No, it's not possible. But I'll provide some overlapping eyecandy NewObjects, when I come to it.acs121 wrote:I dunno if it's possible to have "transition tiles" between roadtypes...it looks quite ugly connected to other roads.
Country Roads (NRT)
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Re: Country Roads (NRT)
Re: Country Roads (NRT)
For this ask help to Quast65, he knows really well how to do overlapping tilesKruemelchen wrote:No, it's not possible. But I'll provide some overlapping eyecandy NewObjects, when I come to it.acs121 wrote:I dunno if it's possible to have "transition tiles" between roadtypes...it looks quite ugly connected to other roads.
Re: Country Roads (NRT)
I am working on a spreadsheet of amphibious vehicles which could be utilized with such a set.Lesarthois wrote:Lovely! That would be nice on a high water level map. Or to make "scenic" places, or well, jsut for eyecandy.
A nice touch would be to have anphibious vehicles.. I think, there are those "Ducks" vehicles in the USA?
https://docs.google.com/spreadsheets/d/ ... sp=sharing
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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
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Re: Country Roads (NRT)
I'll pm you on thiskamnet wrote:I am working on a spreadsheet of amphibious vehicles which could be utilized with such a set.
https://docs.google.com/spreadsheets/d/ ... sp=sharing
It will take some time, since I am already procrastinating too much with OTTD
But I drew some small electro boats tonight ... Not much left to do until a release, now ... (though I really need to work on some paper instead )
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Re: Country Roads (NRT)
and for more fancy canal roads :
Trolley boats
(this is totally a joke suggestion.)
Trolley boats
(this is totally a joke suggestion.)
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Re: Country Roads (NRT)
The French canal system had some electric trolley haulage too
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Re: Country Roads (NRT)
I can clearly see in what direction this is going ...
Here you have your (fake) catenary Doesn't work with pantographs though
While this works graphically flawless (no clipping for most vehicles), activating the catenary bit also puts real catenary on bridges. I doubt I can do anything about it, as well as the occasionally misplaced bridges due to me misusing catenary functionality shamelessly
.. I like the approach of dumb "intelligent" eyecandy placement though
Edit: Do you think houses should be built along the canals?
Here you have your (fake) catenary Doesn't work with pantographs though
While this works graphically flawless (no clipping for most vehicles), activating the catenary bit also puts real catenary on bridges. I doubt I can do anything about it, as well as the occasionally misplaced bridges due to me misusing catenary functionality shamelessly
.. I like the approach of dumb "intelligent" eyecandy placement though
Edit: Do you think houses should be built along the canals?
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Waterway Roads GRF
Here you may playtest the 0.1 version of the waterway:
* NewObjects for placement in water and transition tiles, i.e. landing areas.
* Snow graphics
Features still missing are:
* NewObjects for placement in water and transition tiles, i.e. landing areas.
* Snow graphics
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Re: Country Roads (NRT)
Thank you for this road set, I can not live anymore without it !Kruemelchen wrote:New version out now!
Country Roads 0.2.3
Please include the attached proposal for the french language in your next versions.
Just for you to check if not already corrected : NewGRF name starts with a space, causing sorting mismatch.
Maybe you can include a new string parameter about the speed limit on each road type. This parametric way of customisation is a great idea each roadtype should include.
Best regards and many thanks,
Pascal.
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Re: Country Roads (NRT)
Thank you so much! <3Pascal Lambert wrote:Thank you for this road set, I can not live anymore without it !
Please include the attached proposal for the french language in your next versions.
I'll introduce it with the next release!
Thank you for reporting that Will be fixed in the next release.Just for you to check if not already corrected : NewGRF name starts with a space, causing sorting mismatch.
Maybe you can include a new string parameter about the speed limit on each road type. This parametric way of customisation is a great idea each roadtype should include.
About the parameter strings for the speed limit. I don't know why I haven't properly made up strings for these parameters ...
Will add some basic line around "speed limit of X" "Changes the speed limit of X for all vehicles."
Re: Country Roads (NRT)
I made a few changements to the french translation of Pascal Lambert.
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Re: Country Roads (NRT)
This will become a habit of yours
– merged, thank you
– merged, thank you
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Re: Country Roads (NRT)
... made some lock graphics for waterway (based on ogfx)
coded them as catenary, so they do clip* though ... *due to pre set bounding boxes for the usual catenary poles or me just don't know how to set them or this not being implemented yet or never will
coded them as catenary, so they do clip* though ... *due to pre set bounding boxes for the usual catenary poles or me just don't know how to set them or this not being implemented yet or never will
Re: Country Roads (NRT)
oh nice and funny coincidence, look what i started drawing today
i plan to make a version without gates if you are interested i ll post it once i ve done all views
i plan to make a version without gates if you are interested i ll post it once i ve done all views
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Re: Country Roads (NRT)
Nice coincidence
but yours look really stunning!
(Too bad we can't have animated doors ...)
And I really like your green fences, may I steal them?
Edit: Also drew a new boat:
but yours look really stunning!
That would be absolutely awesome, I'd love to use your sprites with this set, thank you!romazoon wrote: i plan to make a version without gates if you are interested i ll post it once i ve done all views
(Too bad we can't have animated doors ...)
And I really like your green fences, may I steal them?
Edit: Also drew a new boat:
Re: Country Roads (NRT)
You can sprite the water waves as the road, and the lock as catenary. Thus only the lock will overlap.Kruemelchen wrote:... made some lock graphics for waterway (based on ogfx)
coded them as catenary, so they do clip* though ...small lock.png
*due to pre set bounding boxes for the usual catenary poles or me just don't know how to set them or this not being implemented yet or never will
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Re: Country Roads (NRT)
I am doing that already.acs121 wrote:You can sprite the water waves as the road, and the lock as catenary. Thus only the lock will overlap.
You can observe the clipping ingame if you load the grf I posted some posts above in the game and let boats run below the bridges. The tip of the boat will clip when it tries to go under the bridge.
Naturally, "catenaries" that stretch all tile long will clip much more obviously, as can be seen in the following picture: I suspect then it has something to do with incorrect bounding boxes for the "catenary", as can also be seen in the above picture (no bounding box for the back and front side of the lock)
Re: Country Roads (NRT)
Thanks for the complimentKruemelchen wrote:That would be absolutely awesome, I'd love to use your sprites with this set, thank you!
(Too bad we can't have animated doors ...)
And I really like your green fences, may I steal them?
And those green fences they are made by flogeza and are used in City Object newgrf (there is canal inside, and those canals use that green fence)
If i m not mistaken they are gpl2 so that would allow you to steal them too, like i did
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Re: Country Roads (NRT)
Thanks for pointing me at the great city objects grf, I think I'll incorporate their canal type as well
Meanwhile I've finished snow and ice graphics:
Meanwhile I've finished snow and ice graphics:
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Re: Country Roads (NRT)
finished another set of style plus lock graphics, aligning with the canals from flogeza's city objects:
Thanks to romazoon for letting me base the lock on their sprites
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