dan137 wrote:So how does a bridgehead do the transition between two levels then?
Quite simply it doesn't, the bridge head, not the bridge between point A and B is either a Sloping tile, a level tile, OR, with this patch, it contains crossing tracks on the same physical map level as the highest point of the bridge (Hence the foundation sprites being a square block occupying the entire tile). It's never a slope AND a crossing of tracks at the same time.
The bridge itself is still on the same level as the higher level bridgehead tile, travelling in a straight line across XX distance, before staying on the same level, or dropping down, for the last tile as though that head was a slope. Nothing can cross the bridge on the same level, and it cannot deviate from a straight line between Bridge-Head A and Bridge-Head B because there is no *actual* tile floating above the level below, the game simply draws the bridge sprites between Head A & B and any vehicle between, they are not physically there in-game, vehicles passing over a bridge or through a tunnel are just calculated to enter/exit the bridge head or wormhole at a time calculated by their speed what you see is just a representation of that calculation, not the vehicle passing through a physical tile.
Custom tunnels are more difficult because a tunnel entrance is always a wormhole and you are trying to make a track cross it as though it were a bridge too (and ideally a bridge you can additionally place signals and points on aswell).
Quite simply for custom tunnels you have to do more things with a tile than can currently be done without serious patching... Worst case scenario coding wise; you want a tunnel entrance to be a wormhole, bridge, bridgehead, points AND a signal (possibly on two separate levels) too, it can only be one of these.
In-short, what you propose is technically more complex than making a bridge invert from _/``````````\_ to a tunnel that goes \,,,,,,,,,,,,,,,,,/ because bridges and tunnels work differently even if they are both forms of wormhole
Hope that all makes sense, i'm struggling with explaining how it works. Hopefully one of the Devs who deals with this area of the map array can explain better than i can.