Thank you for your elaborate and very insightfull answer!
I apologise for being offtopic here, but as you are one of the few (or possibly only at the moment) actually implementing the fantastic and impressive features the devs of the NRT have developed, I thought I would ask you some things first (as you may know of the restrictions and possibilities of NRT from encountering those by bringing them into practical use), before bringing it up in the NRT-development thread. You may also be interested in thinking about and testing some of the things I propose, proving those usefull or (hopefully not
) being not possible/workable at all.
First of all, I believe that the very best thing would be a third type, lets say FURNITURETYPE. Specifically only for providing roadside graphics (pavements, parkingspots, bicyclelanes, trees, lights, etc etc) in the same way as tramways work.
Why tramways? Well, because of the way those interact with ROADTYPE.
I would imagine them consisting of the following parts:
- an underlaysprite (for example concrete or tarmac), that will be covered in combination with a road, but visible when no road is present. Eliminating this concern:
but parking spots where there are no roads may look strange.
- Far side and near side graphics (like how the tramway catenary is built up), these will then have the actual eyecandy. This because the tramwaycatenary has separate graphics for bridges and tunnelentrances. So lets say we have a FURNITURETYPE that provides parkingspots, those parkingspots will not be drawn on bridges or tunnelentrances (or something that better fits bridges or tunnelentrances can be drawn instead).
- Possibly also overlaysprites like how the track_overlay for trams work, that can be used to change the surface of the road by adding dirt/grime/usage or different stripes/lines in the middle. Leaving those transparent blue, will then just show the normal roadsurface. (these could also be used for bridge_surfaces)
In a nutshell, the workings are the same as TRAMTYPE, with the following exceptions:
- FURNITURETYPE is not (well probably mostly not
) suitable for electrified vehicles, except offcourse when you also choose to draw catenary, meaning you need to set a flag if it can or cannot be used by trams/trolleybusses. If I understand correctly this flag can already be set for TRAMTYPE.
- FURNITURETYPE must
override, or even better simply disable, trees, sidewalks, and lamps provided by baseset, making it independant of townzones (to be honest, I really dislike townzones forcing certain street furniture on me
). If I understand correctly this flag is not yet possible (but I saw it is on the to-do list).
Now, I can imagine that a third type is not possible or not too interesting for the devs of NRT to implement/develop, especially because it is more focussed on eyecandy rather than functionality.
In that case I would use some of the 15 types of tramways to implement the above (rather than a roadtype as you mentioned).
Firstly, because they are independant from a roadsurface. So you can have a certain roadsurface and dress that up with eyecandy on the sides, getting a lot of variety without using ROADTYPE slots.
Secondly, tramways provide extra sprites for bridges and tunnelentrances, meaning you can also provide custom graphics onto those bridges and tunnelentrances (I may be wrong about this, it may also be possible to have these graphics in ROADTYPE, as they are listed as "optional" in the wiki-page you mentioned, does that mean only optional for TRAMTYPE or also for ROADTYPE? If also for ROADTYPE, then this argument is invalid)
Thirdly, the possibility of having separate far-side and near-side graphics is a must, because of what should stay visible or obstructed from sight when a rv passes through. (Again, this depends on what is meant by "optional", if this also can be applied for ROADTYPE, then this argument is also invalid)
Furthermore, by placing this in the TRAMTYPE section would mean that you can still allow trams to also use these tiles (ofcourse you need to also provide some sort of catenary).
But the most important reason, is that I can easily think of 15 different types of road (graphicswise, but also speedwise or allowing certain vehicles-wise), and to be honest I cant come up with 15 types of tramways... Meaning that TRAMTYPE has the most room for eyecandy stuff like this...
But, indeed, for any of this to work the flag of enabling/disabling baseset trees/sidewalks/lamps is a musthave!!
You as a current user/implementor of what NRT has to offer may think differently about all of the above, I am curious about what you think...
And again, I am sorry for being offtopic, but I think discussing this with an actual contentprovider for NRT before posting in the NRT-development-thread is a good way to go... It will hopefully help me with formulating better arguments for asking certain (new) features to be developed.