New Graphics - Blender ".blend" thread (Works In Progress)

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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dmh_mac
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Post by dmh_mac »

Zimmlock wrote:
dmh_mac wrote:Work in progress, details to follow...
deja vue
Eh?
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Post by dmh_mac »

...
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Purno
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Post by Purno »

Wow. Perhaps add windows at the sides of the house block?
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lucaspiller
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Post by lucaspiller »

I am guessing dmh_mac is going for the 'scabby British council house estate' look, in which case you wouldn't have windows on the side. If you are, maybe you could add some unique features to each house to make them look more realistic, the usual stuff: scafolding, different walls on each house, the occasional one on fire.

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Post by Purno »

What about balconies?
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dmh_mac
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Post by dmh_mac »

It's based off of dutch housing with a bit of the squished-togetherness of british council estates. Maybe I'll add some different curtains and garden plants, but it's actualy a tad too cluttered for my liking already.
However, don't worry there's still a lot of tiles to be made and I'm sure I'll make a housing estate one that has more variety in houses. Perhaps there could even be different styles of buildings on a per city basis in the new engine.
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Post by Korenn »

I think this one is brilliant, and doesn't need a thing changed.

I just hope other modellers can get to dmh_mac's level or he'll have to do all the buildings...
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Post by Ghost »

Some possible improvement for dmh_mac's lumbermill: I think the territory looks a bit empty. Maybe adding some more machines (crane, tractor, etc.) will make it more interesting?

By the way, will it be possible for the new graphic engine to have animations (e.g., working machines/people at the lumbermill if it is currently working)?

Can't wait to see the OTTD with new graphics!
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Post by Alltaken »

ghost, currently because the New GFX is CPU based rather than GPU based we cannot afford the CPU power required to animate.

currently a 32bpp game on fast forward (on a 2.4Ghz 1 Gb ram computer) will go about 10% faster than the game at normal speed.

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Post by Tron »

Alltaken wrote:currently a 32bpp game on fast forward (on a 2.4Ghz 1 Gb ram computer) will go about 10% faster than the game at normal speed.
Where do you get these numbers from?
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Post by Alltaken »

Tron wrote:
Alltaken wrote:currently a 32bpp game on fast forward (on a 2.4Ghz 1 Gb ram computer) will go about 10% faster than the game at normal speed.
Where do you get these numbers from?
From Meks implimentation of 32bpp. (i assume by your response this is not a good place to have gotten info from)

i don't know how yours performs, unfortunatly i have never gotten a build of it. :(

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Post by toholio »

Alltaken wrote:currently a 32bpp game on fast forward (on a 2.4Ghz 1 Gb ram computer) will go about 10% faster than the game at normal speed.
IIRC, it's the palette animation emulation that's the real killer (but they may no longer be the case).
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dmh_mac
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Post by dmh_mac »

A variation on the previous tile:
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peter1138
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Post by peter1138 »

Nice, but you're missing the blotches of oil, the skip and the clapped out banger...
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Purno
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Post by Purno »

Looks very nice, but a bit dead. Add some flowers and cars and such, would be my suggestion.
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
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Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
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Post by Alltaken »

dmh_mac would this building be 1x1 or 2x2 squares?

would you like my materials for things like roads... so that we can co-ordinate the colours of carparks with those of the roads.... (also the scale of carparks with those of the roads....)

hmmmm i need to think how we co-ordinate these things.

materials is easy via the wiki, other things are more difficult

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Post by dmh_mac »

peter1138 wrote:Nice, but you're missing the blotches of oil, the skip and the clapped out banger...
What?
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Post by dmh_mac »

This is a 1×1 tile (unless stated differently, most of my tiles are).
I'm using the 1 tile = 25 meters scale.
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Post by Alltaken »

dmh_mac, check your inbox, i have sent one (assuming PMs are working correctly)

i sent it before these recent replies BTW.

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lucaspiller
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Post by lucaspiller »

The street lights look a bit too short in that picture, or is it just the viewing angle?
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