Country Roads (NRT)
Moderator: Graphics Moderators
Re: Country Roads (NRT)
THIS is exactly what I was waiting for NRT
Great work Kruemelchen!
Great work Kruemelchen!
-
- Transport Coordinator
- Posts: 287
- Joined: 18 Feb 2017 17:47
Re: Country Roads (NRT)
Thank youWolf01 wrote:THIS is exactly what I was waiting for NRT
Great work Kruemelchen!
Meanwhile I finished drawing the lock graphics in all 4 'canal' styles due to a flu haunting me ...
Besides, you may now download a version 0.2 in THIS THREAD.
A future version may contain NewObjects like transitions, small harbours etc., though I don't mind someone stepping in and drawing/coding some ideas
Re: Country Roads (NRT)
Hello, I hope that with NRT now in trunk/master this wonderful grf will be contined/finished, specially the canaltype part
-
- Transport Coordinator
- Posts: 287
- Joined: 18 Feb 2017 17:47
Re: Country Roads (NRT)
Thank you for your interestWolf01 wrote:Hello, I hope that with NRT now in trunk/master this wonderful grf will be contined/finished, specially the canaltype part
I'm really pleased NRT made it into trunk. However, I hope we will see some new features included throughout the year (i.e. the ones noted in Frosch's NRT docs), which would make the experience much nicer I think.
The most wanted thing I can't realise at the current feature set are proper transitions between types, since I can't check for adjacent tiles or level crossings. Neither I can draw different station graphics.
But only with those features (or more) included into master I can really finish my sets.
Besides that, is there something in particular you want to see included in the canal set? I cannot really work on it until the end of this year, so I can only publish amendments until then, but I can keep it in mind when I finally come to it
PS: next version of country roads will feature a furt / river-crossing. However, it has to be placed manually since I can't check adjacent tiles
-
- Transport Coordinator
- Posts: 287
- Joined: 18 Feb 2017 17:47
Re: Country Roads (NRT)
Here is a small preview of fords that can be 'waded across' by off-road trucks (snow graphics):
PS: I'm not yet sure if I will provide special graphics for trucks to immerse a water crossing. Might be too much work
The speed is limited to ca. 5 kmh for both trucks and boats, for realism and 'cheating' prevention
PS: I'm not yet sure if I will provide special graphics for trucks to immerse a water crossing. Might be too much work
- andythenorth
- Tycoon
- Posts: 5658
- Joined: 31 Mar 2007 14:23
- Location: Lost in Music
Re: Country Roads (NRT)
Ha ha, that's awesome, it's like 2008 came callingKruemelchen wrote:Here is a small preview of fords that can be 'waded across' by off-road trucks (snow graphics):furts over rivers.png
viewtopic.php?p=703310#p703310
andythenorth in 2008 wrote:I am try to work out if we can do a ford element. I'm guessing we can't drive through water (sprite engine probably wouldn't know how to do that; no alpha support on water), but I think we might be able to fake something like it with a bridge just above the water. Any thoughts?
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
-
- Transport Coordinator
- Posts: 287
- Joined: 18 Feb 2017 17:47
Re: Country Roads (NRT)
Welcome to the future
I also wanted to make my water roads runnable on sea-level (which technically is no problem...), but I can't check for height of the tile, so that feature won't make it into the GRF graphical-wise
(you can of course hide the 'canal borders' with NewObjects, but I like the lazy approach ) (at the upper shore you can see how waterways can blend over with streets if the waterroad is below the street (i.e. is being drawn over it). At the lower shore you see a mud slope, which can only be taken by off-road trucks)
On a different note ... here is the second part of street covering snow: Please use this in your sets as you please
PS: The first part (heavier snow) can be found here.
I also wanted to make my water roads runnable on sea-level (which technically is no problem...), but I can't check for height of the tile, so that feature won't make it into the GRF graphical-wise
(you can of course hide the 'canal borders' with NewObjects, but I like the lazy approach ) (at the upper shore you can see how waterways can blend over with streets if the waterroad is below the street (i.e. is being drawn over it). At the lower shore you see a mud slope, which can only be taken by off-road trucks)
On a different note ... here is the second part of street covering snow: Please use this in your sets as you please
PS: The first part (heavier snow) can be found here.
Re: Country Roads (NRT)
Really astounding
-
- Chief Executive
- Posts: 675
- Joined: 03 Apr 2016 20:19
Re: Country Roads (NRT)
Can you make the different waterways separate roadtypes, so that the player isn't forced to choose between them in spite of having 64 roadtype slots? Also, a roadtype which is just an ocean tile graphic would allow you to make ocean waterways.
Licenses for my work...
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.
Re: Country Roads (NRT)
Are the fords a roadtype or an overlapping object ?Kruemelchen wrote: ↑10 May 2019 14:31 Here is a small preview of fords that can be 'waded across' by off-road trucks (snow graphics):furts over rivers.png
The speed is limited to ca. 5 kmh for both trucks and boats, for realism and 'cheating' prevention
PS: I'm not yet sure if I will provide special graphics for trucks to immerse a water crossing. Might be too much work
Also, excuse me if that's just a stupid question, but I thought waterbuses would be able to go on both roadtypes at about the same speed ?
-
- Chief Executive
- Posts: 675
- Joined: 03 Apr 2016 20:19
Re: Country Roads (NRT)
Can I have a copy of the source code of the waterways, please? Thank you.
Licenses for my work...
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.
-
- Transport Coordinator
- Posts: 287
- Joined: 18 Feb 2017 17:47
Re: Country Roads (NRT)
At the time of creation there were only 16 slots, hence the decisions during initial development. I am considering separating them into several 'styles', but wasn't sure on how to separate all 5 styles: river, concrete, concrete w/ white fence, concrete w/ green fence, concrete w/ flowers.SimYouLater wrote: ↑13 Aug 2019 04:44 Can you make the different waterways separate roadtypes, so that the player isn't forced to choose between them in spite of having 64 roadtype slots? Also, a roadtype which is just an ocean tile graphic would allow you to make ocean waterways.
Do you prefer to have 5 different styles to choose from, or just three with varying decorations by town zone?
The version 0.2 is still up to date, which source code has been provided hereSimYouLater wrote: ↑17 Aug 2019 04:27 Can I have a copy of the source code of the waterways, please? Thank you.
I've implemented the fords as a roadtype, because it would have support for both ships and off-road trucks, so you would place it via road build menu.
No, that's not a stupid question Usually 'waterbuses' or amphibious trucks have different speeds for a) road b) off-road c) water, where the last is usually measured in knots and speed-wise considerably slower than on-land. And this is because of pure physics
As for fords, they are shallow so that trucks can pass them, so big ships cannot run over it because they lie too deep in the water. But even small ships would need to slow down I guess, so they wouldn't cast big waves which would endanger crossing trucks or damage the bank the trucks are taking. Also it could be argued everyone would need to pay attention.
Re: Country Roads (NRT)
Hello Kruemelchen,
Hope you have no objection if Andrew360 and myself use your snow for the RattRoads we are making?
The heavy snow and street covering snow look excellent.
Cheers pal
GarryG
Hope you have no objection if Andrew360 and myself use your snow for the RattRoads we are making?
The heavy snow and street covering snow look excellent.
Cheers pal
GarryG
Soot Happens
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
-
- Transport Coordinator
- Posts: 287
- Joined: 18 Feb 2017 17:47
Re: Country Roads (NRT)
Hello GarryG,
nice hearing from you
(its GPL'ed)
And thank you, I really like what you guys are doing with RattRoads! I'm following the thread, I'm looking forward using it in my next savegame :3
Cheers
Krümelchen
nice hearing from you
Please, go ahead, you can use it any way you like
(its GPL'ed)
And thank you, I really like what you guys are doing with RattRoads! I'm following the thread, I'm looking forward using it in my next savegame :3
Cheers
Krümelchen
Re: Country Roads (NRT)
Thank you Krumelchen very much appreciated.
I bit old fashioned, although your work is GPL I still like to show appreciation and ask still. A bit like when our mum cook a cake we know it for us but still ask her o have a piece
All my roads for AuzRattRoads are snow aware using your snow. I used your street covering snow and put the heavy stuff on stop so it shows a splash of snow.
Hope have a test sample available in a day or three. My computer crashed yesterday. I got it going again and lucky not lose any work, but have the boring task loading programs back on.
Cheers
Garry
I bit old fashioned, although your work is GPL I still like to show appreciation and ask still. A bit like when our mum cook a cake we know it for us but still ask her o have a piece
All my roads for AuzRattRoads are snow aware using your snow. I used your street covering snow and put the heavy stuff on stop so it shows a splash of snow.
Hope have a test sample available in a day or three. My computer crashed yesterday. I got it going again and lucky not lose any work, but have the boring task loading programs back on.
Cheers
Garry
Soot Happens
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
Re: Country Roads (NRT)
Thought you would like to see your snow being used elsewhere such as with railway lines.
Thanks again for being able to use your project.
Just a bit of tweaking to do before I can let people try.Thanks again for being able to use your project.
Soot Happens
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
-
- Transport Coordinator
- Posts: 287
- Joined: 18 Feb 2017 17:47
Re: Country Roads (NRT)
Hi Garry,
thank you for letting me see that railway preview, I'll definitely use this in my games when it's released!
I'm very glad something I made is good enough to be considered reusable by others
Definitely looking forward AuzRattRoads, actually I'm using your GRFs quite a lot in my games!
Cheers
Krümelchen
thank you for letting me see that railway preview, I'll definitely use this in my games when it's released!
This is very much appreciated, Garry
I'm very glad something I made is good enough to be considered reusable by others
Definitely looking forward AuzRattRoads, actually I'm using your GRFs quite a lot in my games!
Cheers
Krümelchen
-
- Transport Coordinator
- Posts: 287
- Joined: 18 Feb 2017 17:47
Re: Country Roads (NRT)
I've got some addition for the upcoming release of version 0.3 of this GRF: Frozen River Roads!
... now you can "ship" your cargo through the tundra, using frozen rivers as your natural streets.
But beware, it could melt when spring is coming (just kidding)
PS: it looks good as glacier too
PPS: I'm not sure anyone notices this, but the road types of this set now support soft edges to make for a more natural transition between road types
(atm waterway road types only, but country roads might follow)
Kruemelchen
... now you can "ship" your cargo through the tundra, using frozen rivers as your natural streets.
But beware, it could melt when spring is coming (just kidding)
PS: it looks good as glacier too
PPS: I'm not sure anyone notices this, but the road types of this set now support soft edges to make for a more natural transition between road types
(atm waterway road types only, but country roads might follow)
Kruemelchen
-
- Transport Coordinator
- Posts: 287
- Joined: 18 Feb 2017 17:47
Re: Country Roads (NRT)
Finally, the final version out now!
Country Roads 1.0
Country Roads 1.0
- new 'feature': finer road transitions
- bugfix: finer snow marker poles (finally!!)
- change: parameter clean up, so compatibility was broken
- addition: French (finally!! ) and Japanese translations
- Attachments
-
- CountryRoads_1_0.7z
- Source File (v. 1.0)
- (1.46 MiB) Downloaded 183 times
-
- countryroads.grf
- GRF File (v. 1.0)
- (343.2 KiB) Downloaded 220 times
Re: Country Roads (NRT)
I've included these in the GPL Roadtype Collection, with realistic (very slow) speed limits. Full credits to you, Kruemelchen, since I barely modified your code.Kruemelchen wrote: ↑21 Apr 2020 00:53 Finally, the final version out now!
Country Roads 1.0I'll push it to Bananas in the next couple of days or when I come to it
- new 'feature': finer road transitions
- bugfix: finer snow marker poles (finally!!)
- change: parameter clean up, so compatibility was broken
- addition: French (finally!! ) and Japanese translations
I have Asperger's, please be easy on me about stuff. My apologies if I've been a problem for you in the past.
Who is online
Users browsing this forum: No registered users and 19 guests