Rusty tracks

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ThorRune
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Post by ThorRune »

How did that turn into a 1.2 mb file? :o

Anyways, that didn't change my point :P
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Post by Kumagoro »

Also we could make it like that

When track is destroyed (never used or >10 years not used) cars won't stop so that can cause more crashes
When track is very rusty (almost never used) there is no "train passes by" signal for road vehicles, so all road vehicles stop for a second before passing by
When track is rusty there are light signals
When track is normal there are light signals with sound
When track is very shiny there are "those bars that lock the car from going by usually red and white that close when train passes by"

Speed limits on tracks:
Destroyed 10km/h
Very rusty 50km/h
rusty 100km/h
normal 200km/h
shiny no limit
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Post by Alltaken »

Kumagoro wrote:Also we could make it like that

When track is destroyed (never used or >10 years not used) cars won't stop so that can cause more crashes
When track is very rusty (almost never used) there is no "train passes by" signal for road vehicles, so all road vehicles stop for a second before passing by
When track is rusty there are light signals
When track is normal there are light signals with sound
When track is very shiny there are "those bars that lock the car from going by usually red and white that close when train passes by"

Speed limits on tracks:
Destroyed 10km/h
Very rusty 50km/h
rusty 100km/h
normal 200km/h
shiny no limit
i'm pretty sure that road signalling is based on distance from the city rather than busyiness of the track.

we havea very very unused section of track in the middle of the city that crosses a major road. it has bars on it.

but a more used train crossing in the country has only lights.

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Post by Kumagoro »

Well, not in Poland :) Somewhere in the forest i saw a "bar thingy" on a cross :)

And also how about traffic lights? Could be good when traffic will be implemented :]
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bociusz
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Post by bociusz »

hmmm... this topic has been forgotten.

anyway I will continue the work after the new map array is finished.
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Post by Sionide »

i think when the network was done, everyone was like woohoo network games!!

but yeah, waiting till the new map's done is a good plan.. that is gonna change the game so much, it's gonna be great!
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Post by saint »

*Digs* As much as there may be outcry about this, I wasn't sure where best to post this...

I am wondering if anyone interested in this would be willing to put all of the sprites from a few pages previous (or to knock up new ones for each climate) into a single sprite-sheet, and preferably fix up any alignment issues, etc? I'm having a little difficulty with the tools I have available (and I'm not much an artist).

To anyone interested, I would appreciate it if sprites which come consecutively in each png file be kept in that order, and then order those blocks most rusted->semi-rusted->normal->high. eg: from the zip, trgr1.grf/1 (never, rare, normal, often), trgr1.grf/2, /3, /4, tropical/1, /2, etc
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Post by giddorah »

Is there any progress on this? Have you gotten any help saint?

Have you tried going to the graphics-part of the forum?
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saint
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Post by saint »

Progress-wise, I've done most of the c++ coding, however I don't have anyone who is able to put all the graphics into a single sprite-sheet.

Just to clarify the order I am after, what I am aiming for is for most rusted, slightly rusted, normal, shiny for each block of sprites.

For the arrangement of climates, I think just going through each in the zip is easiest, so Temperate/Snow (rusty, slight rust, normal, shiny), Temp/Snow rail crossings (rusty, slight rust, normal, shiny), and so on, just going through each folder in order in the zip.

And no, I haven't asked in the graphics section yet.
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Post by DaleStan »

I'm just a little confused as to why you can't create the GRF yourself (Yes, there is at least one valid reason.) I'm no artist, *period*, but I have no difficulty getting the alignments right on other people's sprites. (It helps immensely to start by making a copy of a similar sprite.)
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saint
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Post by saint »

I would be able to easily create the grf myself once I have the pcx. It's just creating the pcx with the correct palette (and exporting with the correct palette) so I don't have all flashing colours, etc in-game. Perhaps during this week I'll try again. What graphics programs are best for doing this? (Demo or free full version)
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Post by DaleStan »

I use GIMP, usually. If the file isn't too large, SpriteEditor will work well too, at least on Windows, and it's custom-built to work with TTD's palette. Unfortunately, it's also custom-built to die a horrible death on images larger than half a million pixels or so.
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Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
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Pnaky
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Post by Pnaky »

Hello guys,
I like to see your idea about rusty tracks... We worked in past on generator for realistic rail but ttdpatch insn't supported it...

Just now we can use it... What do you think about it???

http://tram.wz.cz/tycoonez/railset/
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Post by giddorah »

If you could make it be able to generate all kinds of tracks (2-way crossings NSWE, north->south, west-east, you follow?) I guess your application would be awesome!
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Pnaky
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Post by Pnaky »

I thing it's posible but I don't have a time for it now... We have only stright tile and we must prepare other direction...
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saint
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Post by saint »

I've just been playing around with Gimp and it complains that the .png files from the zip are possibly corrupted. They mostly get imported however until I change to the TTD palette where colors start changing, though I may not be using the correct palette file either :|

Where might I be able to find the correct palette to download?
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