[UNIV] New Tram Tracks Development
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[UNIV] New Tram Tracks Development
New Tram Tracks for TTDP and OTTD
New Tram Tracks is a tramway replacement set featuring grass embedded off road tracks and single-sided wire supports for the overhead wires.
Downloads are available in the Release topic. Bugs and requests should also go in that topic, not here.
New Tram Tracks is a tramway replacement set featuring grass embedded off road tracks and single-sided wire supports for the overhead wires.
Downloads are available in the Release topic. Bugs and requests should also go in that topic, not here.
- Attachments
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- Screenshots
- nwtrmtrk.png (117.93 KiB) Viewed 43014 times
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- NewTramTracks_v0.4.1.zip
- New Tram Tracks version 0.4.1 (DOS/Win)
- (648.39 KiB) Downloaded 11098 times
Last edited by FooBar on 10 Oct 2009 17:37, edited 18 times in total.
Re: Grass Tram Tracks [first release]
This won't work without changing the programcode:FooBar wrote: - Maybe: poles for overhead wires between tracks: something like
- You must use different poles for roads/non-roads
- You must change the sprite's 3D-Bounding-Box, because the poles in the foreground are over all vehicles and the poles in the background vice versa.
Re: Grass Tram Tracks [first release]
So that is what those other sprites are for ... those that never get used anywhere. The same pole and wire sprites are used for tracks on road and off road. Here is proof ...RK wrote: ... You must use different poles for roads/non-roads ...
When making poles in the middle, I guess you'd get problems with roadvehicles incorrectly drawn over or under the poles.
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Thanks guys. Poles in the middle is indeed not possible without changing the game itself. And I don't feel like doing that.
I have another idea now: single-sided poles
I have another idea now: single-sided poles
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Thats my view every morning when i wake upFooBar wrote:single-sided poles

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Technical question ...
Looking at ttdpbase.grf, sprites 393 to 444 are the poles and wires for tram tracks. I have identified that sprites 393 ... 413 are used for tracks, same for on-road and off-road tracks. 414 ... 429 are the northern tunnel exists. And 433 ... 444 are for the bridges. Now where are sprites 422 ... 432 used ? Can we simply ignore them ?
Looking at ttdpbase.grf, sprites 393 to 444 are the poles and wires for tram tracks. I have identified that sprites 393 ... 413 are used for tracks, same for on-road and off-road tracks. 414 ... 429 are the northern tunnel exists. And 433 ... 444 are for the bridges. Now where are sprites 422 ... 432 used ? Can we simply ignore them ?
@m3henry:
Transparent blue doesn't work, because off-road tram tracks are an overlay for road tiles. There's still road underneath! Using transparent inbetween tracks reveals the road. It's also exactly the first thing I tried making this set.
EDIT:
@OzTransLtd:
I quickly put a grf together, default sprites, but the sprite's number added to sprites 422-432. I don't see any numbers in the game, so my quick conclusion is that those sprites aren't used.
New question: why are those sprites unused?
Transparent blue doesn't work, because off-road tram tracks are an overlay for road tiles. There's still road underneath! Using transparent inbetween tracks reveals the road. It's also exactly the first thing I tried making this set.
EDIT:
@OzTransLtd:
I quickly put a grf together, default sprites, but the sprite's number added to sprites 422-432. I don't see any numbers in the game, so my quick conclusion is that those sprites aren't used.
New question: why are those sprites unused?
- Attachments
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- tramtrkw_test.grf
- tramtrack sprite tester
- (42.56 KiB) Downloaded 584 times
That is what I did too. Having now all sprites accounted for, except 422 ... 432 and 384/385; I assume they were planned initially and then remained unused. So we may just ignore them.FooBar wrote: .. I quickly put a grf together, default sprites, but the sprite's number added to sprites 422-432. I don't see any numbers in the game, so my quick conclusion is that those sprites aren't used. ...
Unfortunately, there are a few missing :
. Construction Cargo (truck) tram stop icon.
. Custom cargo tram stops.
. Track sprites for the NE/NW (door) tram depots, that would show in transparent mode.
Too bad we have to ignore them. I need 'em for my new idea!
Sprite 393 is used as background-sprite in for all 'foregrounds' 394 to 400. Same for 401 and 402 to 405. This means that my idea doesn't work out (see image attached below).
The pole can't be in the middle of a tile without having it in the middle of the road in certain track combinations. That could be solved by sprites 394 to 400 having their 'own' background sprites (possibly the intended use of sprites 422-428), but that's just not how the game works right now.
Seems all my ideas are impossible. Pole between tracks, single-sided pole... What's next?
Sprite 393 is used as background-sprite in for all 'foregrounds' 394 to 400. Same for 401 and 402 to 405. This means that my idea doesn't work out (see image attached below).
The pole can't be in the middle of a tile without having it in the middle of the road in certain track combinations. That could be solved by sprites 394 to 400 having their 'own' background sprites (possibly the intended use of sprites 422-428), but that's just not how the game works right now.
Seems all my ideas are impossible. Pole between tracks, single-sided pole... What's next?
- Attachments
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- problems.png (4.28 KiB) Viewed 48985 times
Yes, I know. I think we need to stick pretty close to the 'original' implementation, i.e. poles are placed where 2 tiles meet, but they can overlap each other exactly, thus reducing the number of poles in the forest.
If those (422...432) sprites are not used. It would be pretty simple to change one of them to be the counterpart of 393, for the NE-SW direction [patch support required though]. Then, you could do what you want, but you would need to place your single pole, where the tiles meet.
If those (422...432) sprites are not used. It would be pretty simple to change one of them to be the counterpart of 393, for the NE-SW direction [patch support required though]. Then, you could do what you want, but you would need to place your single pole, where the tiles meet.
Steven? Care to expound on the uses of the various sprites?
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If that's the actual situation, there's no problem at all. Anyhow, as far as I can tell, it's like in the images attached below.
First image is from ttdpbasew.grf.
Second image is form a testgrf I quickly put together. The numbers refer to ttdpbasew's sprite numbers. See for yourself
First image is from ttdpbasew.grf.
Second image is form a testgrf I quickly put together. The numbers refer to ttdpbasew's sprite numbers. See for yourself
- Attachments
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- ingame test
- tramtrkw_test.png (53 KiB) Viewed 1068 times
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- ttdpbasew.grf sprite relations
- ttdpbasew.png (10.96 KiB) Viewed 48795 times
May be that is how you intended it to work; we just discovered a little bug.stevenh wrote: ... sprite usage ...
In my screenshot (further up) all those little yellow sprite numbers refer to the sprites actually used. #1 is #393 in ttdpbase or #37 in your sprite sheet. #1 is clearly used with every straight track including all intersections. This is also shown in FooBar's screenshot.
The Tram draw code was orignially meant to be replaced by the newRoutes draw code...
So it was only temporary however with the delay in newRoutes it might need fixing, but at the end of the day, I believe Steven wanted Trams to become part of newRoutes in parts (such as drawing and store I guess).
(Correct me if I'm wrong though Steven),
~ Lakie
So it was only temporary however with the delay in newRoutes it might need fixing, but at the end of the day, I believe Steven wanted Trams to become part of newRoutes in parts (such as drawing and store I guess).
(Correct me if I'm wrong though Steven),
~ Lakie
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Let us not talk of the future (of which you are spot on) and attempt to correct the past.
I hereby promise to have this issue corrected (and since the extra sprites still exist in ttdpbase [but aren't getting used]) to have those in use by the end of Sunday.
...it should be a simple change to:
...heh.... it seems that I definately use sprite 37h for each one (see my original post for the numbering.) This should be pretty straight-forward then... I just need to renumber that top line (and even funnier is that the variable names are backwards... but that's minor.)
I hereby promise to have this issue corrected (and since the extra sprites still exist in ttdpbase [but aren't getting used]) to have those in use by the end of Sunday.
Code: Select all
var tramfrontwiresprites, db 0h, 37h, 37h, 3Fh, 37h, 37h, 43h, 37h, 37h, 3Fh, 37h, 37h, 3Fh, 37h, 37h, 37h
var trambackpolesprites, db 0h, 38h, 39h, 40h, 38h, 38h, 43h, 3Eh, 39h, 41h, 39h, 3Ch, 42h, 3Bh, 3Dh, 3Ah
Code: Select all
var tramfrontwiresprites, db 0h, 54h, 55h, 5Bh, 54h, 54h, 5Eh, 5Ah, 55h, 5Ch, 55h, 58h, 5Dh, 57h, 59h, 56h
var trambackpolesprites, db 0h, 38h, 39h, 40h, 38h, 38h, 43h, 3Eh, 39h, 41h, 39h, 3Ch, 42h, 3Bh, 3Dh, 3Ah
...heh.... it seems that I definately use sprite 37h for each one (see my original post for the numbering.) This should be pretty straight-forward then... I just need to renumber that top line (and even funnier is that the variable names are backwards... but that's minor.)
Thank you, we shall wait patiently ...stevenh wrote:I hereby promise to have this issue corrected (and since the extra sprites still exist in ttdpbase [but aren't getting used]) to have those in use by the end of Sunday.
@OpenTTD Developers : Now, the same occurs in OpenTTD, could we have that corrected there as well ?
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