Finnish Rail Infrastructure & Stations Set [WIP]

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kyosuke1989
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Re: Finnish Rail Infrastructure & Stations set [0.1.0, WIP]

Post by kyosuke1989 »

The next thing to do is some more stations. Also codingwise, merging of separate grf's now is important. Specs are ready for that. Finnish Trainset is finally coming too ;)

And next thing after stations should be the platforms and other stuff (level crossings etc..) on stations. I think that Dutch Station Addition set is a good starting point for that, since it's GPL and it has many things thought trough already. http://www.tt-forums.net/viewtopic.php?f=26&t=64121
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Re: Finnish Rail Infrastructure & Stations set [0.1.0, WIP]

Post by Paasky »

If I may suggest my home station, Tikkurila. It is the 3rd busiest in Finland, after Helsinki & Pasila, and should become the 2nd busiest once the airport-rail is finished.

The old station building was the only brick station between the 1st railway of Helsinki-Hämeenlinna.
https://www.google.fi/search?q=tikkuril ... s&tbm=isch

The current station has been there since the 70's, and they are currently building a new large one, akin to Malmi or Pasila:
https://www.google.fi/search?q=tikkuril ... a&tbm=isch


All in all, a really cool project, hope to see it grow 8)
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Re: Finnish Rail Infrastructure & Stations set [0.1.0, WIP]

Post by alluke »

Paasky wrote:If I may suggest my home station, Tikkurila.
+1 for my home station. :)

The current station haven't been like this since the 70s, it was renovated with new platforms and roofs somewhere in 90s-00s.

It's hard to find good pictures from that era, but the platforms were this basic low asphalt.

http://vaunut.org/kuva/77982
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slaca
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Re: Finnish Rail Infrastructure & Stations set [0.1.0, WIP]

Post by slaca »

Hey I just found this awesome rail tracks. Is there a way to use it with total bridge renewal set? Do you plan to release a new update with more details like new parameter settings?
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Re: Finnish Rail Infrastructure & Stations set [0.1.0, WIP]

Post by kyosuke1989 »

There is a plan to integrate rails and road grf's to current FRISS, and when it will be done, there will be options on this NewGRF, and it will be released on BaNaNaS like the current one (contains objects). It's waiting for coder to code, graphics are already available, except some sprites.
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Re: Finnish Rail Infrastructure & Stations set [0.1.0, WIP]

Post by slaca »

Cool, but what if I just want to use the railtracks and not the roadtracks?
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Re: Finnish Rail Infrastructure & Stations set [0.1.0, WIP]

Post by kyosuke1989 »

There will be a parameters such as "Use Finnish Roads" and "Use Finnish Rails" then.
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Re: Finnish Rail Infrastructure & Stations set [0.1.0, WIP]

Post by planetmaker »

I would actually suggest to keep roads, tracks and stations separate:

A trackset is a nicely confined task, even if you include it with its separate tunnels, signals and depots. It's one of the nice features where you really do not need to worry about ground tiles at all anymore, nor do you need to worry about bridge support. Railtypes give you all that for free, it's given, even ground-aware tunnel entrances and ground- and road-aware level crossings.

Stations need also no knowledge about track types and can be made ground-aware as mart3p just demonstrates. Not sure, maybe it needs special sprites for the four default tracks, he'll know. NewGRF trackset sprites are used, if such NewGRF(s) is/are used and it should just work.

Roads on the other hand are a task which can easily spiral out of hand due to the amount of realsprites needed and combinatoric explosion with ground tiles ;-) You need to provide road graphics for every ground tile and the inner city roads. You need to provide graphics for bridges, thus you need to include road bridges in completeness. You need to provide replacements for the level crossings with default railtypes. And possibly want to replace the road depots, too.
Still, if you want to do that, I can recommend you to have a look at OpenGFX+ Landscape. Disregarding bridges it generates all road sprites automatically. All you need to do is add your roads in a separate layer in the gimp file and adjust the export script.

Export rules: http://dev.openttdcoop.org/projects/ogf ... il.xcf2png
Stub gimp script (it's adjusted for each exported image): http://dev.openttdcoop.org/projects/ogf ... gimpscript

Additionally: having that in three NewGRFs makes it easy to configure: Add NewGRF. Or not add it. Done :-)
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Re: Finnish Rail Infrastructure & Stations set [0.1.0, WIP]

Post by mart3p »

planetmaker wrote:Stations need also no knowledge about track types and can be made ground-aware as mart3p just demonstrates. Not sure, maybe it needs special sprites for the four default tracks, he'll know.
No special sprites are required, the default tracks use the sprites from the loaded base set (original TTD, OpenGFX etc.).
planetmaker wrote:NewGRF trackset sprites are used, if such NewGRF(s) is/are used and it should just work.
It does just work if the station simply has platforms on either side of the track.

Difficulties with railtypes support only occurs when an overlay is used partially covering the track. For example, the ISR mineral unloader. This requires custom overlays for some railtypes.
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Re: Finnish Rail Infrastructure & Stations set [0.1.0, WIP]

Post by alluke »

I've drawn some platforms for FRISS. They're modified from Dutch platforms, and the brick texture is from Canadian stations. And yes, I have no idea about the licences. :|
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Re: Finnish Rail Infrastructure & Stations set [0.1.0, WIP]

Post by kyosuke1989 »

alluke wrote:I've drawn some platforms for FRISS. They're modified from Dutch platforms, and the brick texture is from Canadian stations. And yes, I have no idea about the licences. :|
Those Dutch Station Addition Set sprites are GPL v2, so shouldn't be problem. :)

DanMacK PM'd me earlier about those Canadian Station set sprites that we can use them as long as Lifeblood is credited, so that shouldn't be problem either. :)
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Re: Finnish Rail Infrastructure & Stations set [0.1.0, WIP]

Post by Quast65 »

Yep, the DSA-set is indeed GPLv2, so you can use those sprites as you like (as long as your set also will be under GPL license, if I understand the use of the license correctly).
Good to hear that they are of use to you and I look forward to your progress, more stations, more diversity, more pretty eyecandy!
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Re: Finnish Rail Infrastructure & Stations set [0.1.0, WIP]

Post by kyosuke1989 »

New and old signals are now revised, and work began for integrating everything (at least rail-related Finnish Infrastructure stuff) to FRISS.
Those are on better scale than they were before, and generally better, i think.
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Re: Finnish Rail Infrastructure & Stations set [0.1.0, WIP]

Post by STD »

I agree with you. Beautiful semaphores :D . In the game are not so many types of signals. This will be a worthy addition to the existing .
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Re: Finnish Rail Infrastructure & Stations set [0.1.0, WIP]

Post by Purno »

kyosuke1989 wrote:DanMacK PM'd me earlier about those Canadian Station set sprites that we can use them as long as Lifeblood is credited, so that shouldn't be problem either. :)
I'm far from an expert on licenses, but you sure there isn't a conflict between both "licenses"? As far as I know, GPL requires you to release any new stuff under GPL, so I guess you'd need DanMacK's and Lifeblood's permission for that too, isn't it?
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Re: Finnish Rail Infrastructure & Stations set [0.1.0, WIP]

Post by johannes »

Nice progress with this and train set :)

(Hey Purno, still playing ME3? ;) )
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Re: Finnish Rail Infrastructure & Stations set [0.1.0, WIP]

Post by kyosuke1989 »

There is now change of plans, see first page for newest scheme. FRISS will consist of two parts, FRISS - Stations and other infrastructure , and FRISS - Rail Infrastructure, so users can decide, if they'll use stations or rails or both.
Purno wrote:
kyosuke1989 wrote:DanMacK PM'd me earlier about those Canadian Station set sprites that we can use them as long as Lifeblood is credited, so that shouldn't be problem either. :)
I'm far from an expert on licenses, but you sure there isn't a conflict between both "licenses"? As far as I know, GPL requires you to release any new stuff under GPL, so I guess you'd need DanMacK's and Lifeblood's permission for that too, isn't it?
Yeah, i'll discuss this with him.

EDIT: Shunting signals, OJ2010-signals (narrow!) and Helsinki Metro signals.
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Re: Finnish Rail Infrastructure & Stations set [0.1.0, WIP]

Post by DanMacK »

My permission for any of my stuff stands - Ask me to confirm, but it's all GPL-able. Lifeblood game me permission to use any sprites from the Canadian Station set as well back in 2009. It's all good.
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Re: Finnish Rail Infrastructure & Stations set [0.1.0, WIP]

Post by kyosuke1989 »

And then, let's have some mechanical full-barrier level crossings, and a little more old system signals:

"Mikkeli" versions are from 1930's era. Version 1 is from northside of Mikkeli station and the version 2 is from southside of Mikkeli station. Version 3 is fictional, having additional lights on both sides of crossing. Pietarsaari version was updated from "Mikkeli"-versions at Pietarsaari crossings on 1980's, Mikkeli's own crossings were on original looks until their removing (southern crossing was removed at 1987, northern crossing at 2000). All of these crossings were removed or replaced with newer type of crossings on early 2000's (2000-2001). Last partly functional example, without any lights remaining, is on Savonlinna, on city center-side of Kyrönsalmi bridge, where there was combined road and rail bridge, taken out of active use (of roadside) on 1970's.

"Reserved" Older system signals are for, if some point of future there is Pre-reserving PBS signal patch introduced, or multi-aspect signals patch, or both.
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kyosuke1989
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Re: Finnish Rail Infrastructure & Stations set [0.1.0, WIP]

Post by kyosuke1989 »

And then, let's have some signs, signals and other eyecandy, still untemplated. Any comments? :) Next there will be speed signs and presigns coming.
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