ISR/DWE style dock and objects, Version 1.1 released
Moderator: Graphics Moderators
Re: ISR style dock and objects, Version 1.3 released
If you'd do that with the roads, the vehicles would drive under the overlapping bit, rather than on top of it. In case of the depot, one wants to hide the vehices, hence the overlapping in the other direction. This has to do with something called drawing order.
That's essentially what jor[D]1 already said.
That's essentially what jor[D]1 already said.
Re: ISR style dock and objects, Version 1.3 released
Thanks for the explanation, I now understand what Jor[D]1 said. Could have figured it out by myself if I thought a little longer tough... If it were the other way around vehicles would be driving over buildings and trains would be visible on top of depots.FooBar wrote:If you'd do that with the roads, the vehicles would drive under the overlapping bit, rather than on top of it. In case of the depot, one wants to hide the vehices, hence the overlapping in the other direction.
Re: ISR style dock and objects, Version 1.3 released
Thnx that you like the GRF, I saw your screenshot-thread, looking good!
Also thnx for the suggestions, when I find time I'll certainly include those. Also I think I will include some tram-overlapping tiles.
But won't be in the near future
Also thnx for the suggestions, when I find time I'll certainly include those. Also I think I will include some tram-overlapping tiles.
But won't be in the near future
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: ISR style dock and objects, Version 1.3 released
I think that will prove difficult with the wires and all.Quast65 wrote:Also I think I will include some tram-overlapping tiles.
Re: ISR style dock and objects, Version 1.3 released
Actually the wires will not provide too much trouble as the current sprites allready work on tram tracks and do leave the poles visible, only the tracks themselves disapear.FooBar wrote: I think that will prove difficult with the wires and all.
Nice tramtracks you made btw.
- Attachments
-
- tramtrack_overlap.PNG (616.14 KiB) Viewed 3657 times
Last edited by Beul on 27 Jun 2012 17:24, edited 1 time in total.
Re: ISR style dock and objects, Version 1.3 released
That surprizes me actually. In that case there will be fairly easy to make those tiles!
Re: ISR style dock and objects, Version 1.3 released
Well, yes and no... It is good that the wires don't have to be drawn, but there are a lot of tiles to be drawn because of all the different crossings, turns and endpoints. and not forgetting the code A quick calculation, 2 straights, 4 endpoints, 4 corners, 4 t-sections, 1 x-crossing, makes 15... And that is only with tracks, don't forget that it might be useful (and looking better) to have them with the ISR-roads under it too, so that makes 30 and I'll probably want to convert some of the (un)loading tiles I've drawn too. Okay, it's a fairly easy job copy/pasting the tracks from a GPL-licensed set (hoping the tracks are separately drawn from the wires) and duplicating the code. But that is a boring job (lots of mindless repeating work, with adjusting small parts all the time), which takes some time that I don't want to put in just yet
But still, it's a crappy summer just yet here in Holland, so you might be surprised...
And indeed, you have drawn great tramtracks Foobar! And I've noticed they are GPL-licensed... So, I guess you wouldn't mind me using those?
But still, it's a crappy summer just yet here in Holland, so you might be surprised...
And indeed, you have drawn great tramtracks Foobar! And I've noticed they are GPL-licensed... So, I guess you wouldn't mind me using those?
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: ISR style dock and objects, Version 1.3 released
Not at all, so go ahead!
It might actually be worth to add "ISR terrain" to the track set itself. Let me know what you think is best.
It might actually be worth to add "ISR terrain" to the track set itself. Let me know what you think is best.
Re: ISR style dock and objects, Version 1.3 released
Unfortunately the easy jobs are not always fun indeed.Quast65 wrote:...lots of mindless repeating work, with adjusting small parts all the time..
What would be really nice is if you could make the tiles 'aware' what kind of track is underneath it and thus witch sprite should be displayed. That would mean the overlapping tiles would adjust themselves as the tram tracks get changed.
I do realize that what I am asking for involves a lot of extra coding. It should be possible though as the Dutch road furniture set already has some similar 'awareness' for the shoulder pieces that can detect a road and/or other shoulder piece of a neighboring tile.
Do you mean by adding them as a parameter option like the different kinds of ballast? If so, it would probably be less glitchy. On the other hand it would mean that you have to choose between balast and ISR terrain. And I want both Ah well, can't have it all.FooBar wrote: It might actually be worth to add "ISR terrain" to the track set itself.
Re: ISR style dock and objects, Version 1.3 released
That is indeed what I have in mind, yes.Beul wrote:Do you mean by adding them as a parameter option like the different kinds of ballast?FooBar wrote: It might actually be worth to add "ISR terrain" to the track set itself.
@Quast65:
I have the track available separate of everything, if you need it: http://dev.openttdcoop.org/projects/foo ... /track.png
Note that these tracks are slightly different than "default OpenTTD" and "OpenGFX". I've drawn them one pixel wider.
Re: ISR style dock and objects, Version 1.3 released
Well, first of all, I have no idea how to code that. And secondly, I don't think it will be necessary. These tiles will mainly be used inside an industrial environment (just like the ISR-roads), for moving cargo within the perimeters of that industrial area (for example moving cargo from a dock to a factory nearby). So most of these tramtracks will not be linked to the passengerlines.What would be really nice is if you could make the tiles 'aware' what kind of track is underneath it
That would indeed be very nice, but as stated by Beul, you can only choose one sort of "ballast". Using overlapping tiles will still give you the freedom to use a different sort of ballast in other regions. It would become very interesting if there is a possibility to get multiple sorts of road/tramtracks like there is for the railtracks. But I don't believe that option is available in the near future.It might actually be worth to add "ISR terrain" to the track set itself. Let me know what you think is best
Thnx, will look into that!I have the track available separate of everything, if you need it
I think that would be just great for industrial environments, looks more robust.Note that these tracks are slightly different than "default OpenTTD" and "OpenGFX". I've drawn them one pixel wider.
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: ISR style dock and objects, Version 1.3 released
Yes, that would indeed be the disadvantage of my suggestion. You'd get ISR-tramtracks anywhere then. On second thought that's probably not wanted. I can probably whip out a small test grf though, I'll look into that some time in the near future.Quast65 wrote:That would indeed be very nice, but as stated by Beul, you can only choose one sort of "ballast". Using overlapping tiles will still give you the freedom to use a different sort of ballast in other regions. It would become very interesting if there is a possibility to get multiple sorts of road/tramtracks like there is for the railtracks. But I don't believe that option is available in the near future.
Roadtypes is indeed what you'd want in this case, but I don't expect those to be available any time soon.
Re: ISR style dock and objects, Version 1.3 released
Well, I fired up photoshop and have drawn these:
The normal tramtracks, New-objects made invisible, wires made invisible too, to show the lay-out:
Tramtracks with the new-objects overlay, wires still made invisible:
Tramtracks with overlay and wires made visible:
I still have to draw a version with ISR roads and tramtracks, I think I'll do that after the weekend. Also I have to insert the code into a new version of this GRF and change some code of the GRF (I want to change the availability date of all the tiles from 1950 to much earlier as requested by some people). So you can expect a new version somewhere at the end of next week.
The normal tramtracks, New-objects made invisible, wires made invisible too, to show the lay-out:
Tramtracks with the new-objects overlay, wires still made invisible:
Tramtracks with overlay and wires made visible:
I still have to draw a version with ISR roads and tramtracks, I think I'll do that after the weekend. Also I have to insert the code into a new version of this GRF and change some code of the GRF (I want to change the availability date of all the tiles from 1950 to much earlier as requested by some people). So you can expect a new version somewhere at the end of next week.
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: ISR style dock and objects, Version 1.3 released
That looks very good, well done!
Re: ISR style dock and objects, Version 1.3 released
Any chance that you can fix this small glitch? The drive-through buildings are overlapping objects in front of them.
- Attachments
-
- isrtiles.png (5.65 KiB) Viewed 3275 times
Do you like drones, quadcopters & flying toys? Check out Drone Strike Force!
Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets
Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets
Re: ISR style dock and objects, Version 1.3 released
I am afraid that is a problem that is inherent to the use of overlapping tiles
I have noticed this problem in my creations before, but also with others that use overlapping tiles (screenie from the modular locomotive sheds GRF): I don't think this can be fixed until boundingboxes can get negative values (and thus boundingboxes can also cover the overlapping part).
Using overlapping tiles confuses the sprite sorter and sadly you will get these problems. You will have to be careful about how you place stuff in front of an overlapping tile. Overlapping tiles are essentially themselves a bug that can be used to create some nice visual effects, but they will create other problems sometimes.
So I don't think I can fix this issue...
I have noticed this problem in my creations before, but also with others that use overlapping tiles (screenie from the modular locomotive sheds GRF): I don't think this can be fixed until boundingboxes can get negative values (and thus boundingboxes can also cover the overlapping part).
Using overlapping tiles confuses the sprite sorter and sadly you will get these problems. You will have to be careful about how you place stuff in front of an overlapping tile. Overlapping tiles are essentially themselves a bug that can be used to create some nice visual effects, but they will create other problems sometimes.
So I don't think I can fix this issue...
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: ISR style dock and objects, Version 1.3 released
They can. You can move the bounding box off the tile in any direction. But there's no guarantee that it will work as expected, as bounding boxes that are off the tile are not supported.Quast65 wrote:I don't think this can be fixed until boundingboxes can get negative values (and thus boundingboxes can also cover the overlapping part).
Re: ISR style dock and objects, Version 1.3 released
Okay, well, while we're waiting for that, another idea - instead of just having an empty tile of asphalt as the base for the overlapping sprites, can we also have ones that have buildings on it so that there's not so much wide open space?
Also, have you considered the valuables buildings for the drive-thru sheds?
Also, have you considered the valuables buildings for the drive-thru sheds?
Do you like drones, quadcopters & flying toys? Check out Drone Strike Force!
Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets
Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets
Re: ISR style dock and objects, Version 1.3 released
Buildings on the base of the overlapping sprites just to limit the open space will not be very important for me to draw and code. This stuff takes up a lot of space, so they should be used in industrial areas that have a lot of space available...
The valuables buildings as drive-thru sheds is a good suggestion! To be honest all the stuff that ISR has that could be used as drive-thru tiles are very interesting. However this is just a one man show at the moment, so all is dependent on my available time and effort and interest I want to and can put into it.
Currently I'm working on some other stuff outside this GRF and also working on some stuff for this GRF that is just a bit more interesting to me, so don't expect some new drive-thru sheds at the moment. However, if you can't resist firing up some graphics editor and draw them, I'll be happy to code them into this GRF.
The valuables buildings as drive-thru sheds is a good suggestion! To be honest all the stuff that ISR has that could be used as drive-thru tiles are very interesting. However this is just a one man show at the moment, so all is dependent on my available time and effort and interest I want to and can put into it.
Currently I'm working on some other stuff outside this GRF and also working on some stuff for this GRF that is just a bit more interesting to me, so don't expect some new drive-thru sheds at the moment. However, if you can't resist firing up some graphics editor and draw them, I'll be happy to code them into this GRF.
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Who is online
Users browsing this forum: le_harv and 22 guests