[FORK] Dutch Road Furniture for Quast65's RoadSet

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

Moderator: Graphics Moderators

User avatar
Quast65
Tycoon
Tycoon
Posts: 2807
Joined: 09 Oct 2011 13:51
Location: The Netherlands

Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by Quast65 »

RoyalExamination9410 wrote: 26 Mar 2024 01:06 How do you get it to work? I supposedly downloaded the latest update but it only shows the older version when I load it to my openttd. I can't see any of the newly added features
A possible solution: you may need to remove any older versions from the folder OpenTTD searches for GRFs.
(You can just move them to another folder, like for example DOWNLOADS, until you are sure the new version works, then you can delete them if you want)
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.
User avatar
belgi
Transport Coordinator
Transport Coordinator
Posts: 289
Joined: 01 Jan 2023 14:34
Location: Hluboka nad Vltavou, CZ

Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by belgi »

Quast65 wrote: 25 Mar 2024 19:04 (road)Works In Progress :twisted:
Example1002.png
That's a great idea!
And there could easily be some excavators and similar machines that repair a broken or old highway ;-)

I wish you a nice day
User avatar
JohnFranklin523
Traffic Manager
Traffic Manager
Posts: 213
Joined: 15 Mar 2022 13:01
Location: Zibo, Shandong, China
Contact:

Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by JohnFranklin523 »

RoyalExamination9410 wrote: 26 Mar 2024 01:06 How do you get it to work? I supposedly downloaded the latest update but it only shows the older version when I load it to my openttd. I can't see any of the newly added features
Type in console:

Code: Select all

set newgrf_show_old_versions true
And you will find all versions.
Leaping Liu Never Dies
跨越不死,曙光永生
The founder of China Set; the operator of JFServer.
My GRFs besides China Set
My Scenarios and Heightmaps
User avatar
Overjay
Engineer
Engineer
Posts: 3
Joined: 15 Mar 2024 10:24

Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by Overjay »

PSA for anyone who uses RattRoads. This NewGRF is fully compatible with RattRoads highways in European/UK mode (white markings).
User avatar
Quast65
Tycoon
Tycoon
Posts: 2807
Joined: 09 Oct 2011 13:51
Location: The Netherlands

Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by Quast65 »

Example1071.png
Example1071.png (107.59 KiB) Viewed 3029 times
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.
desertbus95
Engineer
Engineer
Posts: 40
Joined: 30 Jul 2024 07:21

Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by desertbus95 »

Quast65 wrote: 15 Oct 2024 19:27 Example1071.png
:bow:
Silverx50
Route Supervisor
Route Supervisor
Posts: 431
Joined: 13 Apr 2007 19:52
Location: Den Haag, The Netherlands

Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by Silverx50 »

that is very cool!
All my projects are GPLv2 License.

Dutch landmark Object Set Workshop viewtopic.php?f=26&t=75071
My stations workshop viewtopic.php?f=26&t=74749
User avatar
Quast65
Tycoon
Tycoon
Posts: 2807
Joined: 09 Oct 2011 13:51
Location: The Netherlands

Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by Quast65 »

WIP
Example1075.png
Example1075.png (229.16 KiB) Viewed 2703 times
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.
User avatar
GarryG
Tycoon
Tycoon
Posts: 6212
Joined: 14 Feb 2015 00:44
Location: Newcastle, Australia

Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by GarryG »

Quast65 wrote: 30 Oct 2024 16:34WIP
:bow: :bow: :bow: :bow:
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
Videos and Images of Trains: viewtopic.php?t=90763
User avatar
Quast65
Tycoon
Tycoon
Posts: 2807
Joined: 09 Oct 2011 13:51
Location: The Netherlands

Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by Quast65 »

Image
Example1078.png
(274.84 KiB) Not downloaded yet
Last edited by Quast65 on 02 Nov 2024 22:36, edited 1 time in total.
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.
ebla71
Route Supervisor
Route Supervisor
Posts: 497
Joined: 14 Apr 2021 21:48
Location: Earth

Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by ebla71 »

Looks impressive - but how does it work?

Just for visuals or a "real road piece" underneath and covered by overlays?!?
User avatar
Quast65
Tycoon
Tycoon
Posts: 2807
Joined: 09 Oct 2011 13:51
Location: The Netherlands

Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by Quast65 »

ebla71 wrote: 02 Nov 2024 18:20 "real road piece" underneath and covered by overlays?!?
This.

It looks good, but vehicles move really weird over it ;-)
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.
ebla71
Route Supervisor
Route Supervisor
Posts: 497
Joined: 14 Apr 2021 21:48
Location: Earth

Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by ebla71 »

Quast65 wrote: 02 Nov 2024 21:02
ebla71 wrote: 02 Nov 2024 18:20 "real road piece" underneath and covered by overlays?!?
This.

It looks good, but vehicles move really weird over it ;-)
Damn, all those drunken drivers these days ... :lol:
ebla71
Route Supervisor
Route Supervisor
Posts: 497
Joined: 14 Apr 2021 21:48
Location: Earth

Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by ebla71 »

Quast65 wrote: 02 Nov 2024 21:02
ebla71 wrote: 02 Nov 2024 18:20 "real road piece" underneath and covered by overlays?!?
This.
On a more serious side - which are the tile(s) with the "real road piece" underneath - the light green one or to the left or right of it???

If I count correctly, you must be overlapping with at least three tiles, two of the joining/diverging lanes (the violet colored ones?) and one in the straight main lane, to cover one arm of the "T-piece"?!? Plus of course the tile where all this is placed, making it four tiles?

Furthermore, some of the markings in the "main lane" are in yellow instead of white color - intended feature, just for testing, or bug?
Last edited by ebla71 on 02 Nov 2024 21:44, edited 1 time in total.
User avatar
Quast65
Tycoon
Tycoon
Posts: 2807
Joined: 09 Oct 2011 13:51
Location: The Netherlands

Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by Quast65 »

ebla71 wrote: 02 Nov 2024 21:41 On a more serious side - which are the tile(s) with the "real road piece" underneath - the light green one or to the left or right of it???
The real road tile is under the "end" of the merging lane, as that has the biggest overlap.
If I count correctly, you must be overlapping with at least three tiles
The actual object-tile is in the middle, with two overlapping tiles, one to the left and one to the right of it (and a bit more overlapping over the highway next to it)
some of the markings in the "main lane" are in yellow instead of white color - intended feature, just for testing, or bug?
Testing, to check if the alignment is correct. Also, with some roadtypes, when you get a T-junction, the markings are gone, so this adds those markings again.
Example1079.png
Example1079.png (12.59 KiB) Viewed 2390 times
The highway in my roadset doesnt need this, but some other roads could. GarryG had this in his original design of the lanes and I think it is handy to keep it in.


In a previous post, I placed a picture of the finished work.
It was first just a link, but I embedded the image, so it is easier to see now.
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.
ebla71
Route Supervisor
Route Supervisor
Posts: 497
Joined: 14 Apr 2021 21:48
Location: Earth

Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by ebla71 »

Quast65 wrote: 02 Nov 2024 22:41 The real road tile is under the "end" of the merging lane, as that has the biggest overlap.
Which also explains the "drunken driver" appearance, like somebody trying to take the exit too late, going over the x-ed out area :lol:

Will it also work with U&RaTT 1.1???

I'm currently working on another very large "real-world" scenario with a number of really huge intersections in which this would add nicely (see below). Let me know if you need a beta tester

Image
Attachments
intersection.png
(183.4 KiB) Not downloaded yet
User avatar
Quast65
Tycoon
Tycoon
Posts: 2807
Joined: 09 Oct 2011 13:51
Location: The Netherlands

Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by Quast65 »

ebla71 wrote: 02 Nov 2024 23:52 Will it also work with U&RaTT 1.1???
Ofcourse it will "work" But it wont look good, because:
Example1080.png
Example1080.png (3.18 KiB) Viewed 2335 times
The graphics wont match, and no, I wont make graphics that suit URatt or any other roadset.
It is all GPL-licensed though, so people are always welcome to make their own fork...
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.
ebla71
Route Supervisor
Route Supervisor
Posts: 497
Joined: 14 Apr 2021 21:48
Location: Earth

Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by ebla71 »

Quast65 wrote: 03 Nov 2024 10:46 Ofcourse it will "work" But it wont look good
The graphics wont match, and no, I wont make graphics that suit URatt or any other roadset.
It is all GPL-licensed though, so people are always welcome to make their own fork...
What's the major problem - the colors, general metrics, something else, everything?!?

A pity the road graphics aren't sufficiently standardized to make such things generally useable (and matching).

Also noticed that in particular with some industry tiles - sometimes the width of the markings is off by just one or two pixels, positions shifted by one or two pixels, the grey color of the pavement is just a tiny bit different, or the "texture" not exactly identical, which often leads to a poor visual impression - in particular at higher zoom - that rules out some combinations.
User avatar
Quast65
Tycoon
Tycoon
Posts: 2807
Joined: 09 Oct 2011 13:51
Location: The Netherlands

Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by Quast65 »

ebla71 wrote: 03 Nov 2024 11:56 What's the major problem - the colors, general metrics, something else, everything?!?
Well, probably everything ;-)
Each roadset (and for that matter possibly even most roads within a roadset) looks differently.
In some cases it is a matter of taste (some people like darker tarmac, others lighter), but can also be different because of reallife design.
For example, I believe it is common in the USA to have yellow markings, in The Netherlands it is mostly white (yellow is used for temporary markings, like with roadworks).
So I dont think that there ever will be a general standard...

I mean, I didnt like the look of the roadsets that were available, thats why I made my own roadset.
It does have a lot of (designs for) roads from other sets, but with alterations that suit my personal taste.

I dont think there will be too many issues with the shape/size though, but as you indeed noticed, sometimes a few pixels can be off.
And that is noticable when you mix sets.

But I dont want to go too offtopic discussing other roadsets.
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.
User avatar
Quast65
Tycoon
Tycoon
Posts: 2807
Joined: 09 Oct 2011 13:51
Location: The Netherlands

Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by Quast65 »

A bit of work on a lazy sunday afternoon...
Example1081.png
Example1081.png (160.77 KiB) Viewed 2273 times
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.
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: No registered users and 3 guests