[OTTD] Dutch Tracks Development (0.1.0-Alpha1 released)

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Purno
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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted

Post by Purno »

jor[D]1 wrote:Why not uses an EBO for yard track, WILO is for smaller footpath only used by personell.
What does an EBO look like?
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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted

Post by Transportman »

Purno wrote:
jor[D]1 wrote:Why not uses an EBO for yard track, WILO is for smaller footpath only used by personell.
What does an EBO look like?
See the link jor[D]1 gave in his previous post, then you have to scroll up a bit to see an EBO.
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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted

Post by Purno »

Transportman wrote:
Purno wrote:
jor[D]1 wrote:Why not uses an EBO for yard track, WILO is for smaller footpath only used by personell.
What does an EBO look like?
See the link jor[D]1 gave in his previous post, then you have to scroll up a bit to see an EBO.
I checked the whole page, I probably overlooked it, but didn't see any EBO being mentioned. I may need a more precise direction in this case. :P
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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted

Post by FooBar »

It's the one with the fencing below the barrier, the "Elektrisch Bedienbare Overweg".
Personally I'd rather see an AKI on yard rails than one of these, if I'm not going to get the WILO. Maybe we can put the WILO as footpath in the station set.
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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted

Post by Purno »

Ah, there was a link just on top of that site while the link started slightly below. Stupid me scrolled all the way down at least three times. Got it now.

1. In TT-scale, these things would look like ADOBs

2. "Deze overwegen zijn altijd zeer breed, daar er vele sporen overheen gaan", uncheck, impossible for TT, each track got its own crossing

So, my suggestions for the "RAIL" (those are the 40 km/h shunter yards and such, right?);

1. AKI
2. AHOB
3. ADOB
4. WIDO (WIDO would look silly on a complete road, though it'd be awesome to have this as part of a station set)
5. No level crossings at all (because how often does a road actually cross an "emplacement"?)
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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted

Post by jor[D]1 »

OOps, i misread the page my self, the EBO is underneath the one i meant.

I meant a "Waarschuwings Installatie Landelijke Overweg"

It has 2 lights A top white one indicating safe. And a flashing red one indication train coming.
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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted

Post by FooBar »

WILO was never used on public roads, so I don't really favour that one.

If you look at for instance the shunting area of Kijfhoek, there they have several roads that cross the shunting area. These are guarded by AKI.
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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted

Post by Eddi »

i don't know dutch level crossings, or any of the abbreviations used here, but in germany, level crossings in industrial areas are generally not guarded by barriers or lights. only at the entrance of the yard there's a cross and a sign like "rail vehicles have priority in this area"
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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted

Post by Yoshi »

What do you think of those pylons for Betuweroutes?
First try :D
First try :D
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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted

Post by FooBar »

Not bad at all!
I only think that the top half of the pylons should be bent more. But I'm not sure if they will look better in TTD scale when you do that, maybe you've already tried. They otherwise resemble the real things quite nicely!
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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted

Post by Transportman »

They look good. I don't think they need to be bent more. I'll try to code them today and see how they end up ingame, so we can all see how it looks like.
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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted

Post by Yoshi »

Thanks;)

Here is a first try for the Zevenaar tunnel :)

The "ramp" is very long, so it could be difficult to use it in OpenTTD...
Tunnel_Betuwe.png
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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted

Post by Transportman »

Yoshi wrote:Thanks;)

Here is a first try for the Zevenaar tunnel :)

The "ramp" is very long, so it could be difficult to use it in OpenTTD...
The attachment Tunnel_Betuwe.png is no longer available
It should be possible to define a tunnel overlay. For that I need the sprite in the top right as tunnel overlay, and the bottom right minus the part already on the top right. See this for the sprites I need in that case for every direction (and of course every climate). But then I would like it if you provide them without any tracks in them, so that I can easily place in the real tracks when I have something for that.

On my coding attempt of the catenary poles: I have them in the code, only FireFox crashes when I try to upload the screenshot... So I'll come back to that.

Luckily I also have another browser that doesn't crash when uploading:
Unnamed, 1st Jan 2100.png
The catenary poles ingame
(99.95 KiB) Downloaded 1 time
Last edited by Transportman on 06 Apr 2012 10:58, edited 1 time in total.
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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted

Post by Yoshi »

So you need "top left without top right" and "top right" for every direction?
-->part behind train and in front of train seperated.
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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted

Post by Transportman »

Yoshi wrote:So you need "top left without top right" and "top right" for every direction?
-->part behind train and in front of train seperated.
Yes, that is the idea.

I don't know how nicely OpenTTD plays along, because it provides the grass underlay and overlay itself, so don't know how nice that is going to look when providing those long ramps. I will try it based on the sprites in your previous post, but that will be end of the day (have some other things I have to do now).
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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted

Post by Yoshi »

Should i bend this one a bit more?
Bend.png
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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted

Post by Michi_cc »

Transportman wrote:I don't know how nicely OpenTTD plays along, ...
Not at all. The portal can be as big as you want, but the mouth can't be bigger than the "hole" in the grass graphics. Even if that wasn't the case, such a portal would glitch all over, as the vehicles would hidden/reshown well within sight and nothing would be painted behind the opening (i.e. you'd see whatever pixels happened to be there before).

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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted

Post by Yoshi »

So I can stop drawing the other portals because this type doesn't work at all?
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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted

Post by Transportman »

Yoshi wrote:Should i bend this one a bit more?
I think you should indeed bend it a little bit more. I think that the poles in the | direction on the right side of the track also need to be bend a bit more, maybe by making the base 1px wider.
Michi_cc wrote:
Transportman wrote:I don't know how nicely OpenTTD plays along, ...
Not at all. The portal can be as big as you want, but the mouth can't be bigger than the "hole" in the grass graphics. Even if that wasn't the case, such a portal would glitch all over, as the vehicles would hidden/reshown well within sight and nothing would be painted behind the opening (i.e. you'd see whatever pixels happened to be there before).

-- Michael Lutz
Thanks for the info, I was afraid that it indeed wouldn't work. At least now I don't have to try and code it to see that it doesn't work.
Yoshi wrote:So I can stop drawing the other portals because this type doesn't work at all?
The mouth is too big and there is no good way to solve that without completely losing the idea that it is a long stretch into the tunnel, so that type is not going to work. Maybe this one and this one are a nice replacement. Their shape represents the OpenTTD tunnels, so it shouldn't be to hard to get the size of the mouth the same as that of the "hole" in the grass graphics.
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Re: [OTTD] Dutch Trackset Development Thread (Artists wanted

Post by supermop »

Split it over two tiles:

Have the 'hole' area drawn much like a standard TT tunnel portal, and the extended concrete approach drawn as a waypoint, either in this set or the station set. this way you would still have a decent looking compromise in areas where you only had one tile to space, but in open areas with lots of space you could add the waypoint for eyecandy.
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