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 Post subject: Concept: Fake Bridge
PostPosted: Sun Sep 01, 2013 2:02 pm 
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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:
download/file.php?mode=view&id=173652

Underwater tunnel examples:
download/file.php?id=173775


cheers,

Zooks


Attachments:
example.png [377.68 KiB]
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menu.png
menu.png [ 10.16 KiB | Viewed 10822 times ]

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Last edited by zooks on Thu Sep 05, 2013 6:01 pm, edited 3 times in total.
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 Post subject: Re: Concept: Fake Bridge
PostPosted: Sun Sep 01, 2013 2:39 pm 
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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)

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 Post subject: Re: Concept: Fake Bridge
PostPosted: Sun Sep 01, 2013 3:29 pm 
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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.

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 Post subject: Re: Concept: Fake Bridge
PostPosted: Sun Sep 01, 2013 6:15 pm 
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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.


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 Post subject: Re: Concept: Fake Bridge
PostPosted: Sun Sep 01, 2013 6:48 pm 
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This is pretty interesting concept. I hope that some GRF artist takes idea and we will see full set of these.

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 Post subject: Re: Concept: Fake Bridge
PostPosted: Sun Sep 01, 2013 10:44 pm 
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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 :D

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 Post subject: Re: Concept: Fake Bridge
PostPosted: Mon Sep 02, 2013 8:55 am 
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tazzy wrote:
Well thank you for reading my mind, I was thinking about


+1

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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 Post subject: Re: Concept: Fake Bridge
PostPosted: Mon Sep 02, 2013 8:59 am 
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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.


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?

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 Post subject: Re: Concept: Fake Bridge
PostPosted: Mon Sep 02, 2013 9:28 am 
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planetmaker wrote:
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.


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?


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.

Quote:
Clipping issues


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 clipping

cheers!

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 Post subject: Re: Concept: Fake Bridge
PostPosted: Mon Sep 02, 2013 2:25 pm 
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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?

there should be no serious problem with that. just nobody has done it yet. and there's generally a shortage of bridge IDs.

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 Post subject: Re: Concept: Fake Bridge
PostPosted: Mon Sep 02, 2013 11:38 pm 
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Eddi wrote:
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?

there should be no serious problem with that. just nobody has done it yet. and there's generally a shortage of bridge IDs.

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!

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 Post subject: Re: Concept: Fake Bridge
PostPosted: Mon Sep 02, 2013 11:39 pm 
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ISA wrote:
Eddi wrote:
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?

there should be no serious problem with that. just nobody has done it yet. and there's generally a shortage of bridge IDs.

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!


I have actually done that already: viewtopic.php?f=47&t=28633&start=660#p1078538 :wink:

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.

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 Post subject: Re: Concept: Fake Bridge
PostPosted: Mon Sep 02, 2013 11:45 pm 
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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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 Post subject: Re: Concept: Fake Bridge
PostPosted: Tue Sep 03, 2013 12:43 am 
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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?)

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. :)

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 Post subject: Re: Concept: Fake Bridge
PostPosted: Tue Sep 03, 2013 1:01 am 
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You have a point there!

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 Post subject: Re: Concept: Fake Bridge
PostPosted: Thu Sep 05, 2013 4:20 pm 
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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.


Attachments:
Gordon & Co., 3001-11-27.png [165.67 KiB]
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 Post subject: Re: Concept: Fake Bridge
PostPosted: Fri Sep 06, 2013 10:12 am 
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SimCity mods ported to OpenTTD :mrgreen:

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 Post subject: Re: Concept: Fake Bridge
PostPosted: Fri Aug 01, 2014 2:47 am 
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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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 Post subject: Re: Concept: Fake Bridge
PostPosted: Mon Aug 04, 2014 8:41 pm 
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You probably know that, but with the source available and in nml it's really a simple enough change:
Code:
introduction_date:      date(1911,1,1);

to whatever else you want.


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 Post subject: Re: Concept: Fake Bridge
PostPosted: Mon Aug 04, 2014 10:58 pm 
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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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