I also got distracted making some parking spaces for modern roads, but thought they looked too busy so decided against them: I thought I would like it, but after seeing the result it just looks too busy. But let me know if you think different

Moderator: Graphics Moderators
Too busy?? Are you kidding? They look like the day after the radical left won an election and banned all vehicles!
Adding cars just means all tiles will end up looking exactly the same...unless there's a way to randomize the graphics? (I don't know of any)
Zone 4 is where the streetlights are...and my parking spaces go around them...wallyweb wrote: 12 Jan 2020 05:38 Also ... NOT in Zone 4. That's the commercial core of the city where all parking is off-street.
Zone 3 is where the trees are...they are unavoidable, so no parking spaces...
These zones do have parking spaces. All of the above zones (including these ones) are in the above screenshot(s).
RandomAction2
Thank you appreciated.Kruemelchen wrote: 20 Feb 2020 16:31 Dear Andrew, Garry and the others working on this great set, it is turning out really good
Here the source of the 2 road sets I been working on so you can get what info you need.Kruemelchen wrote: 20 Feb 2020 16:31 I finally came around testing AuzRattRoads with snow aware graphics. It looks really awesome!
The upcoming release of my off-road truck set (SUV) will ship with full support for RATT roads 0.4.1!
However, I couldn't get it to work properly with AuzRattRoads. So it'd be nice to name the road types so I can support it
Are you planning on making a specialized "vehicle" set to go with this, or just making some eyecandy stuff? If it's only the latter, I'm not sure there's any point in adding compatibility if nothing will ever use it.Gadg8eer wrote: 21 Feb 2020 00:53 Would you be willing to give some of your roads compatibility (powered_roadtypes) with UTIL, TELE, WIRE and PIPE? I'm building a roadtype set that gives roads designed to look like utility lines, and it would be nice if urban roads had "underground utility corridors" for power, telecom and plumbing. Thanks for your time, I really like what you've done with your roadsets.
Yes, there will be vehicles for these roadtypes. I've already started on the roadset in question...Andrew350 wrote: 22 Feb 2020 05:20Are you planning on making a specialized "vehicle" set to go with this, or just making some eyecandy stuff? If it's only the latter, I'm not sure there's any point in adding compatibility if nothing will ever use it.Gadg8eer wrote: 21 Feb 2020 00:53 Would you be willing to give some of your roads compatibility (powered_roadtypes) with UTIL, TELE, WIRE and PIPE? I'm building a roadtype set that gives roads designed to look like utility lines, and it would be nice if urban roads had "underground utility corridors" for power, telecom and plumbing. Thanks for your time, I really like what you've done with your roadsets.
If you are going to make a vehicle set then maybe we can talkBut it should be noted, neither I nor Garry have a road specifically intended for urban areas, and if your "roads" ever connect perpendicular to these normal roads (like at crossings) you will get weird random intersections and the possibility that the "vehicles" may wander off down a shorter, unintended route. Not a showstopper, especially since bridges are a thing, just something to take into consideration
![]()
Oh wow, that looks nice, I hope to play around with it some time but at the moment I've been playing around with other games. Perhaps its time to get back to OpenTTDGarryG wrote: 22 Mar 2020 06:25 Managed to update the AuzRattRoads sooner than I expected. Not easy to judge time when have to share computer with the kids.
You will find both game file and the source.
Changes:
* Altered the design of the Sound Proof Fence on slopes.
* The Sound Proof Fence middle tiles can now be built on slopes.
* Add the Depot-Service Station and the object pieces to this set.
* Also changed the design slightly so that the Depot can go with the object sets better.
* The Object buildings now have dirty concrete floors same as the Depot. Question is now which building is which?
Service Station.png
For the concrete road effect you will need the "ISRRoadtypeSetAddon"
* The City Roads I altered the street lights so hope they don't glitch now with RVs.
* The City Roads and The Single Lane Roads all have the Depot Service Station.
I've included the game file and the source. The ISRRoadtypeSetAddon will be in next post.
Users browsing this forum: Bing [Bot], JGR and 7 guests