Perspektive zeichnen - Druckversion +- Deutsches Simutransforum (https://simutrans-forum.de/mybb) +-- Forum: Simutrans (https://simutrans-forum.de/mybb/forumdisplay.php?fid=3) +--- Forum: Grafik (https://simutrans-forum.de/mybb/forumdisplay.php?fid=16) +--- Thema: Perspektive zeichnen (/showthread.php?tid=1287) |
Perspektive zeichnen - Nobody - 15-02-2006 Ein Frage an euch Grafiker, die nicht- oder Amateur-Grafiker bestimmt gerne beantwortet haben würden: Was ist die richtige Simu-Perspektive? Gibt es dazu eine 'Anleitung'? Ein Grafik-Einsteiger, Nobody RE: Perspektive zeichnen - catfan - 15-02-2006 Und gleich die nächste Frage hinterher: Ich habe enorme Schwierigkeiten bei 3D-Modellen die richtige Größe zu erwischen. Das ist ein ewiges hin und her und ausprobieren. Wie bastel ich mir einen Maßstab? @Mhz Der Baum, den Du mir geschickt hast ist ja riiiiiesieg. Dagegen wäre mein Modell sehr winzig gewesen, was die kleine Datei erklärt. Aber das gerenderte Bild hatte die richtige Größe gehabt, ich hab eine der Grundgrafiken als Vorlage benutzt. Ich habe mir jetzt mal ein anderes 3D-Programm aus dem Netz gesaugt: Wings. Hier kann ich meine Modelle auch in .obj und sogar in 3ds exportieren. Ich versuche nochmal ein neues Gebäude , und schicke Dir dann mal dieses modell wenn ich darf. LG catfan P.S.: Welches wären denn die richtigen Camera- und Lichteinstellungen ? RE: Perspektive zeichnen - érin - 16-02-2006 Also ich weiß nicht genau was du hören möchtest, wirklich Ahnung hab ich davon auch nicht. Aber eine waagerechte Linie wird mit jeweils zwei Pixeln horizontal und einem Pixel vertikal wiedergegeben. RE: Perspektive zeichnen - Nobody - 16-02-2006 Könntest du dazu ein Schema hier einbauen? Ich kann mir das nicht so richtig vorstellen, danke. Nobody - Wurzelgnom - 16-02-2006 von Nobody Zitat:Gibt es dazu eine 'Anleitung'? Wenn Du Englisch verstehst, hier --------------------------------- - 128x128 Image Painting How-to - --------------------------------- This document is intended to help painters to get acquainted with some basic rules that need to be followed in order to make their images fit well to the Simutrans game as a whole. It should be compilation of all exiting documents posted so far. It has following sections: * Basic rules and scales * Allowed properties of buildings * Coloring rules * Hints and tips * How to make .pak * References * Appendix Basic rules and scales ---------------------- Overall perspective of Simutrans is isometric, so lines parallel in real world remain parallel in Simutrans. In game sun shines from south (bottom left corner of screen) and it is slightly more than 45° degrees above real ground in game. (to better understand this, you can look at image called "lighting_example.jpg") One square represents approximately 20x20 meters, and thus 12 pixels are about 2 meters. This scale applies to buildings, and other terrain objects. For buildings this means those pixel values: * A story is about 14 pixels tall. 12 or 16 pixels may be ok for extremely small or large buildings. Avoid other heights, this looks *very* strange when combined with the existing buildings. Believe me! * Standard windows usually have a height of 8-10 pixels. (special sized windows of course keep appropriate sizes) * Don't use the whole square for your buildings. When a town is build from the buildings it looks better if there are small gaps between the buildings. (there can be exceptions from this rule, but be very careful. Rather consult it first.) * Proper shading is vital. Try to look on existing buildings. (there may be few errors though.) Vehicles have slightly different scaling. It is because of their importance for the player, they cannot be so tiny to fit the standard scale, they are bigger. Positioning and sizes of trains is shown in file: "train-align-center-example.png" To see allowed sizes and positioning of busses and trucks, look at file: "128x128 Vehicle template.png" Since this size does not offer enough place to properly scale vehicles of all sizes, following agreement on pixel length and represented metric length was made, to ensure that all vehicles fit to each other: pixel length in x dimension = real length of vehicle in meters 30px = 15m 27px = 12m 23px = 10m 20px = 8m 18px = 6m There is no special agreement on size of ships, but please make your own such, that it will fit to already existing ships. So small fishing boat surely should not fill whole square. Please follow official examples, otherwise your vehicles will not fit into the game and cannot be officially included! Allowed Properties of Buildings ------------------------------- Simutrans gfx engine poses some restrictions on building sizes and properties: * Buildings can be animated (currently only buildings) * City buildings can be only 1x1 square large! * City buildings need to be placed on standard city pavement manually. (industries use browner version) * There can be more types of city buildings for each level. * Most of player buildings are limited to 1x1 (stations), post is exception. * Industries are unlimited in size, but 10x10 industry is really too large. They can have base of any rectangular shape, but if you use uneven dimensions (like 2x3), it is necessary to provide arrangements for both possibilities (2x3, 3x2). * Here is a description of factory image: BackImage[orientation: 1|0][x][y][z 0..2(for buildings taller than 1 square)][animation frame]=unix_style_image_path(no .extension).row.column * Most of buildings can be higher than one square - then frames are put on top of each other so the building using two frames can have 256 pixels from top to bottom. But don't use too high buildings, two squares are usually way enough. Coloring Rules -------------- In 16bit ((5,5,5) + 1special) Simutrans graphic engine you have relatively large freedom in coloring your images. But you shall keep in mind these few facts: * In most cases in real world, you will not find large areas of single color so try to use shading, texturing and adding noise for larger spaces like walls or so. It looks much better. * Except for some shiny emails, most colors are not fully saturated, eg. 255 0 0 color can look ok on picture of new Porshe, but will be very strange on a roof, even if it is painted metal roof! * _there are reserved colors_ with special behaviors, use them where it is appropriate, avoid them on places where they are not wanted. Special colors are these (all are 8bit per channel precise!): * To see full list of reserved colors, look at the file: "palette - reserved colors.png" * The most important special color is: transparency key: R231 G255 B255 (cannot be seen in game) It is important to check your images for unwanted occurrence of those colors!!!! Recommended way of creating of image is to create it as it is, without keeping reserved colors in mind - then scan it for occurrence of these colors and eliminate them. AND THEN add them on places where they are wanted. Hints and Tips -------------- * Download image set, so you can have all images stand alone and get inspired in terms of sizes and scales, and also see what we are missing. * Again be careful with scaling, improperly scaled images are nice by themselves but cannot be put into the game; there can be no exceptions! * Try to benefit from 16bit color engine - use variety of colors, use shading, use light noise, all that makes images more real. But be careful with that, too much is worse than too little. * Don't hesitate to use special colors on windows, on lights, on sidewalks under the lights, it looks neatly in the night. * You can upgrade an old image or create brand new one, you can choose freely. * Generally there are some old images in the image set, still in 256color paletted fashion, these shall be first ones on rework list. How to make .pak file from image (example) ------------------------------------------ * This section has been removed. Many superior examples can be found at: http://www.simugraph.com/forum/viewtopic.php?id=12&t_id=3 * Be careful, dat files vary quite bit between different building types, so if you want to crate for example city building, try to obtain some dat file of existing city building, so you will see what you need to put in. :-) * As you can see png files usually contain more images and have a structure of matrix (square width is 128x128 ) with more separate images. Then position of the image in this matrix is given by mentioned coordinates. You can also use separate files for each image, then coordinates are always .0.0 References ---------- -Painting rules -Painting rules 16 all created by Hj. Malthaner -Object documentation http://groups.yahoo.com/group/simu_gfx/files/SimObjects/SimObjects.txt Volker -Images of various authors. Appendix -------- This text had been written by: Tomas Kubes 05-Jan-2003 updated: 18-Feb-2003 - Minor language updates. 01-Sep-2003 - Now Howto reflects all rules for images for 128x128 Simutrans. - Nobody - 16-02-2006 Vielen Dank! Trotzdem hätte ich das gerne schemahaft verbildlicht, aber ich werde mich erstmal hiermit durchschlagen! Danke! Glücklicher Nobody - mip - 17-02-2006 @FrankP: Ich glaube Tomas würde sich glücklich schätzen, wenn du seine Email nicht in Klartext in ein Forum schreibst. Ich glaube der Mann hat schon genug Ärger mit Emails. Bitte drauf achten! - Wurzelgnom - 17-02-2006 @mip Wo steht die E-Mail-Adresse. Ich kann sie nicht finden. Es war nicht meine Absicht, Adressen zu veröffentlichen. Hab grad gesehen, das prissi die wohl schon gelöscht hat. Nochmals Entschuldigung für meine Unaufmerksamkeit. - mip - 17-02-2006 Das glaube ich dir ja, deshalb habe ich dich ja drauf hingewiesen . Wahrscheinlich ist es bei Tomas Yahoo Adresse eh schon zu spät - Nobody - 17-02-2006 Hat jemand vielleicht noch eine Schema-Zeichnung? Dann wärs um so leichter zu zeichnen! Nobody |