SwissFan91 wrote:Should Foobar not have waited to make motorways a roadtype, then?
Why wait if something can be done now?
It's currently (I think) the best possible implementation. And if a better method is ever invented, the graphics are there to be used.
New Road Types isnt going to allow for multi lane traffic, not right away anyway, so its rather irrelevant either way, except that road types will be easier to lay because you cant drag new objects.
SwissFan91 wrote:Should Foobar not have waited to make motorways a roadtype, then?
Why wait if something can be done now?
lawton27 wrote:... best wait for newgrf road types.
Hmmmm
I think you've taken my words out of context I was referring to your pedestrianized roads replacing road tiles entirely, FooBar was referring to his motorway tile newObjects which sit alongside a road which is distinctly different
I'm trying to create a list of all of the sprites that need drawing to get an eye-candy cable car in the game via NewObjects; (ignoring x4 orientations, and placing random cable cars on the wires.)
Cable car station
\ wires
\ pylon
-- to \ pylon
-- wires
-- pylon
/ to -- pylon
/ wires
/ pylon
Cable car station 2
If anyone can understand that... anything I have missed?
might want to have two kinds of steepness for the wires, one where you change one heightlevel every tile, and one where you change one heightlevel every 2 tiles. and possibly different height pylons (8px, 12px, 16px)
The pylons of the cables could probably need some touch (as in not pure black lines) - but I didn't see those sprites so far, so I assume they're still "in the press"?
The pylons of the cables could probably need some touch (as in not pure black lines) - but I didn't see those sprites so far, so I assume they're still "in the press"?
Ah yes, I should have explained this. Those are not the pylons, they are just me measuring how many pixels off the ground the wires are, so it can remain constant. Pylons will be similar to this (attached).
you have to realize that TTD has quite a compressed view, and some of the height illusions and mind tricks have to be applied. making the pylons too high may look odd in comparison with other nearby game objects. also, i think you should raise to a "reasonable height" directly on the base station tile, not with a flat section. imho you should offer flat, 4px (1/2 slope) and 8px (1 slope) sections. i don't see any reasonable use for a steeper section, as long as cliffs are not possible in game. if the player deems necessary, he could add another steep section on a flat tile, to gain additional height.
Thanks for your help, Eddi. I might leave the cable car for a while, it makes my head hurt thinking about it There are lots of generic piste tiles to be churning out anyway!