American Road Replacement Set

Find and discuss all the latest NewGRF releases for TTDPatch and OpenTTD here.

Moderator: Graphics Moderators

User avatar
Nite Owl
Tycoon
Tycoon
Posts: 1889
Joined: 06 Mar 2007 19:32
Location: In The Dark

Re: American Road Replacement Set

Post by Nite Owl » 22 Feb 2013 12:31

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.
Humor is the second most subjective thing on the planet
------------------------------------------------------------
Brevity is the soul of wit and obscenity is its downfall
--------------------------------------------------------
Good Night And Good Luck - Read You Soon

User avatar
Andrew350
Route Supervisor
Route Supervisor
Posts: 503
Joined: 19 Dec 2011 07:54
Location: Washington State, USA
Contact:

Re: American Road Replacement Set

Post by Andrew350 » 22 Feb 2013 21:10

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.

User avatar
STD
Tycoon
Tycoon
Posts: 1757
Joined: 02 Jul 2012 14:53
Location: Russia, Samara

Re: American Road Replacement Set

Post by STD » 26 Feb 2013 07:25

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 .
[OpenTTD] STD screenshots
----------------------------------------------------------------------------------------------------------------------------------
[OpenTTD] STD saved games - My finished scenarios and saves from the game
My Youtube channel - OpenTTD | Wiki xUSSR set (RU) | Wiki xUSSR set (EN) | Download the latest version of the xUSSR set
TT Screenshot of the Month - the page editor | Screenshot Of The Month Contest Winner: August 2017

User avatar
Andrew350
Route Supervisor
Route Supervisor
Posts: 503
Joined: 19 Dec 2011 07:54
Location: Washington State, USA
Contact:

Re: American Road Replacement Set

Post by Andrew350 » 27 Feb 2013 02:03

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:

Metrication
Engineer
Engineer
Posts: 45
Joined: 24 Feb 2012 22:22

Re: American Road Replacement Set

Post by Metrication » 04 Mar 2013 09:15

Could we get a Euro version of this? With the road markings as white instead of yellow.


User avatar
Hyronymus
Tycoon
Tycoon
Posts: 13189
Joined: 03 Dec 2002 10:36
Location: The Netherlands
Contact:

Re: American Road Replacement Set

Post by Hyronymus » 04 Mar 2013 16:35

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.

User avatar
Andrew350
Route Supervisor
Route Supervisor
Posts: 503
Joined: 19 Dec 2011 07:54
Location: Washington State, USA
Contact:

Re: American Road Replacement Set

Post by Andrew350 » 06 Mar 2013 02:19

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:

User avatar
planetmaker
OpenTTD Developer
OpenTTD Developer
Posts: 9333
Joined: 07 Nov 2007 22:44
Location: Sol d

Re: American Road Replacement Set

Post by planetmaker » 06 Mar 2013 06:42

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 :-)

User avatar
Andrew350
Route Supervisor
Route Supervisor
Posts: 503
Joined: 19 Dec 2011 07:54
Location: Washington State, USA
Contact:

Re: American Road Replacement Set

Post by Andrew350 » 06 Mar 2013 18:20

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?)

Ogre
Engineer
Engineer
Posts: 122
Joined: 04 May 2010 17:59
Location: Germany

Re: American Road Replacement Set

Post by Ogre » 10 Mar 2013 15:19

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*
The pessimist sees the darkness in the tunnel.
The optimist sees the light at the end of the tunnel.
The realist sees the light coming closer...
The engineer sees three fools in front of his train on the track in the tunnel.

User avatar
Andrew350
Route Supervisor
Route Supervisor
Posts: 503
Joined: 19 Dec 2011 07:54
Location: Washington State, USA
Contact:

Re: American Road Replacement Set

Post by Andrew350 » 11 Mar 2013 01:06

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. :)

Ogre
Engineer
Engineer
Posts: 122
Joined: 04 May 2010 17:59
Location: Germany

Re: American Road Replacement Set

Post by Ogre » 12 Mar 2013 20:10

I made a quick recolored screenshot. While this is a simple replacement of pixels, it shows a darker road surface.
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 1896 times
The pessimist sees the darkness in the tunnel.
The optimist sees the light at the end of the tunnel.
The realist sees the light coming closer...
The engineer sees three fools in front of his train on the track in the tunnel.

User avatar
Andrew350
Route Supervisor
Route Supervisor
Posts: 503
Joined: 19 Dec 2011 07:54
Location: Washington State, USA
Contact:

Re: American Road Replacement Set

Post by Andrew350 » 12 Mar 2013 21:18

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?

oberhümer
Tycoon
Tycoon
Posts: 1283
Joined: 23 Oct 2009 19:35
Location: Here and there, sometime or another

Re: American Road Replacement Set

Post by oberhümer » 13 Mar 2013 00:24

It's an improvement in my view.
--- Licenses: GNU LGPL, version 2 or newer, code and graphics. CC-By-SA, graphics, alternatively. If you're using any, I'd like to hear about it --- Call them "track types" ---
--- Mostly inactive developer for: NuTracks - Central European Train Set --- Running/compiling for: Linux (x86) - Android - Windows (32/64 bit) ---

--- Need a file packer? 7-Zip --- BOINC - use your computing power to benefit science --- Block trackers, not ads --- Unix in dispersible pellets, the formula for the future. ---

User avatar
Nite Owl
Tycoon
Tycoon
Posts: 1889
Joined: 06 Mar 2007 19:32
Location: In The Dark

Re: American Road Replacement Set

Post by Nite Owl » 13 Mar 2013 04:54

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.
Humor is the second most subjective thing on the planet
------------------------------------------------------------
Brevity is the soul of wit and obscenity is its downfall
--------------------------------------------------------
Good Night And Good Luck - Read You Soon

User avatar
kamnet
Moderator
Moderator
Posts: 6892
Joined: 28 Sep 2009 17:15
Location: Eastern KY
Contact:

Re: American Road Replacement Set

Post by kamnet » 13 Mar 2013 04:58

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

User avatar
Andrew350
Route Supervisor
Route Supervisor
Posts: 503
Joined: 19 Dec 2011 07:54
Location: Washington State, USA
Contact:

Re: American Road Replacement Set

Post by Andrew350 » 13 Mar 2013 08:46

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.

User avatar
kamnet
Moderator
Moderator
Posts: 6892
Joined: 28 Sep 2009 17:15
Location: Eastern KY
Contact:

Re: American Road Replacement Set

Post by kamnet » 13 Mar 2013 13:29

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.

User avatar
supermop
Tycoon
Tycoon
Posts: 1047
Joined: 21 Feb 2010 00:15
Location: Fitzroy North - 96

Re: American Road Replacement Set

Post by supermop » 13 Mar 2013 14:35

I for one prefer the tire wear.

Post Reply

Return to “Graphics Releases”

Who is online

Users browsing this forum: No registered users and 5 guests