maquinista wrote:This is the file coded. I need some mask files, because the script will be faster and easier than the magic wand of GIMP. Also, I will update this file to add more stages and the license files.
Here it is.
Thanks, I will use it.
The first stage is easier to render, because You only need remove the building and some fences. Also, there are a final stage modeled but untextured that It could be useful:
btw, varivar, brupje, maquinista: nice work on those buildings - I hope the updated grass of the company hq will blend in well with the regular grass tiles.
Maquinista, to only render a shadow on the ground without rendering the ground itself (the problem you mentioned on the previous page of this thread), you have to set the OnlySha(dows) option in the shaders tab for the ground's material. You wont see the shadow in the blender render window (as the background should be black, too), but you will see it in the final image after saving it.
Varivar wrote:
Great that you're working on the construction stages. It looks a bit weird now, you should make the walls more sediment. Also the floor texture doesn't align good. To help you I've uploaded the blend files of the construction stages of one of my buildings. You're free to use them
Thanks, we should do more sharing
It looks very nice. But technically I'd say that with this type of building the outer wall is added after the base columns and floor are built.
That's how I thought some other big (office) building was made too.
- Don't want to be too much of a criticizer though, since all this work you guys are doing here is just great!
I have coded It, and It is a very good model.
Varivar: remember that the other building (sprites 4420-4423) only needs the building, the ground is shared with the building that I coded.
brupje wrote:Final for the futuristic tower, I made it less toony and added some textures.
Don't know which colors are required, couldn't find it in the sprites. :S
Nice building! You don't have to render all colors seperately, you only need a mask file. How to generate such a file is discribed here. This is how a mask file should look (from the water truck). Amask file "masks the areas which should be colored. Then the game will do the coloring part.
Thanks Teemes and Maquinista for coding
Attachments
Example mask file
3249_z0m.png (519 Bytes) Viewed 4798 times
Last edited by Varivar on 29 Sep 2008 17:07, edited 1 time in total.
brupje wrote:Final for the futuristic tower, I made it less toony and added some textures.
Don't know which colors are required, couldn't find it in the sprites. :S
Nice building! You don't have to render all colors seperately, you only need a mask file. How to generate such a file is discribed here. This is how a mask file should look (from the water truck). Amask file "masks the areas which should be colored. Then the game will do the coloring part.
I was afraid of that, the reflection in the tower might get interesting
brupje wrote:Final for the futuristic tower, I made it less toony and added some textures.
Don't know which colors are required, couldn't find it in the sprites. :S
Nice building! You don't have to render all colors seperately, you only need a mask file. How to generate such a file is discribed here. This is how a mask file should look (from the water truck). Amask file "masks the areas which should be colored. Then the game will do the coloring part.
I was afraid of that, the reflection in the tower might get interesting
This model is simple, I can create their colour masks easily.
Sorry if my english is too poor, I want learn it, but it isn't too easy.
I have added the latest models. A ground shadow would be better in the futuristic tower, but I think that It is good enough. I prefer a custom building placement tool with construction stages.
The desert roads are 1 pixel down, It creates some random pixels in the borders.