Concept: Fake Bridge
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Concept: Fake Bridge
Playing around with this concept for a while. The idea is to place objects so that foundations look like bridges. The newgrf can be found inside the banana.
Any ideas or suggestions, post them here. This is just a proof of concept as my drawing skills are horrible. Source is at http://dev.openttdcoop.org/projects/fake-bridges, license GPL2.
Examples:
http://www.tt-forums.net/download/file. ... &id=173652
Underwater tunnel examples:
http://www.tt-forums.net/download/file.php?id=173775
cheers,
Zooks
Any ideas or suggestions, post them here. This is just a proof of concept as my drawing skills are horrible. Source is at http://dev.openttdcoop.org/projects/fake-bridges, license GPL2.
Examples:
http://www.tt-forums.net/download/file. ... &id=173652
Underwater tunnel examples:
http://www.tt-forums.net/download/file.php?id=173775
cheers,
Zooks
- Attachments
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- menu.png (10.16 KiB) Viewed 19518 times
Last edited by zooks on 05 Sep 2013 18:01, edited 3 times in total.
Re: Concept: Fake Bridge
that's actually a really cool idea
although I'm thinking different sprites would be needed for different textures (i.e. OpenGFX vs TTD gfx)
although I'm thinking different sprites would be needed for different textures (i.e. OpenGFX vs TTD gfx)
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1000th Post at Wed Feb 08, 2012 8:43 am
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Re: Concept: Fake Bridge
I see a whole new range of possibilities for this terrific idea. If clipping doesn't ruin the fun you can design different railings to allow even more bridge types. I'm loving it already.
PS: it kind of feels like Simcity 4's ploppable water arrived in OpenTTD.
PS: it kind of feels like Simcity 4's ploppable water arrived in OpenTTD.
Re: Concept: Fake Bridge
Mh, some neatly water-weathered foundations seaside foundations would be awesome ...
I once again hope NewObject placing will be improvement at some point, as playing OpenTTD gets more and more tedious as more of these nice GRFs appear. Build a complex train network - few minutes. Place eye-candy - some hours.
Aside from that, yeah, clipping seems like the biggest concern.
I once again hope NewObject placing will be improvement at some point, as playing OpenTTD gets more and more tedious as more of these nice GRFs appear. Build a complex train network - few minutes. Place eye-candy - some hours.

Aside from that, yeah, clipping seems like the biggest concern.
Re: Concept: Fake Bridge
This is pretty interesting concept. I hope that some GRF artist takes idea and we will see full set of these.
Re: Concept: Fake Bridge
Well thank you for reading my mind, I was thinking about how useful bridges for pedestrians would be for one city in my new game about a week ago 

tasmania devil.
Re: Concept: Fake Bridge
+1tazzy wrote:Well thank you for reading my mind, I was thinking about
I have wondering if it's possible to use two bridge ID's for almost same/similar looking bridge (highways, two way railways) to look as a one? Or is there much clipping expected?
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Re: Concept: Fake Bridge
Doesn't that make sense regardless whether anyone draws additional sprites or not, and if it's only on grounds that it's found there much easier than a single tar in a single thread in a huge forum?zooks wrote:Any ideas or suggestions, post them here. This is just a proof of concept as my drawing skills are horrible. Source is attached here, license GPL2. I can ask for a repository over at coop if someone is willing to provide better sprites.
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Re: Concept: Fake Bridge
You're right. But I didn't want to spam that place with stuff nobody wants, so I wanted to poll the forums first. BTW, this specific thread is linked to from bananas, so it is not entirely that hard to find the source.planetmaker wrote:Doesn't that make sense regardless whether anyone draws additional sprites or not, and if it's only on grounds that it's found there much easier than a single tar in a single thread in a huge forum?zooks wrote:Any ideas or suggestions, post them here. This is just a proof of concept as my drawing skills are horrible. Source is attached here, license GPL2. I can ask for a repository over at coop if someone is willing to provide better sprites.
As long as you're not drawing higher than the foundations, there is no clipping. But yeah, if you want railings and stuff, there could be clippingClipping issues
cheers!
Re: Concept: Fake Bridge
there should be no serious problem with that. just nobody has done it yet. and there's generally a shortage of bridge IDs.ISA wrote:I have wondering if it's possible to use two bridge ID's for almost same/similar looking bridge (highways, two way railways) to look as a one? Or is there much clipping expected?
Re: Concept: Fake Bridge
Yes, ID's are the main cause and most important thing I think! If I don't forget it before end of the month, when I have my week off, I should try it out some fairly easy brige and see how it looks! Hope the best and I also hope that someone can beat me on that idea!Eddi wrote:there should be no serious problem with that. just nobody has done it yet. and there's generally a shortage of bridge IDs.ISA wrote:I have wondering if it's possible to use two bridge ID's for almost same/similar looking bridge (highways, two way railways) to look as a one? Or is there much clipping expected?
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Re: Concept: Fake Bridge
I have actually done that already: http://www.tt-forums.net/viewtopic.php? ... 0#p1078538ISA wrote:Yes, ID's are the main cause and most important thing I think! If I don't forget it before end of the month, when I have my week off, I should try it out some fairly easy brige and see how it looks! Hope the best and I also hope that someone can beat me on that idea!Eddi wrote:there should be no serious problem with that. just nobody has done it yet. and there's generally a shortage of bridge IDs.ISA wrote:I have wondering if it's possible to use two bridge ID's for almost same/similar looking bridge (highways, two way railways) to look as a one? Or is there much clipping expected?

It works just fine, but as Eddi says, it's very impractical due to limited bridge id's. Zooks' approach is better in that respect, unfortunately though it only works on one height level.
Re: Concept: Fake Bridge
That what I was imagine exactly! It's also possible with railroads? Or the cap between goes too big? As seen on the picture flat brige seems fine, what about large/higher ones (catenary bridge and other similar ones?)
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Re: Concept: Fake Bridge
Although I never tried any other types of bridges, there's no reason for it to not work in those situations as well. It's a fun concept, but again, with only 13(?) id's available and having to use two of them for each bridge, it eats up your options pretty quickly.ISA wrote:That what I was imagine exactly! It's also possible with railroads? Or the cap between goes too big? As seen on the picture flat brige seems fine, what about large/higher ones (catenary bridge and other similar ones?)

Re: Concept: Fake Bridge
You have a point there!
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Re: Concept: Fake Bridge
Update with some more fancy stuff. Included are now GRFs for working underwater tunnels 
See the example. It's a bit tricky to build them though.

See the example. It's a bit tricky to build them though.
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Re: Concept: Fake Bridge
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Re: Concept: Fake Bridge
Can I make a request to have this available from Year 0? Thought they'd be useful in a 18th century game but they're not available.
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Re: Concept: Fake Bridge
You probably know that, but with the source available and in nml it's really a simple enough change:
to whatever else you want.
Code: Select all
introduction_date: date(1911,1,1);
Re: Concept: Fake Bridge
Of course I can, but unless I want to create a fork of the project (I don't), I thought it better to make the request here (as suggested in the opening post) for inclusion in the main distribution.
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