Dutch Road Furniture Development
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- Tycoon
- Posts: 1534
- Joined: 14 Mar 2006 12:46
- Location: Netherlands
Re: Dutch Road Furniture - 0.4.0 (2011/09/13)
Probably not for the next release. I planned it for 0.6.0. But it depends a bit on how much work it really is. The direction signs shouldn't be too bad to flip around, but the matrix signs are. So maybe you'll get partial left hand drive support in 0.5.0.Leanden wrote:is that a development we can expect soon?
Yes, I do. I noticed however that the backside of the gantry signs weren't mirrored and that the colours of the front side are equal, which they shouldn't be. There are no problems that I've seen with the stand-alone signs.Leanden wrote:You've got copies of my left hand side UK signs and gantries right?
If you're interested in fixing that, I'd like to ask you to use the version with the red, yellow and green markers. After all this is a Dutch set (according to the name)

Thanks, me tooZxBiohazardZx wrote:i LIKE this A LOT

Re: Dutch Road Furniture - 0.4.0 (2011/09/13)
Ah the reason that i used the same colours was to reflect the progression of the colours of UK road signs, which didnt experience such a variety of colouring as the european signage did.
Re: Dutch Road Furniture - 0.4.0 (2011/09/13)
Oh, that I didn't even notice. 
I was referring to the shading if you will. As light comes from the rightish, signs facing south-east should be lighter than signs facing south-west.
EDIT: no need to fix those any more.
Also, the attached picture is an actual screenshot

I was referring to the shading if you will. As light comes from the rightish, signs facing south-east should be lighter than signs facing south-west.
EDIT: no need to fix those any more.
Also, the attached picture is an actual screenshot

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- Level Crossing
- Tycoon
- Posts: 1187
- Joined: 07 Feb 2011 22:04
- Location: East Coast, United States
Re: Dutch Road Furniture - 0.4.0 (2011/09/13)
I would suggest, if possible, moving the guardrails a bit further apart. Even if it's not realistic, it looks a bit better IMHO.
Like my avatar? See my screenshot thread
Re: Dutch Road Furniture - 0.4.0 (2011/09/13)
You mean like what you get when you have one direction of the motorway a height level higher or lower?
Actually that situation is totally not Dutch, as we hardly have any single-sided guardrails. Even if there's only traffic to one side, the guardrails are always double-sided. Personally I would prefer to have two double-sided guardrails in the middle, but there just isn't enough room.
Actually that situation is totally not Dutch, as we hardly have any single-sided guardrails. Even if there's only traffic to one side, the guardrails are always double-sided. Personally I would prefer to have two double-sided guardrails in the middle, but there just isn't enough room.
Re: Dutch Road Furniture Development
Add a Stop Sign like this: 
and Add a No U-turn sign like this?:

Please?
and Add a No U-turn sign like this?:
Please?
- Level Crossing
- Tycoon
- Posts: 1187
- Joined: 07 Feb 2011 22:04
- Location: East Coast, United States
Re: Dutch Road Furniture Development
Why would there be a stop sign on a highway?
Like my avatar? See my screenshot thread
Re: Dutch Road Furniture Development
YES, KID!!!Level Crossing wrote:Why would there be a stop sign on a highway?
Re: Dutch Road Furniture Development
Im not sure that response even makes sense, but judging by the yield signs GRF you seem to be producing, why don't you just add those signs to the GRF you already have in production, I'm not sure this is something that the Dutch Road Furniture is aiming for.jermboy27 wrote:YES, KID!!!Level Crossing wrote:Why would there be a stop sign on a highway?
Re: Dutch Road Furniture Development
Good question, but the set also includes some non-motorway elements (although those are overshadowed by the recent motorway developments).Level Crossing wrote:Why would there be a stop sign on a highway?
Biggest problem I have with things like that is the TTD scale. It's impossible to draw such things so that you can recognize what sign it is. I think both of these signs would turn out identical. To give an idea: you'd have 4x4 pixels to work with. There's also the issue that one little sign like this would occupy a complete tile, see the fingerpost signs for what I mean. For the fingerpost it's borderline acceptable as those things have a reasonable size.
On the other hand it may be nice to have some different signs in different colours (a red one, a blue one, etc.) and then players can decide what they resemble. I'll think about it. If it works, it's completely in the spirit of this set, as those signs is what you'd call road furniture (in Dutch, still not sure if it's correct English, but in this case I don't care

Maybe the next person can ask for traffic lights. Especially if they're animated they wouldn't be a bad idea either.
I guess there may be a 0.8.0 release after all (earlier today I decided that 0.7.0 would be the last before 1.0.0, and 1.0.0 will only have the objects of the previous release organized in a more logical order).
Maybe I also should do yield signs...
- MinchinWeb
- Traffic Manager
- Posts: 226
- Joined: 01 Feb 2011 12:41
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Re: Dutch Road Furniture Development
Well go on not caring!FooBar wrote:(..) is what you'd call road furniture (in Dutch, still not sure if it's correct English, but in this case I don't care)
(..)

- "traffic barriers, benches, bollards, post boxes, phone boxes, streetlamps, traffic lights, traffic signs, bus stops, grit bins, tram stops, taxi stands, public lavatories, fountains, watering troughs, memorials, and waste receptacles."
P.S. Is the GRF not on Bananas? I can't find it on the in-game downloader...
Last edited by MinchinWeb on 14 Jan 2012 21:58, edited 1 time in total.
Alberta Town Names - 1500+ real names from 'Acme' to 'Zama City'
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MinchinWeb's Random Town Name Generator - providing 2 million plus names...
WmDOT v13 - An AI that doubles as your highway department
Re: Dutch Road Furniture Development
That's why I went with road instead of street. Motorways aren't really streets after allMinchinWeb wrote:I'm not sure if there's an English term inclusive enough to include everything you've included in the set...

The grf should be on bananas, but you need a recent nightly or one of the 1.2.0-betas. It will not show up in older versions.
- MinchinWeb
- Traffic Manager
- Posts: 226
- Joined: 01 Feb 2011 12:41
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Re: Dutch Road Furniture Development
That would be why...I'm still running v1.1.4 on this machine.FooBar wrote:The grf should be on bananas, but you need a recent nightly or one of the 1.2.0-betas. It will not show up in older versions.
Alberta Town Names - 1500+ real names from 'Acme' to 'Zama City'
MinchinWeb's Random Town Name Generator - providing 2 million plus names...
WmDOT v13 - An AI that doubles as your highway department
MinchinWeb's Random Town Name Generator - providing 2 million plus names...
WmDOT v13 - An AI that doubles as your highway department
Re: Dutch Road Furniture Development
Some progress, small screenshot.
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- Tycoon
- Posts: 2792
- Joined: 22 Feb 2011 18:34
Re: Dutch Road Furniture Development
Those black/white striped signs? Those are signs indicating that the hard shoulder ends shortly thereafter. The Dutch speed limit are like the No U-turn sign posted by jermboy27, but then with a speed limit instead of the U-turn arrow.Leanden wrote:Are those national speed limit signs?
Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
Re: Dutch Road Furniture Development
Some new developments...available from tomorrow's nightly 

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Re: Dutch Road Furniture Development
I recognise some of these signs, and can see that many of them are very different to the UK, so i might dust of my mspaint and set about making some UK replacements.
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