Country Roads (NRT)

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Wolf01
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Re: Country Roads (NRT)

Post by Wolf01 » 22 Aug 2018 11:19

THIS is exactly what I was waiting for NRT
Great work Kruemelchen!

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Re: Country Roads (NRT)

Post by Kruemelchen » 03 Sep 2018 15:39

Wolf01 wrote:THIS is exactly what I was waiting for NRT
Great work Kruemelchen!
Thank you :)

Meanwhile I finished drawing the lock graphics in all 4 'canal' styles due to a flu haunting me ...

Besides, you may now download a version 0.2 in THIS THREAD.

A future version may contain NewObjects like transitions, small harbours etc., though I don't mind someone stepping in and drawing/coding some ideas :mrgreen:

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Re: Country Roads (NRT)

Post by Wolf01 » 04 May 2019 11:10

Hello, I hope that with NRT now in trunk/master this wonderful grf will be contined/finished, specially the canaltype part :)

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Re: Country Roads (NRT)

Post by Kruemelchen » 08 May 2019 11:52

Wolf01 wrote:Hello, I hope that with NRT now in trunk/master this wonderful grf will be contined/finished, specially the canaltype part :)
Thank you for your interest :)

I'm really pleased NRT made it into trunk. However, I hope we will see some new features included throughout the year (i.e. the ones noted in Frosch's NRT docs), which would make the experience much nicer I think.

The most wanted thing I can't realise at the current feature set are proper transitions between types, since I can't check for adjacent tiles or level crossings. Neither I can draw different station graphics.

But only with those features (or more) included into master I can really finish my sets.

Besides that, is there something in particular you want to see included in the canal set? I cannot really work on it until the end of this year, so I can only publish amendments until then, but I can keep it in mind when I finally come to it :)

PS: next version of country roads will feature a furt / river-crossing. However, it has to be placed manually since I can't check adjacent tiles :(

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Re: Country Roads (NRT)

Post by Kruemelchen » 10 May 2019 14:31

Here is a small preview of fords that can be 'waded across' by off-road trucks (snow graphics):
furts over rivers.png
furts over rivers.png (36.21 KiB) Viewed 1345 times
The speed is limited to ca. 5 kmh for both trucks and boats, for realism and 'cheating' prevention :twisted:

PS: I'm not yet sure if I will provide special graphics for trucks to immerse a water crossing. Might be too much work ;)

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Re: Country Roads (NRT)

Post by andythenorth » 10 May 2019 15:31

Kruemelchen wrote:Here is a small preview of fords that can be 'waded across' by off-road trucks (snow graphics):furts over rivers.png
Ha ha, that's awesome, it's like 2008 came calling :D

viewtopic.php?p=703310#p703310
andythenorth in 2008 wrote:I am try to work out if we can do a ford element. I'm guessing we can't drive through water (sprite engine probably wouldn't know how to do that; no alpha support on water), but I think we might be able to fake something like it with a bridge just above the water. Any thoughts?

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Re: Country Roads (NRT)

Post by Kruemelchen » 10 May 2019 16:19

Welcome to the future :lol:

I also wanted to make my water roads runnable on sea-level (which technically is no problem...), but I can't check for height of the tile, so that feature won't make it into the GRF graphical-wise :(
(you can of course hide the 'canal borders' with NewObjects, but I like the lazy approach ;) )
sea level canal.png
how to build sea level water ways ;)
sea level canal.png (46.23 KiB) Viewed 1290 times
(at the upper shore you can see how waterways can blend over with streets if the waterroad is below the street (i.e. is being drawn over it). At the lower shore you see a mud slope, which can only be taken by off-road trucks)


On a different note ... here is the second part of street covering snow:
road_deco_snow_scattered.png
Light Snow covering. GPLv2.
road_deco_snow_scattered.png (5.8 KiB) Viewed 1304 times
Please use this in your sets as you please :)

PS: The first part (heavier snow) can be found here.

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Re: Country Roads (NRT)

Post by Wolf01 » 11 May 2019 17:37

:o
Really astounding

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Re: Country Roads (NRT)

Post by SimYouLater » 13 Aug 2019 04:44

Can you make the different waterways separate roadtypes, so that the player isn't forced to choose between them in spite of having 64 roadtype slots? Also, a roadtype which is just an ocean tile graphic would allow you to make ocean waterways.
Licenses for my work...
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.

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Re: Country Roads (NRT)

Post by acs121 » 14 Aug 2019 12:44

Kruemelchen wrote:
10 May 2019 14:31
Here is a small preview of fords that can be 'waded across' by off-road trucks (snow graphics):furts over rivers.png
The speed is limited to ca. 5 kmh for both trucks and boats, for realism and 'cheating' prevention :twisted:

PS: I'm not yet sure if I will provide special graphics for trucks to immerse a water crossing. Might be too much work ;)
Are the fords a roadtype or an overlapping object ?

Also, excuse me if that's just a stupid question, but I thought waterbuses would be able to go on both roadtypes at about the same speed ? :|

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Re: Country Roads (NRT)

Post by SimYouLater » 17 Aug 2019 04:27

Kruemelchen wrote:
10 May 2019 16:19
...
Can I have a copy of the source code of the waterways, please? Thank you.
Licenses for my work...
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.

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Re: Country Roads (NRT)

Post by Kruemelchen » 19 Aug 2019 20:54

SimYouLater wrote:
13 Aug 2019 04:44
Can you make the different waterways separate roadtypes, so that the player isn't forced to choose between them in spite of having 64 roadtype slots? Also, a roadtype which is just an ocean tile graphic would allow you to make ocean waterways.
At the time of creation there were only 16 slots, hence the decisions during initial development. I am considering separating them into several 'styles', but wasn't sure on how to separate all 5 styles: river, concrete, concrete w/ white fence, concrete w/ green fence, concrete w/ flowers.
Do you prefer to have 5 different styles to choose from, or just three with varying decorations by town zone?
SimYouLater wrote:
17 Aug 2019 04:27
Can I have a copy of the source code of the waterways, please? Thank you.
The version 0.2 is still up to date, which source code has been provided here
acs121 wrote:
14 Aug 2019 12:44
Are the fords a roadtype or an overlapping object ?

Also, excuse me if that's just a stupid question, but I thought waterbuses would be able to go on both roadtypes at about the same speed ? :|
I've implemented the fords as a roadtype, because it would have support for both ships and off-road trucks, so you would place it via road build menu.

No, that's not a stupid question ;) Usually 'waterbuses' or amphibious trucks have different speeds for a) road b) off-road c) water, where the last is usually measured in knots and speed-wise considerably slower than on-land. And this is because of pure physics ;)

As for fords, they are shallow so that trucks can pass them, so big ships cannot run over it because they lie too deep in the water. But even small ships would need to slow down I guess, so they wouldn't cast big waves which would endanger crossing trucks or damage the bank the trucks are taking. Also it could be argued everyone would need to pay attention.

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