So here goes: my first ever GRF: Urban Rail Tunnel Portal (URTP) Renamed it because I want to add support for other road types as well.
Thanks to Quas65 for compiling the graphics and of course all the graphics providers mentioned in the first post.
URTP2.PNG [ 251.23 KiB | Viewed 3094 times ]
-Adds a rail tunnel with eyecandy road on top. (Not driveable by rv's)
-currently replaces maglev
-Adds two rail tunnels (one electric with catenary, one normal without catenary) with eyecandy roads on top to fit in better in urban enivroments.As it turned out it is not (yet) possible to assign tunnel sprites only to a new railtype. It would therefore need *a lot* more sprites before it can be introduced as a truly seperate rail type.
Tricked the game by providing blank sprites in stead of the tracks, overlays and so on. The rail type should therefore only be used for the tunnels
Comming features: (in order of priority, allthough that may change according to my mood or comments here
-Automatically detect other road sets
-Add compatibility for other railtypes:
In no particular order:
-Dutch track set
-Swedish rail set
-Add parameter settings for cost factor
-Add parameter for different platforms (dutch, suburban, japan, canadian, dwe, ISRS
If you have any remarks/bugs/glitches/request please post or send me a pm.
-Tunnel will now only become available once corresponding rail becomes available.
-Added version check. Grf will now produce a fatal error if Openttd version is lower than 1.2.0
-Added improved sprites (railings at road side removed, glitch with green pixels fixed) result: http://www.tt-forums.net/viewtopic.php?f=26&t=61447&start=20#p1031865
-Replaced construction buttons and pointers (no more guessing where the mous is if you click the worn button)
-Some small name changes (apparently the definition "normal" is quite personal)
-Added a metro tunnel (waiting for the grfs from Quast tough)
And last but not least:
-used that tracks (that you do not need for a tunnel grf) to add some old rusty tracks