bridges - anyone wanna give them a go?
Moderator: Graphics Moderators
You should allow curves and height differences on water as well. Look at the bridge in the attached image. It's half suspension as well =)
- Attachments
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- Nordhordlandsbrua (outside Bergen, Norway)
- Nordhordlandsbrua.jpg (19.03 KiB) Viewed 2928 times
Last edited by trick on 10 Sep 2005 17:29, edited 1 time in total.
Maybe this is just wishful thinking on my part, but ideally with the new map array you could have more than 8 directions of track... So you could have a bridge that was maybe 5 squares long, and ended one square over from where it started, and yet be *straight*. Is what I'm saying clear? Is it remotely possible?
Just a small example of how we can easily render "In front of" part of a bridge while maintaining correct shadows.
It's pretty straightforward as it uses a cube with an env and non traceable material to block out the stuff that is behind/below the vehicle.
You take the normal render overlay it with the front render and put the vehicle inbetween.
Beware though, there's probably some big flaw I have entirely overlooked.
It's pretty straightforward as it uses a cube with an env and non traceable material to block out the stuff that is behind/below the vehicle.
You take the normal render overlay it with the front render and put the vehicle inbetween.
Beware though, there's probably some big flaw I have entirely overlooked.
- Attachments
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- bridge-test.zip
- (26.53 KiB) Downloaded 169 times
yes i would hope to see bridges like that with a suspension element and a flat/ concrete element. that would IMO be up to the bridge designers (whether things like that would be possible)
i am kinda after this kind of thing..
http://doug.mudpuddle.co.nz/albums/ottd ... so_far.png
http://doug.mudpuddle.co.nz/albums/ottd ... pieces.jpg
http://doug.mudpuddle.co.nz/albums/ottdwip/airport2.jpg
http://doug.mudpuddle.co.nz/albums/ottd ... layout.jpg
create an Entire bridge, with pieces in mind (i.e. work to squares, but think totall) then work at breaking this up into individual squares, then work at breaking it up forther into individual sprites.....
Dmh_mac, how would i, in your design situation remove the front face from the back part of the render? (just curious
)
Alltaken
i am kinda after this kind of thing..
http://doug.mudpuddle.co.nz/albums/ottd ... so_far.png
http://doug.mudpuddle.co.nz/albums/ottd ... pieces.jpg
http://doug.mudpuddle.co.nz/albums/ottdwip/airport2.jpg
http://doug.mudpuddle.co.nz/albums/ottd ... layout.jpg
create an Entire bridge, with pieces in mind (i.e. work to squares, but think totall) then work at breaking this up into individual squares, then work at breaking it up forther into individual sprites.....
Dmh_mac, how would i, in your design situation remove the front face from the back part of the render? (just curious

Alltaken
is that important?
they will have 16 slope angles, and 24 flat rotation angles. we may need to add 16 more slope angles for going directly north/south, east/west.
IMO bridges will follow the same general track rules as the normal track pieces. i.e. not really going to add smooth corners for bridges.
bridges can however IMO use two levels of up/down per tile. so they could be sloped half as much as a normal tile, therefore making them look smoother.
Alltaken
they will have 16 slope angles, and 24 flat rotation angles. we may need to add 16 more slope angles for going directly north/south, east/west.
IMO bridges will follow the same general track rules as the normal track pieces. i.e. not really going to add smooth corners for bridges.
bridges can however IMO use two levels of up/down per tile. so they could be sloped half as much as a normal tile, therefore making them look smoother.
Alltaken
hmm, I thought it might be a cool idea to build bridges in stages. First you build some supports, of which there would be various types, eg. concrete, steel, wooden. Possibly each could take a different weight of vehicle. Then you build the surface of the bridge, again different types could allow different speeds/weights and could also dictate how far apart the supports would have to be. Then the bridge structure could act as a regular land tile where you could build anything on top. Road, rail etc.
Suspension bridges and other types could be special types which only allow certain configurations (eg only in a straight line) while reinforced concrete for example would allow you to do all types of stuff like have multiple layers, curves, hills etc. but can't be built as high or as far.
meh, just brainstorming
edit: Reminds me kinda like the sims where for the second floor of your house you would first have to build supports below, then you build the floor after. If you want to extend it further, you have to build more supports.
...
(not that I ever played that game...honist
)
Suspension bridges and other types could be special types which only allow certain configurations (eg only in a straight line) while reinforced concrete for example would allow you to do all types of stuff like have multiple layers, curves, hills etc. but can't be built as high or as far.
meh, just brainstorming

edit: Reminds me kinda like the sims where for the second floor of your house you would first have to build supports below, then you build the floor after. If you want to extend it further, you have to build more supports.
...
(not that I ever played that game...honist

This would be cool: multi-track bridgesAlltaken wrote:there was a suggestion that parellel bridges of the same type could have their middle support columns taken out.
Alltaken

Uncle Dex Says: Follow the KISS Principle!
ok well i'll get the ball rolling.
these are just some concept concrete bridges (nowhere near as complex as we will probably see in the game)
no suspension wires on this one....
i am thinking of toying with the number of ways we can have the road tiles come off the waters edge, how many ways it can go up/down, different support structures...
trying to work out the complexity, and possibilities of bridges before making a format for them.
here are the renders. they are not accurate to the game materials settings.... so ignore what they look like, its more an exploration of the pieces.
feel free (please do) mess around with things, add things, try working out how a suspension bridge would work....


Alltaken
these are just some concept concrete bridges (nowhere near as complex as we will probably see in the game)
no suspension wires on this one....
i am thinking of toying with the number of ways we can have the road tiles come off the waters edge, how many ways it can go up/down, different support structures...
trying to work out the complexity, and possibilities of bridges before making a format for them.
here are the renders. they are not accurate to the game materials settings.... so ignore what they look like, its more an exploration of the pieces.
feel free (please do) mess around with things, add things, try working out how a suspension bridge would work....
Alltaken
- Attachments
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- bridges.zip
- bridge file
- (1.75 MiB) Downloaded 108 times
Wow, nice bridges 

Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.

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Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
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