[OTTD] Dutch Tracks Development (0.1.0-Alpha1 released)
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- Tycoon
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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted
You only have to provide the tracks + underlay (so the underlay sprites partially without sleepers and ballast), for the lights I will use a number of sprites provided by Purno.
Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
Re: [OTTD] Dutch Trackset Development Thread (Artists wanted
ok then we'll see
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- Tycoon
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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted
And they are in. I just pushed the code and graphics to the DevZone, so they should be available in r65 when everything works (so no capitalization errors or other things that my local system just ignores but the DevZone does complain about).
Thanks to Yoshi for the graphics.
[EDIT]DevZone didn't complain and made a nice nightly for all of you, to download here[/EDIT]
Thanks to Yoshi for the graphics.
[EDIT]DevZone didn't complain and made a nice nightly for all of you, to download here[/EDIT]
Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
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- Tycoon
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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted
I just finalised the level crossing lights for the Metro Tracks and committed them to the DevZone, so that completes the Metro Tracks for now. They are included in r66, but because I had to remove an old file after that, the next nightly will be r67.
Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
Re: [OTTD] Dutch Trackset Development Thread (Artists wanted
Some little bugs in joints:
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- Tycoon
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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted
You mean the fact that the sleepers are visible over the other tracks? That also happens in the original OpenGFX tracks, but less visible because the first sleeper in that sprite is not on the edge.jor[D]1 wrote:Some little bugs in joints:
I can solve it by removing the sleepers from the overlay sprites. That might be a good idea, because the overlay sprites are used for joints and for reserved tracks and they look really ugly when they are reserved because OpenTTD makes them some sort of grayscale/darker, so when the sleepers are removed from those sprites the track will lighten up a bit because the underlay sleepers will still be visible and coloured.
Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
Re: [OTTD] Dutch Trackset Development Thread (Artists wanted
Thanks...
I overlooked this
I overlooked this
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- Tycoon
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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted
I removed the sleepers from the overlay sprites, see the attached screenshot. I am not completely happy, I think there should be some sleepers, but that will look strange with reserved track when only half of the sleepers gets a different colour, so some opinions on it would be appreciated.
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Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
Re: [OTTD] Dutch Trackset Development Thread (Artists wanted
Something else, why is the rail in the horizontla view so high? Isn't 1 pixel enough?
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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted
I agree that it looks a bit high and 1 px will be enough. I think removing the top pixels (the darkest) is the way to go, so that the tracks don't look that dark compared to the other directions. I'll try to get that done today.jor[D]1 wrote:Something else, why is the rail in the horizontla view so high? Isn't 1 pixel enough?
For the other tracks I think I will mostly recolour sprites to start with and work from there. I don't have a lot of free time at this moment, so it will take some time before that is done.
Colour schemes I have in mind at this moment:
Unelectrified/1500V DC: default OpenTTD rail (looks quite like the Dutch lines with brownish underlay and greyish tracks)
Yard/Station rail: Whitish underlay but standard OpenTTD rail if possible (like the new part of Den Haag Brinckhorst)
HSL: Concrete like underlay, no sleepers (I only know it from pictures, and some show with sleepers, others without, so to make it really different from the other tracks, no sleepers)
Futuristic: No plans yet.
Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
Re: [OTTD] Dutch Trackset Development Thread (Artists wanted
Dutch HSL has no sleepers. And is laid in concrete mostly
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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted
And this is how it looks. I'm not completely happy with it, since I just copied the row above it to replace the old track part, so it needs some randomization to get some texture. I also noticed that some sleepers are missing 2 pixels, but that has been corrected in my files already (the sleepers slightly left and right of the middle of the _ parts)Transportman wrote:I agree that it looks a bit high and 1 px will be enough. I think removing the top pixels (the darkest) is the way to go, so that the tracks don't look that dark compared to the other directions. I'll try to get that done today.jor[D]1 wrote:Something else, why is the rail in the horizontla view so high? Isn't 1 pixel enough?
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Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
Re: [OTTD] Dutch Trackset Development Thread (Artists wanted
Sleepers in _ are still too wide. Should be 2px max.
As for the track height in _ view, I think 2px makes sense. In | it's 1px wide, here you see only the width of the track. In _ you have a combined side/top view. And since rail track is about three times as high as it's wide...
As for the track height in _ view, I think 2px makes sense. In | it's 1px wide, here you see only the width of the track. In _ you have a combined side/top view. And since rail track is about three times as high as it's wide...
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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted
I personally like the 1px height in the _ view, I found the 2px just to much (but that also could have been the dark colour). I will take a look at the sleeper size, now that you say it, they indeed look very wide.FooBar wrote:Sleepers in _ are still too wide. Should be 2px max.
As for the track height in _ view, I think 2px makes sense. In | it's 1px wide, here you see only the width of the track. In _ you have a combined side/top view. And since rail track is about three times as high as it's wide...
I'm having some doubt about modifying the sleeper size wrt to sizes and distances. Should I make them 2px and then the next one after another 2px or should it be 3 or 4px?
Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted
Just a small update on the progress (or the lack thereof) on this set:
Because of some RL projects I have not yet had the time or motivation to work further on this since my previous post. Since those projects will run until the start of July it is not very likely I will have a lot of time to work on the graphics. Since the code is 90% done and graphics can easily be included once they are made, I would really appreciate if people help me out by doing some graphical work.
Because of some RL projects I have not yet had the time or motivation to work further on this since my previous post. Since those projects will run until the start of July it is not very likely I will have a lot of time to work on the graphics. Since the code is 90% done and graphics can easily be included once they are made, I would really appreciate if people help me out by doing some graphical work.
Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
Re: [OTTD] Dutch Trackset Development Thread (On Hold)
Hi all! First of all nice work! Can't wait to get a full release for my railnetworks in my Dutch scenario's.
I am however playtesting with the nightlies (have version r71) and I have a question about the behaviour of the tracks when placed next to each other in vertical direction. Especially when they are in the same tile. Is it not yet possible to have different tracktypes next to each other? Or is this not going to be possible because of restrictions of the game itself? See pic:
I am however playtesting with the nightlies (have version r71) and I have a question about the behaviour of the tracks when placed next to each other in vertical direction. Especially when they are in the same tile. Is it not yet possible to have different tracktypes next to each other? Or is this not going to be possible because of restrictions of the game itself? See pic:
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
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Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: [OTTD] Dutch Trackset Development Thread (On Hold)
That's a restriction of the game itself.
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- Tycoon
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Re: [OTTD] Dutch Trackset Development Thread (On Hold)
Thanks for the nice words. As stated in my previous post, this set is currently on hold, so don't expect a full release soon. I don't have a lot of free time at this moment to work on it and it is mostly graphics that have to be done and I just don't have the time and skills to really work on that.Quast65 wrote:Hi all! First of all nice work! Can't wait to get a full release for my railnetworks in my Dutch scenario's.
Like Yoshi said, that is a game restriction. You can't have two tracktypes on the same tile, OpenTTD converts the latest one to the already placed one.I am however playtesting with the nightlies (have version r71) and I have a question about the behaviour of the tracks when placed next to each other in vertical direction. Especially when they are in the same tile. Is it not yet possible to have different tracktypes next to each other? Or is this not going to be possible because of restrictions of the game itself? See pic:
Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
Re: [OTTD] Dutch Trackset Development Thread (On Hold)
Just as a heads-up: I started preparatory work for the train set to support the track set yesterday.
In a week or so the train set will also support the track set (provided that the track set follows the standardized railtype scheme as published on the wiki, but I assume it does)
In a week or so the train set will also support the track set (provided that the track set follows the standardized railtype scheme as published on the wiki, but I assume it does)
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Re: [OTTD] Dutch Trackset Development Thread (On Hold)
It should do that, I did code that 2 weeks ago (or something like that). See issue 3927 for the labels. If there is something wrong, just let me know, it is easy to fix.FooBar wrote:Just as a heads-up: I started preparatory work for the train set to support the track set yesterday.
In a week or so the train set will also support the track set (provided that the track set follows the standardized railtype scheme as published on the wiki, but I assume it does)
Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
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