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New artist tutoring and problems.
Posted: 17 Aug 2010 09:30
by Lunar Wolf
I need full details about the settings in the program coordinate axis x, y, z:
-Grid
-Camera position
-Light type, and its position
I need full details of all the settings to begin to model objects.
EDIT:
As for the modeling, I am in this specialist. I have software licenses, and have this:
Adobe Creative Suite 4 Production Premium
Autodesk 3dsmax 2011, Maya, 2011
Pixologic ZBrush
So any lessons on this subject are not needed, but only what would have interested me is how to extract models from the game graphics.
Therefore, I join you, to accelerate the completion of OpenTTD 32bpp. 
Re: Organizing 32bpp sprites
Posted: 18 Aug 2010 08:59
by Jupix
For 3DSMax there's already a template with the information you need. It's available at the Development Documentation article at the wiki.
Re: Organizing 32bpp sprites
Posted: 18 Aug 2010 10:26
by Lunar Wolf
Jupix wrote:For 3DSMax there's already a template with the information you need. It's available at the Development Documentation article at the wiki.

Since the whole scene at once and there is no need to play in the setting.
And indeed it is. I guess I'm blind.
And what kind of programs I use to extract models?, Because I knew a few.
Re: Organizing 32bpp sprites
Posted: 18 Aug 2010 20:41
by Jupix
The ingame graphics aren't in game as models, they're prerendered sprites, all of them. Most of the models (we like to call them
sources) for sprites made by this community can be found at the
repository. They're just zipped up there, so if you find what you're looking for, you're ready to go.
Re: Organizing 32bpp sprites
Posted: 19 Aug 2010 08:10
by Lunar Wolf
- can not log in even though the registration

"Account is inactive."
Re: Organizing 32bpp sprites
Posted: 19 Aug 2010 09:36
by Jupix
Which account do you want to use?
Re: Organizing 32bpp sprites
Posted: 19 Aug 2010 10:42
by Lunar Wolf
Jupix wrote:Which account do you want to use?
As far as this account:
Username: Lunar Wolf
Re: Organizing 32bpp sprites
Posted: 19 Aug 2010 14:59
by Lunar Wolf
Many thanks. Now it is OK.
Still have questions.
1st Is there a list of things that have not been done?
2nd what program do I need to unpack and place all the 32bpp graphics?

Re: Organizing 32bpp sprites
Posted: 19 Aug 2010 15:00
by maquinista
Jupix wrote:maquinista wrote:Yes, this is the file that I can't update.
OK, you should now be able to.
Thanks.
Lunar Wolf wrote:Many thanks. Now it is OK.
Still have questions.
1st Is there a list of things that have not been done?
2nd what program do I need to unpack and place all the 32bpp graphics?

You don't need to unpack the TAR files.
Re: Organizing 32bpp sprites
Posted: 20 Aug 2010 11:32
by Jupix
Lunar Wolf wrote:
1st Is there a list of things that have not been done?
I guess not really an up to date list, since most of us have been more or less away for the summer, so I suggest you just play the game and work on anything that isn't in 32 bits and isn't undergoing development at the repo.
2nd what program do I need to unpack and place all the 32bpp graphics?

Like M said, no need to unpack. There are some nice tutorials on the wiki on how to use the 32bpp material.
Also, I spun off this topic from the organisation thread since the posts are not of much value in the organisational sense.
Re: Organizing 32bpp sprites
Posted: 20 Aug 2010 15:32
by Lunar Wolf
Jupix wrote:Lunar Wolf wrote:
1st Is there a list of things that have not been done?
I guess not really an up to date list, since most of us have been more or less away for the summer, so I suggest you just play the game and work on anything that isn't in 32 bits and isn't undergoing development at the repo.
2nd what program do I need to unpack and place all the 32bpp graphics?

Like M said, no need to unpack. There are some nice tutorials on the wiki on how to use the 32bpp material.
Also, I spun off this topic from the organisation thread since the posts are not of much value in the organisational sense.
In that case I will take some new graphics 8bpp, or do so that is not complete. as I noticed the oil rig at sea, there is no increase X2/X3.
Re: Organizing 32bpp sprites
Posted: 20 Aug 2010 15:54
by maquinista
Lunar Wolf wrote:Jupix wrote:Lunar Wolf wrote:
1st Is there a list of things that have not been done?
I guess not really an up to date list, since most of us have been more or less away for the summer, so I suggest you just play the game and work on anything that isn't in 32 bits and isn't undergoing development at the repo.
2nd what program do I need to unpack and place all the 32bpp graphics?

Like M said, no need to unpack. There are some nice tutorials on the wiki on how to use the 32bpp material.
Also, I spun off this topic from the organisation thread since the posts are not of much value in the organisational sense.
In that case I will take some new graphics 8bpp, or do so that is not complete. as I noticed the oil rig at sea, there is no increase X2/X3.
Zaproponuj lepsze tłumaczenie
The oilrig has a model, but... It was almost abandoned.
It's a good idea to make a new mode.

Re: New artist tutoring
Posted: 20 Aug 2010 19:58
by Lunar Wolf
I have a problem with the graphic:
1st Water is not complete and has no animation:
2nd Only in the game menu there is something wrong with the ground:
