[NRT]Ufiby's Road, Tram, Trolleybus and Rail track
Moderator: Graphics Moderators
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)
I completely agree. Without adding a way to check the current railtype & its alternatives/compatibles it's going to complicate train sets a lot. If the track set doesn't define the alternatives/compatibles as originally intended in the spec it's even worse
Though to be fair that check would be a bit slower - instead of check if one item (current railtype) is present in an array (as done with VarAction2; the NML check probably compiles to VarAction2 as well), it'd have to check if an array (current railtype + alternative + compatible) would have any common member with the MY_AC_RAILS array. All of this would be done for each train, for each track piece. I think the pathfinder caches the results, but still
Though to be fair that check would be a bit slower - instead of check if one item (current railtype) is present in an array (as done with VarAction2; the NML check probably compiles to VarAction2 as well), it'd have to check if an array (current railtype + alternative + compatible) would have any common member with the MY_AC_RAILS array. All of this would be done for each train, for each track piece. I think the pathfinder caches the results, but still
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)
Hello! After a long break. I decided to study how to create bridges, it was not easy, it was not clear with the NFO code (all codes with 16 system of numbering) and suffered. So it turned out the first bridge.
I'll take care of the bridge next.
I'll take care of the bridge next.
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)
These look great! having a generic bridge set in the vein of TBRS that's up to date is something I've been wanting for a while. How many and what kinds of bridges are you thinking of doing?
Check out some of the stuff I work on
Auztrains Project Generic Trains Ragin's Random Sprite Collection Great Societies Metro Pack
Auztrains Project Generic Trains Ragin's Random Sprite Collection Great Societies Metro Pack
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)
Would you be able to coordinate your bridges with my Individual Bridge Series? I'm trying to make individual bridges using GPL graphics that are compatible with Railtypes and NRT. Here's a spreadsheet of the bridge IDs I planned to use, I can make changes to accomodate compatibility with your GRF if you want to make more bridges...
- Attachments
-
- Individual Bridge Series.ods
- (22.38 KiB) Downloaded 125 times
I have Asperger's, please be easy on me about stuff. My apologies if I've been a problem for you in the past.
-
- Route Supervisor
- Posts: 466
- Joined: 15 Jun 2007 09:27
- Skype: madchimiste
- Location: Berlin, Deutschland
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)
These look really nice!
- wicket-303
- Engineer
- Posts: 21
- Joined: 19 Sep 2017 05:52
- Location: Japan
- Contact:
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (15.05.2020)
Try using more than one railtype set, you should be able to find a GRF that combines multiple guages.wicket-303 wrote: ↑10 Sep 2020 08:19 It's great to make a bridge!
But I am waiting.
Do you want to make this?
I have Asperger's, please be easy on me about stuff. My apologies if I've been a problem for you in the past.
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)
I second Arikover's suggestion from an earlier page.
If a roadtype doesn't allow houses and/or rail crossings, being able to know about it from build menu (or anywhere else in-game that doesn't involve external reference) would be very useful.
Also if I may add one suggestion of my own? Low priority, if it happens, nice.. if not, I'm okay with that too..
Would it be possible to add a parameter that changes standard gauge graphics for narrow ones, the way Japanese Set Tracks do (IIRC it's called "finescale" there)?
I've used narrow/finescale tracks for years and I found that I prefer the way they look, the default standards follow the old TTD standard and the track gauge looks massively oversized compared to the vehicles.
If a roadtype doesn't allow houses and/or rail crossings, being able to know about it from build menu (or anywhere else in-game that doesn't involve external reference) would be very useful.
Also if I may add one suggestion of my own? Low priority, if it happens, nice.. if not, I'm okay with that too..
Would it be possible to add a parameter that changes standard gauge graphics for narrow ones, the way Japanese Set Tracks do (IIRC it's called "finescale" there)?
I've used narrow/finescale tracks for years and I found that I prefer the way they look, the default standards follow the old TTD standard and the track gauge looks massively oversized compared to the vehicles.
My visits on the forums are sporadic only, so PMs may go unanswered for a long time. If you wish to report a bug etc., the best option is via DM or ping on r/Openttd Discord
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)
Good results with the bridge work.
This is a girder bridge This is a steel, girder bridge And another urban, concrete bridge. On the city road bridge you can see the lighting I'm working on the rest of the bridges (cantilever, suspension, and tubular), but not this fast.
This is a girder bridge This is a steel, girder bridge And another urban, concrete bridge. On the city road bridge you can see the lighting I'm working on the rest of the bridges (cantilever, suspension, and tubular), but not this fast.
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)
The bridges looks pretty nice. I'm not too sure about the concrete monorail one though.
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)
this bridge is not approved, but it is possible. It was difficult to choose one of the two options. The bridge is suitable for urban conditions.I'm not too sure about the concrete monorail one though.
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)
I'd say A but without the red fences.
B looks like it's just the rail with no supports, 2 tiles is quite long for the bare rail, not realistic at all.
B looks like it's just the rail with no supports, 2 tiles is quite long for the bare rail, not realistic at all.
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)
I think it's better
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)
Looks better, though I still think the A version without the red fences would look better. This one is just a bit too plain
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)
Hi, first thank you for this wonderful set!
I wonder if this is a known glitch with IRS Road tunnels?
I wonder if this is a known glitch with IRS Road tunnels?
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)
Hi!
My graphics for the object. I don't mind if you want to use my tiles for the object
My graphics for the object. I don't mind if you want to use my tiles for the object
- Attachments
-
- Objects.png (13.8 KiB) Viewed 4018 times
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)
Hi!
Its a really amazing set, I think the best in category. Nice work!
The only thing what is missing: customization! Im using a lot of train & vehicle set, and some of them not competitve with the others, so I like manually setup the rail/road lines speed, maintence and build costs. For example in NuTrack. Maybe an allow/restrict for each track/road... Maybe introducing date...
Is possible to make customizable parameters?
Its a really amazing set, I think the best in category. Nice work!
The only thing what is missing: customization! Im using a lot of train & vehicle set, and some of them not competitve with the others, so I like manually setup the rail/road lines speed, maintence and build costs. For example in NuTrack. Maybe an allow/restrict for each track/road... Maybe introducing date...
Is possible to make customizable parameters?
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)
Love these snowy versions, I can use them in my objects (_SNOW ground).
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (16.06.2020)
Hi!
I answer briefly, some asked questions
- -
They don't stop like this, they move over cantilever bridges
I answer briefly, some asked questions
I don't plan. I arrange that there are standard and narrow rails.
I know, and everyone knows it, too. For this reason, The openttd does not modifications the tunnel for NRT, except for the basic one. I don't know when the tunnel will be completed. I'm looking forward to it.
I refuse that the parameters are similar to NuTrack. Maybe the parameters are analogous to the Japanese rail tracks or more precisely I do not know. The Road set have quite sufficient.
So you will succeed. Good luck!
- -
They don't stop like this, they move over cantilever bridges
- Attachments
-
- bridge_TEST.png (15.36 KiB) Viewed 3688 times
Who is online
Users browsing this forum: No registered users and 40 guests