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PostPosted: Fri Feb 22, 2013 12:31 pm 
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kamnet wrote:
TBRS doesn't detect road sets, the set would have to be re-compiled with a specific road set's graphics drawn onto each bridge sprite.

I am aware of that. Which is why I used the phrase "working it into". Sorry if I was misunderstood.

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PostPosted: Fri Feb 22, 2013 9:10 pm 
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Nite Owl wrote:
Any chance of working it into the Total Bridge Replacement Set?


I'm sure it's doable, since others have done it. I'd just have to look into getting the source stuff and figure out what it would take to get a new GRF made up.

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PostPosted: Tue Feb 26, 2013 7:25 am 
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Beautiful work. Wonderful set of roads :)) . Be sure to try it in one of the next games.
In addition to the enormity of the wishes, I would like to see another tunnel for these roads :) . For example, I like tunnels in TTRS and North American Road Set :D .

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PostPosted: Wed Feb 27, 2013 2:03 am 
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Thank you :)

Different tunnel sprites are not out of the question, I mainly went with modifying the OpenGFX sprites because it was simpler than trying to design something from scratch. I tend to think of them as a placeholder until something more unique comes along, if/when I get around to it. :wink:

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PostPosted: Mon Mar 04, 2013 9:15 am 
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Could we get a Euro version of this? With the road markings as white instead of yellow.


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PostPosted: Mon Mar 04, 2013 3:19 pm 
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You might want to talk with Hyronymus about updating his Combined European Road Set.

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PostPosted: Mon Mar 04, 2013 4:35 pm 
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Metrication wrote:
Could we get a Euro version of this? With the road markings as white instead of yellow.

I am considering this to be honest but I only want to do it if it comes with decent bridgeset support. I really like the way the roads look.

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PostPosted: Wed Mar 06, 2013 2:19 am 
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Even if I make a TBRS version with these roads, a Euro version will still require a completely different bridge set grf, since TBRS doesn't support checking for different roadtypes. It wouldn't take a whole lot of work to make a new set (just copy and paste), but still, it's not automatic. ;)

That is, unless someone wanted to finally make TBRS aware of multiple roadtypes... :twisted:

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PostPosted: Wed Mar 06, 2013 6:42 am 
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Andrew350 wrote:
Even if I make a TBRS version with these roads, a Euro version will still require a completely different bridge set grf, since TBRS doesn't support checking for different roadtypes. It wouldn't take a whole lot of work to make a new set (just copy and paste), but still, it's not automatic. ;)

That is, unless someone wanted to finally make TBRS aware of multiple roadtypes... :twisted:


TBRS doesn't check for roadsets. But you could check for TBRS and supply the fitting sprites conditionally. So it's still all in your hands really :-)

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PostPosted: Wed Mar 06, 2013 6:20 pm 
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You mean just including the TBRS road bridges within this GRF? What a brilliant idea. :)

Although wait, how would that work? A simple sprite replacement just gets overridden by TBRS, and NML can't do bridges yet. Is there a way to override specific sprites in another NewGRF so that this would work?

(Or did I misunderstand you?)

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PostPosted: Sun Mar 10, 2013 3:19 pm 
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While comparing this new nice looking set with the good old NARoadset, I feel a bit uncomfortable with the rather bright lines on the road surfaces. They look more like tram tracks in my eyes, than the signs of tires on the roads. This is very perceptible on crossroads. Maybe, you could make them a bit darker to fit the surrounding pixels.

Anyways, I appreciate your work. *thumbs up*

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PostPosted: Mon Mar 11, 2013 1:06 am 
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Unfortunately, the tire marks are only one shade lighter than the surrounding road as it is, so there's no easy way to darken them without removing them completely, which is something I don't want to do.

Once you actually build tram tracks over the roads and look at the difference, the effect might not seem as strong. Otherwise I'm afraid I don't have a solution for you. :)

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PostPosted: Tue Mar 12, 2013 8:10 pm 
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I made a quick recolored screenshot. While this is a simple replacement of pixels, it shows a darker road surface.
Attachment:
20130312_American_Road_Replacement_darker.png [78.39 KiB]
Downloaded 2 times

What's your opinion?

EDIT: A scaled version to reflect its appearance ingame:


Attachments:
20130312_American_Road_Replacement_darker_025.png
20130312_American_Road_Replacement_darker_025.png [ 90.12 KiB | Viewed 1627 times ]

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PostPosted: Tue Mar 12, 2013 9:18 pm 
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While it doesn't look bad per se, it's quite different from how I intended it to look. Drawing in that way looks more like freshly laid pavement, whereas I was going with more of a well-used look. I tried several variations of road surfaces when I first started out, some similar to yours, and out of compromise, this is the style I chose overall. I even contemplated a parameter setting to switch between "fresh" and "used" roads, but I decided that wouldn't really accomplish anything, not to mention the work it would take to re-texture ~500 sprites (It's a lot of copy & paste). :wink:

If we had roadtypes I would be more inclined to do different variations like this, and I do feel like there is a place for it. I think for now however, I'd prefer to keep them as is (or at least, only make minor changes).

You're of course also welcome to adjust the set yourself if you like, you seem to be quite capable of it, and perhaps others will also like those changes?

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PostPosted: Wed Mar 13, 2013 12:24 am 
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It's an improvement in my view.

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PostPosted: Wed Mar 13, 2013 4:54 am 
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I agree. The version without the tire marks does look better. However, it is your NewGrf so do as you see fit. I will use it in either case.

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PostPosted: Wed Mar 13, 2013 4:58 am 
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It's also under a GPLv2 license, so if somebody wanted to release a version with their own altered graphics, they're more than free to do so.

The only thing that irks me about the graphics is that all the tire markings and wear are just too uniform. I know it can't be helped, but for me it's personally distracting. Not so distracting not to use it, though. ;)

It's quite a nice set. I may have to borrow the code for my own project :D

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PostPosted: Wed Mar 13, 2013 8:46 am 
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Hmm, I see this must be a popular issue of annoyance. That's unfortunate.


On an unrelated note, I've updated the bridge and tunnel graphics to show a double yellow line instead of a single dashed line. The new version can be found in the first post or on the online content.

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PostPosted: Wed Mar 13, 2013 1:29 pm 
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If people are complaining about your artistic choices, then you're doing something right ;-) Seriously, it's clearly not stopping anybody from using it. I certainly appreciate having a fresh set of roads to look at in screenshots now.

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PostPosted: Wed Mar 13, 2013 2:35 pm 
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I for one prefer the tire wear.

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