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Concept: Fake Bridge
Posted: 01 Sep 2013 14:02
by zooks
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
Re: Concept: Fake Bridge
Posted: 01 Sep 2013 14:39
by Jacko
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)
Re: Concept: Fake Bridge
Posted: 01 Sep 2013 15:29
by Hyronymus
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.
Re: Concept: Fake Bridge
Posted: 01 Sep 2013 18:15
by Pyoro
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.
Re: Concept: Fake Bridge
Posted: 01 Sep 2013 18:48
by Katve
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
Posted: 01 Sep 2013 22:44
by tazzy
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
Re: Concept: Fake Bridge
Posted: 02 Sep 2013 08:55
by ISA
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?
Re: Concept: Fake Bridge
Posted: 02 Sep 2013 08:59
by planetmaker
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?
Re: Concept: Fake Bridge
Posted: 02 Sep 2013 09:28
by zooks
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.
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!
Re: Concept: Fake Bridge
Posted: 02 Sep 2013 14:25
by Eddi
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.
Re: Concept: Fake Bridge
Posted: 02 Sep 2013 23:38
by ISA
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!
Re: Concept: Fake Bridge
Posted: 02 Sep 2013 23:39
by Andrew350
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:
http://www.tt-forums.net/viewtopic.php? ... 0#p1078538
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
Posted: 02 Sep 2013 23:45
by ISA
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
Posted: 03 Sep 2013 00:43
by Andrew350
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.
Re: Concept: Fake Bridge
Posted: 03 Sep 2013 01:01
by ISA
You have a point there!
Re: Concept: Fake Bridge
Posted: 05 Sep 2013 16:20
by zooks
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.
Re: Concept: Fake Bridge
Posted: 06 Sep 2013 10:12
by YNM
SimCity mods ported to OpenTTD
Re: Concept: Fake Bridge
Posted: 01 Aug 2014 02:47
by kamnet
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.
Re: Concept: Fake Bridge
Posted: 04 Aug 2014 20:41
by Pyoro
You probably know that, but with the source available and in nml it's really a simple enough change:
Code: Select all
introduction_date: date(1911,1,1);
to whatever else you want.
Re: Concept: Fake Bridge
Posted: 04 Aug 2014 22:58
by kamnet
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.