay... Might be alil sketchy at the start.
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Re: Getting on board the team.

Post by mr_worf »

Hi everyone,

Like Sapphire i have just joined up, im intent on working on the rail carriages/trucks and will be starting work tonight (once ive watched through some of the tutorials.

I hope to keep you posted with work that i have done :), i dont know if this has been suggested already but i was thinking that some of the existing models such as the intercity 125 (HST) contain undercarriages that could be used to speed up the development of other models. in the future would it be possible to have the undercarriage object separated and distributed so it saves repetition?

Anyway ill get on with my real job now, and cant wait to get started with blender this evening. I used to use Imagine and Lightwave on the Amiga im hoping there is some degree of commonality. :lol:

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Re: Getting on board the team.

Post by Mr Whippy »

Wow, just started having a Google after my brother is playing TT again.

Found the OpenTTD Wiki/page and now have found the gfx update.

Happy to help any way I can, really into 2d sprite based games like the older Simcity/RCT/TTD games, love the simplicity and immersion vs these new fangled 3d games that manage to fail on visuals and gameplay complexity...

Main issue I have is working in 3DS Max vs Blender. Do we have some 'general gfx' tips for ambient lighting, speculars, shadows (seen some models with them, others not, and they are in different directions which would look silly), global illumination, sky blue tinting to white surfaces etc?

Or is this still, make it look quite good and we'll render out/refine these things later, lets just make lots of nice pictures stage :)


Think I'll work on some industrial tiles working to the scales set out on the wiki (12.5m per tile wasn't it?)


Thanks

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Re: Getting on board the team.

Post by GeekToo »

Standard materials, lighting, camera setup for blender in:

http://wiki.openttd.com/index.php/32bit ... evelopment

look for the version f zip file ( Template section )
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Re: Getting on board the team.

Post by Mr Whippy »

Ahhh

That Blender is a bit different to what I'm used to.

First things first I guess... What resolution do my outputs want to be for a 12.5x12.5m tile?

Does it step up vertically for tall buildings while maintaining a fixed with? Ie, a tower on a 12.5x12.5m tile will render out to a fixed width but any height?

I've seen the lighting setups for Blender, but the 3ds import isn't working (python error) and there is no way I trust DXF/VRML i/o, they always mess up meshes and normals.

So, anyone else work with 3DS Max here? Anyone care to try make a side by side version of the Blender generic setup for Max?

I'm guessing since your materials are all just diffused with a texture map, have no ambient specifics (ie, tinting in the material wrt to lighting) and use radiosity to tint, then it makes sense to try copy them.

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Re: Getting on board the team.

Post by GeekToo »

I quote from the wiki, 1 line below the version f download:

#
# Ben Robbins made a 3d Studio Max Template and Aracirion made a Lightwave Template. You can pm them for details.

Maybe they can help you.

btw, I believe there is ambient lighting, click the world button after clicking the material button. See the ambient occlusion.

About the resolution, there was a branch, in which a tile would be shown in 256 px(width, 128 px height). But currently, in trunk the max resolution for a tile is 64 px width :cry: . Most pictures in the blender thread are rendered for 256 or 128 px tiles, since the branch development has stopped not long ago.
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Re: Getting on board the team.

Post by Mr Whippy »

Ah ok, so is the plan to make our models good for 256px wide still, because it does bump up the visual workload by about 4x to get a decent 'feel' of detail, and it also reduces the characature style as you can put more detail in (ie, details are less exaggerated).

Sorry, your last post confused me a little bit wrt the trunk? Is any work right now purely for the openTDD graphics in 32bit but the old resolution? Or am I mistaken?

Not too important right now anyway, my PC is dying. Bought the parts off a friend who'd had it clocked for years, at 200mhz, had to drop it to 133 on the FSB to keep it from crashing in 3DS Max when rendering :) Need new one asap, sooo slow!

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Re: Getting on board the team.

Post by Ben_Robbins_ »

There is currently some confusion as to what level to make graphics to. Artist have been making graphics to 256px, but recently 32bit made the trunk without x4 zoom, so now 64px is standard. The question is, if 256px will be made available in the not to distant future or not, and are the artists working to 256 doing so in vein?

I made the 3dsmax equivalent light setup some time ago. I’m not completely shore if the light setup matches the .blend light setup, as it changed many times in a short space of time. Needs checking, but It should still be close.
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Re: Getting on board the team.

Post by Mr Whippy »

I'll probably build for ~ 128px wide then (across 1 12.5x12.5 square), then hopefully it'll scale down nicely enough without making the details look to small and unrecognisable, but also scale up not too bad for 256, while landing squarely (no pun intended ;) ) in the middle of the two choices... kinda hedging my bets :)

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Re: Getting on board the team.

Post by Maedhros »

I would say that zoom-in is unlikely to be added soon. (Note that this isn't final, and it may be added tomorrow for all I know. I just don't think it will be.) Making graphics 64px across means they will always be loadable in OpenTTD, so I would go for that.
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