[UNIV] TransRapid Track Set Development

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AndersI
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Re: [WIP] TransRapid Track Set

Post by AndersI »

FooBar wrote:I think "underneath" will be a bit difficult, because there actually is no "underneath". But I think there are some optical tricks to create an "underneath".
Something in this direction (very hasty mock-up)?
Example15.png
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It would need a lot of coding for the ends and sides, different sprites if one, two or more platforms etc. but I think it is possible (assuming that the GRF code can get all that information).
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Re: [WIP] TransRapid Track Set

Post by Hairysteed »

Haha! That's a very good illusion! :D
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Re: [WIP] TransRapid Track Set

Post by FooBar »

That's not bad indeed. Very good idea; I like it!
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Re: [WIP] TransRapid Track Set

Post by Dave »

AndersI wrote:It would need a lot of coding for the ends and sides, different sprites if one, two or more platforms etc. but I think it is possible (assuming that the GRF code can get all that information).
This is what happens in MB's stations set isn't it - more platforms can equal some differences as I recall (selecting "platform" over 3+ width creates a subway, doesn't it?)

You could have separate parts for each bit, too.
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Re: [WIP] TransRapid Track Set

Post by Nite Owl »

Just a suggestion (not even sure if it is possible) but why not continue the pillar placement into the station platforms/tiles and have a two story station building equal to the height of the track with a roof over arching the tracks (but doesn't totally hide the train) to mask the fact that there is no real connection between the building/platform and the track. Even if it is an optical illusion it might look better then raising the platforms up to the bottom of the track. I am a lousy artist but even a bad picture might explain it better.
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Re: [WIP] TransRapid Track Set

Post by m3henry »

Dave Worley wrote:What changes?
no maglev fences, no maglev road crossings, maglev track passes over ordinary track with no bridge, maglev tunnels, new sprite arrangements...
The occasional look back at your past can teach you a great many things...
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Re: [WIP] TransRapid Track Set

Post by Ammler »

wallyweb wrote:Seeing as how you will be relying upon illusion, bridges may be a bit of a challenge. It seems to me that the original TT (not deluxe) had an interesting monorail bridge. Unfortunately I don't have it installed and my CD is buried somewhere only an archaeologist could find it, so I can't produce an image.
Hmm, maybe NewBridges could illustrate it too:
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We played on #openttdcoop game #64 with it.

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Re: [WIP] TransRapid Track Set

Post by Ben_K »

AndersI wrote:...[A very good station example]...
Damn, I just did one very similar and you beat me. Bugger. I was going to say that the station would be very easy to produce, you just need to have the track at the 'front' of the tile as the illusion imitates.
The problem tiles will of course be the level crossings, mainly because, if I remember correctly, they don't have multiple layers, they are single layer tiles.
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Re: [WIP] TransRapid Track Set

Post by michael blunck »

AndersI wrote:It would need a lot of coding for the ends and sides [...]
Problem is that station tiles are 3D, but "track" in stations is "flat" - it´s in the ground tile. Consequently, you´ll need to make your station tiles also "flat", because if they´d remain 3D you´ll get unwanted clipping effects. OTOH, making stations tiles "flat" instead of 3D would generate lots of other problems, e.g. with fitting them together, clipping problems with neighbour buildings, etc, pp.

Best thing would be to have a low track, TR track doesn´t need to be elevated:

http://www.transrapid.de/basics_en/arch ... ideway.gif

:P

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Re: [WIP] TransRapid Track Set

Post by Dave »

You could have a station piece that drops the raised track to a lower level in terms of the image?

Maybe not..
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Re: [WIP] TransRapid Track Set

Post by FooBar »

michael blunck wrote:Best thing would be to have a low track, TR track doesn´t need to be elevated:
That indeed would be the easy way, but since easy is not in my dictionary, I'll try the hard way first. :)
I still believe it's possible. If not, I can always revert back to a low level track.
Dave Worley wrote:You could have a station piece that drops the raised track to a lower level in terms of the image?
Probably not, because the 'normal' straight tracks are used in stations too. I'll work something out, eventually.
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Re: [WIP] TransRapid Track Set

Post by Hairysteed »

Maybe include the at-grade guideway in the set as a selectable option activated by a specific parameter?
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Re: [WIP] TransRapid Track Set

Post by AndersI »

michael blunck wrote:Problem is that station tiles are 3D, but "track" in stations is "flat" - it´s in the ground tile. Consequently, you´ll need to make your station tiles also "flat", because if they´d remain 3D you´ll get unwanted clipping effects. OTOH, making stations tiles "flat" instead of 3D would generate lots of other problems, e.g. with fitting them together, clipping problems with neighbour buildings, etc, pp.
IMO the 'simple' solution is to only allow single track stations :-) Is that possible GRF-wise? Otherwise one will have to enforce that manually.
Ben_K wrote: The problem tiles will of course be the level crossings, mainly because, if I remember correctly, they don't have multiple layers, they are single layer tiles.
You shouldn't have any level crossings with a maglev. Period. Has to be manually enforced until there is a patch for it. Is it possible to 'fool the system' with the visual Z-level of a bridge without affecting the apparent level of the train? If so, one could make a 'flat looking bridge' for the crossings.
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Re: [WIP] TransRapid Track Set

Post by uzurpator »

question:

can you turn off collisions with RVs or disable railroad crossings?
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Re: [WIP] TransRapid Track Set

Post by LordAzamath »

there's one thing, that comes annoying pretty quickly. You'll see it in this pic...The track is on the edge of tile. I tried to make 32bpp of maglev track (for OpenTTD) (with exactly the same construction as your's) and found tht problem...
bother.png
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Wouldn't it be possible to code some independent grf, that changes the offsets for various maglev trains (also those in DBsetXL and UKRS and the default ones), when this GRF is loaded... Then you could make it look more logical.
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Re: [WIP] TransRapid Track Set

Post by wallyweb »

While researching a problem I was having with Vthief I came across this discussion:

http://www.tt-forums.net/viewtopic.php?t=2540&start=40

It would seem that much of the current discussion has been previously discussed. There is even a screenshot of the TTO monorail and a level crossing there. :)
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Rendall
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Re: [WIP] TransRapid Track Set

Post by Rendall »

I do like the idea to draw a station for this project FooBar. Something like the metro station Rijnhaven or Zuidplein in Rotterdam. In a modern view off course :D
A brief picture and artikel can be found here (dutch!!)
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Re: [WIP] TransRapid Track Set

Post by FooBar »

Well, be my guest!
If anyone else wants to draw a station for this set, go ahead, and I'll include it in the set!
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Re: [WIP] TransRapid Track Set

Post by Ben1337 »

I've got an idea for your traffic problem.

Why not design the bridges and the track the same hight (no hight changes when there normally is), and no reinforcing on the sides as well.
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Re: [WIP] TransRapid Track Set

Post by FooBar »

It's time to dig this up again :mrgreen:

Today, I picked up drawing again. I've redone the track and added the up-side-down v-shaped pillars to it. Doesn't look too bad, does it?

Before I go any further, I'd like to hear (read) what you think of this design. Should I proceed with the other directions? Change anything?

Anyway, here's the screenshot:
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