BK Enhanced Tunnel Set v1.2 (9-April-2011) [update]

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

Post Reply
User avatar
wallyweb
Tycoon
Tycoon
Posts: 6102
Joined: 27 Nov 2004 15:05
Location: Canada

Re: BKTunnel - Enhanced_tunnel - v0.3a released 27th July 2007

Post by wallyweb »

m3henry wrote:now where did you get those fences, I would really like those, especially if they start off being hedge/stone and then change to stone/hedge and then to fence
Looks like something from the Canadian Station Set. :wink:

Back on topic ...
"BK Tunnel Client 2" called in and wants to order some narrow gauge tunnels. The mud ... erm ... adobe brick would be acceptable as long as it survives a good rain.
User avatar
athanasios
Tycoon
Tycoon
Posts: 3138
Joined: 23 Jun 2005 00:09
Contact:

Re: BKTunnel - Enhanced_tunnel - v0.3a released 27th July 2007

Post by athanasios »

Nice.
waiting for grf
http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.


I prefer to be contacted through PMs. Thanks.
User avatar
Ben_K
Tycoon
Tycoon
Posts: 1166
Joined: 01 Jun 2006 15:15
Location: Sydney, AUS

Re: BKTunnel - Enhanced_tunnel - v0.3a released 27th July 2007

Post by Ben_K »

Ameecher wrote:They look a bit too much like baked mud in my opinion and they don't quite match the tunnel colour.
Actually, they match the tunnel surface perfectly. The reason they look different is that the tunnels have the brick going all the way to the top with a small wall above the portal (Hence the lighter colours on top). The surfaces dont have this lighter top as it would look incorrect when 2 'build on slopes' layers were on top of one another. Plus, you can think of it as the grass/vegetation growing slightly over the edge (Which it cant on the portal, due to the raised wall ;)). If you can think of any recommendations, then let me know. The key thing is that they match better than the originals :)
Ameecher wrote:...since when has my name been "BK Tunnel Client" :P
Erm...... is it that obvious? :? Nah, its bugged me since I did the original tunnels. I just had the urge to do it since quite a few people now use these. :)
wallyweb wrote:"BK Tunnel Client 2" called in and wants to order some narrow gauge tunnels. The mud ... erm ... adobe brick would be acceptable as long as it survives a good rain.
I know. "BK Tunnel Client 2" is a..... ....long standing client who we care about greatly. However, we need his exact specifications [read: sprites] before we can design a product that can fit his needs exactly. We pride ourselves on perfection and no less will suffice.
We have spent months in development subjecting this new formula to massive loads and weather conditions and have found this concrete to be infallible. During every test period it suffered no erosion nor signs of weakness under some extremely heavy loads. Here is a small sample of test footage to show the effort involved:
BKC_Test_140807.png
BKC_Test_140807.png (176.04 KiB) Viewed 5166 times
Your comments are all very appreciated! 8)
User avatar
wallyweb
Tycoon
Tycoon
Posts: 6102
Joined: 27 Nov 2004 15:05
Location: Canada

Re: BKTunnel - Enhanced_tunnel - v0.3a released 27th July 2007

Post by wallyweb »

Ben_K wrote:
wallyweb wrote:"BK Tunnel Client 2" called in and wants to order some narrow gauge tunnels ...
I know. "BK Tunnel Client 2" is a..... ....long standing client who we care about greatly. However, we need his exact specifications [read: sprites]
A request has been PM'd to mart3p, the narrow gauge guru.
User avatar
Ben_K
Tycoon
Tycoon
Posts: 1166
Joined: 01 Jun 2006 15:15
Location: Sydney, AUS

Re: BKTunnel - Enhanced_tunnel - v0.3b released 18th Sept. 2007

Post by Ben_K »

Ok, thanks Wallyweb. It shouldn't take long to knock them up once I have the sprites. :)

In the mean time, however, I proudly release v0.3b with matching beige concrete foundations!

Hope you all like them!
User avatar
DJ Nekkid
Tycoon
Tycoon
Posts: 2141
Joined: 30 Nov 2006 20:33

Re: BKTunnel - Enhanced_tunnel - v0.3b released 18th Sept. 2007

Post by DJ Nekkid »

just a note ... and you may know this, they dont work with neither maglev or monorail...
Member of the
ImageImage
User avatar
Ben_K
Tycoon
Tycoon
Posts: 1166
Joined: 01 Jun 2006 15:15
Location: Sydney, AUS

Re: BKTunnel - Enhanced_tunnel - v0.3b released 18th Sept. 2007

Post by Ben_K »

It is known - I havent drawn sprites for those yet. It really shouldn't take too long actually. I may make that the next milestone for v0.4... hmmm...
Thanks for letting me know though. :)
welshdragon
Tycoon
Tycoon
Posts: 2148
Joined: 27 Jul 2007 15:45
Location: Sunny Wales, Boyo!
Contact:

Re: BKTunnel - Enhanced_tunnel - v0.3b released 18th Sept. 2007

Post by welshdragon »

they're cool, will you make ones for roads?
Semi-Retired TT-Forums Member.
These days I'm:
[list][*]A Local Transport Representative for Bus Users Cymru
[*]Social Media Advisxer for Bus Users Cymru
[*]Volunteer and Fundraiser for Guide Dogs[/list]
flickr | twitter | YouTube | Facebook | Steam

I used to be an idiot called tycoonmarkj.
User avatar
Ben_K
Tycoon
Tycoon
Posts: 1166
Joined: 01 Jun 2006 15:15
Location: Sydney, AUS

Re: BKTunnel - Enhanced_tunnel - v0.3b released 18th Sept. 2007

Post by Ben_K »

TycoonMarkJ wrote:...will you make ones for roads?
You mean matching ones? I have considered it although I havent put much thought into it. The problem is that it would be a lot of work to match the road sprites to every single type of road GRF otherwise it wont match. For example right now, if you use the 'CS rails' GRF with the current tunnels, they will look odd too as I haven't drawn them to match the CS sprites - the tunnels would have standard rails. For that reason, I think road tunnels are best left to those who are drawing the road sprites. Of course, if any road sprite creators want to use these tunnels, I can more than happily knock up a set for them. I just think that's their call rather than mine. :)
I hope you get what Ive (rather badly) explained there... :?
welshdragon
Tycoon
Tycoon
Posts: 2148
Joined: 27 Jul 2007 15:45
Location: Sunny Wales, Boyo!
Contact:

Re: BKTunnel - Enhanced_tunnel - v0.3b released 18th Sept. 2007

Post by welshdragon »

rather badly? no, explained fine, thanks!
Semi-Retired TT-Forums Member.
These days I'm:
[list][*]A Local Transport Representative for Bus Users Cymru
[*]Social Media Advisxer for Bus Users Cymru
[*]Volunteer and Fundraiser for Guide Dogs[/list]
flickr | twitter | YouTube | Facebook | Steam

I used to be an idiot called tycoonmarkj.
SHADOW-XIII
Tycoon
Tycoon
Posts: 14275
Joined: 09 Jan 2003 08:37

Re: BKTunnel - Enhanced_tunnel - v0.3a released 27th July 2007

Post by SHADOW-XIII »

Ben_K wrote:
BKC_Test_140807.png
awesome !
what are you looking at? it's a signature!
Leviath.NL
Traffic Manager
Traffic Manager
Posts: 152
Joined: 28 Jan 2006 15:00

Re: BKTunnel - Enhanced_tunnel - v0.3b released 18th Sept. 2007

Post by Leviath.NL »

Are you planning to make foundations for the halftile- and anti-zig-zag-foundations feature in the latest openttd nightlies?
User avatar
Ben_K
Tycoon
Tycoon
Posts: 1166
Joined: 01 Jun 2006 15:15
Location: Sydney, AUS

Re: BKTunnel - Enhanced_tunnel - v0.3b released 18th Sept. 2007

Post by Ben_K »

Leviath.NL wrote:... foundations for the halftile- and anti-zig-zag-foundations feature...
Good question Leviath. Yes, I suppose I should really. Once the patch is completed and in trunk (Is it already?! :?) then I'll ask the creator to send me the sprites that I need to draw. Then I'll have to sweet talk my excellent coder into coding them up. :)
Leviath.NL
Traffic Manager
Traffic Manager
Posts: 152
Joined: 28 Jan 2006 15:00

Re: BKTunnel - Enhanced_tunnel - v0.3b released 18th Sept. 2007

Post by Leviath.NL »

The patch is included and already in trunk.
I added the decoded halffndw.grf. This is the 'official' file used in trunk.
Can you consider making a separate grf for the foundations?
png-file
png-file
halffndw.png (10.66 KiB) Viewed 4216 times
Attachments
halffndw.pcx
psx-file
(39.88 KiB) Downloaded 117 times
User avatar
Ben_K
Tycoon
Tycoon
Posts: 1166
Joined: 01 Jun 2006 15:15
Location: Sydney, AUS

Re: BKTunnel - Enhanced_tunnel - v0.3b released 18th Sept. 2007

Post by Ben_K »

Leviath.NL wrote:I added the decoded halffndw.grf. This is the 'official' file used in trunk.
Excellent, I'll start working on them when I get a chance. Thanks.
Leviath.NL wrote:Can you consider making a separate grf for the foundations?
I can do. Well, I can ask the coder if he can do it. Out of curiosity, why do you ask? Id just like to know what it is that you like/dislike/would like different. :)
Leviath.NL
Traffic Manager
Traffic Manager
Posts: 152
Joined: 28 Jan 2006 15:00

Re: BKTunnel - Enhanced_tunnel - v0.3b released 18th Sept. 2007

Post by Leviath.NL »

In the later years of the game (1980+) I really like you tunnel, but before that time I always use the tunnel of the Czech railset. (http://www.tt-forums.net/viewtopic.php?p=379155#p379155 unfortunately some offset(?) issues)
User avatar
Ben_K
Tycoon
Tycoon
Posts: 1166
Joined: 01 Jun 2006 15:15
Location: Sydney, AUS

Re: BKTunnel - Enhanced_tunnel - v0.3b released 18th Sept. 2007

Post by Ben_K »

I had a feeling that may be the case. I also used the Czech ones until i drew thes eones. Now I can be bothered to change them. Or I'll change from Brick to concrete.
Anyway, I'll have a think about how I can possibly improve the set in terms of different era construction. Any suggestions, post them here or PM me! :)
User avatar
Ameecher
Tycoon
Tycoon
Posts: 11919
Joined: 12 Aug 2006 15:39
Contact:

Re: BKTunnel - Enhanced_tunnel - v0.3b released 18th Sept. 2007

Post by Ameecher »

And over a month later I actually updated the website with the latest version of the .grf, I do apologise profusely for this Ben, I remember reading your original email but didn't have time to deal with it at the time and I promptly forgot about. Better late than never eh? :oops:
Image
User avatar
Ben_K
Tycoon
Tycoon
Posts: 1166
Joined: 01 Jun 2006 15:15
Location: Sydney, AUS

Re: BKTunnel - Enhanced_tunnel - v0.3b released 18th Sept. 2007

Post by Ben_K »

Don;t worry fella, I appreciate the hosting! :) I just use this place til we get the forum done, so no stress.
User avatar
Castaras
Engineer
Engineer
Posts: 29
Joined: 31 Dec 2007 11:49
Location: Cambridgeshire, UK
Contact:

Re: BKTunnel - Enhanced_tunnel - v0.3b released 18th Sept. 2007

Post by Castaras »

*deactivates Lurk-mobile*

Image

Would the ...interesting pink tracks be due to me using OpenTTD? The tunnels work normally (The screenshot was me testing this), but I'm guessing the pink is some transparency or such that isn't working properly?

And just another small question...Enhanced tunnels. They're the tunnels you need to build track over the tunnel entrance, right? Is this a TTD Patch only feature, or is there some setting you need to activate in OpenTTD, or some version needed to utilise this cool feature? (I think, from what I read from searching, it's only a TTD Patch feature...But could I have confirmation? <.< >.>)
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: No registered users and 11 guests