It's probably since the modern ones have flat roof. They all actually have the same height as the original. I could make the modern ones two or more pixels higher to make them less flat.broodje wrote:I do like the idea of these depots, but isn't it possible to make them look a bit higher? Especially the depots with the entrance facing downwards (the \ and / ones) look like depots that are as high as an human body. How do they look with a train entering them?
I know the entrance height is an optical illusion, so it is probably not as easy as I think to fix them. But for some reason the illusion is spoiled now.
Swedish Projects
Moderator: Graphics Moderators
Re: Swedish Projects
Re: Swedish Projects
Maybe that would help, the modular sheds http://www.tt-forums.net/download/file. ... &mode=view don't look to low to me, but those appear to have a smaller entrance.
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: Swedish Projects
Honestly those look a bit too high in comparison to me.
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: Swedish Projects
They are a tiny bit to high imo. But mine on the other hand are to flat and I have remade them now 2 pixels higher.broodje wrote:Maybe that would help, the modular sheds http://www.tt-forums.net/download/file. ... &mode=view don't look to low to me, but those appear to have a smaller entrance.
As you say in Sweden: "The taste is like the butt, split."planetmaker wrote:Honestly those look a bit too high in comparison to me.

(It's funnier in Swedish, it rhymes)
Re: Swedish Projects
Smaken är som baken. Delad
My Scenarios:
Archipiélago Hermoso (Latest Release: Version 3.2)
Turnpike Falls (Latest Release: Version 0.91)
Re: Swedish Projects
I made my depots taller for a few reasons, which are more or less specific to my work. I think Its fine for other depot sets to maintain the lower height if the author wants.
That said, the flat roofed depots here do make apparent the weird proportions of things in TT. I'm curious to see how the modified (+2 pixels) depots look.
That said, the flat roofed depots here do make apparent the weird proportions of things in TT. I'm curious to see how the modified (+2 pixels) depots look.
Re: Swedish Projects
supermop wrote:I made my depots taller for a few reasons, which are more or less specific to my work. I think Its fine for other depot sets to maintain the lower height if the author wants.
That said, the flat roofed depots here do make apparent the weird proportions of things in TT. I'm curious to see how the modified (+2 pixels) depots look.
As sprites they look like this. Ingame nobody noes yet.
- Attachments
-
- modern depots.PNG (15.58 KiB) Viewed 1835 times
Re: Swedish Projects
Hello...
Haven't been here lately and I can see good progress here... Very nice graphics
Haven't been here lately and I can see good progress here... Very nice graphics

TT-Screenshot Of The Month - 2012 July, winner!
TT-Screenshot Of The Month - 2013 May, winner tie with Purno!
TT-Screenshot Of The Month - 2014 February, winner!
TT-Screenshot Of The Month - 2014 June, winner tie with alluke!
TT-Screenshot Of The Month - 2014 April, winner!
My screen shot thread ---> Have a look
TT-Screenshot Of The Month - 2013 May, winner tie with Purno!
TT-Screenshot Of The Month - 2014 February, winner!
TT-Screenshot Of The Month - 2014 June, winner tie with alluke!
TT-Screenshot Of The Month - 2014 April, winner!
My screen shot thread ---> Have a look
Re: Swedish Projects
Thank you!ISA wrote:Hello...
Haven't been here lately and I can see good progress here... Very nice graphics
Since I'll use modified TTRS roads for Swedish roads I had an idea on replacing the old version of the roads to dirt roads, only outside towns, the cubble stone roads will stay. Is this something worth doing?
- Attachments
-
- dirt road.PNG (6.41 KiB) Viewed 1744 times
Re: Swedish Projects
Actually, these ones are good! Better than mine...
I use dirt roads along with the snow level - which in my game is equal to mountains/rocks, and I have wooden bridges perfect for that condition...

I use dirt roads along with the snow level - which in my game is equal to mountains/rocks, and I have wooden bridges perfect for that condition...

Simuscape - Chose Your Destination;
Simuscape | Visual Studio | INFRA Diary
INFRA Downloads - Chose Your Destination;
Simuscape | INFRA - A World of its own
Simuscape | Visual Studio | INFRA Diary
INFRA Downloads - Chose Your Destination;
Simuscape | INFRA - A World of its own
- Bob_Mackenzie
- Chairman
- Posts: 823
- Joined: 25 Mar 2010 13:36
Re: Swedish Projects
I like the dirt roads - how will you deal with transition from cobbles in a town to dirt outside?
Re: Swedish Projects
Thank you, and yes I've seen your screenshots and I love them! It's a smart thing to use the snow level as transition between the roads.SAC wrote:Actually, these ones are good! Better than mine...
I use dirt roads along with the snow level - which in my game is equal to mountains/rocks, and I have wooden bridges perfect for that condition...
I was thinking to just have it work like orignal TTD work. The pavement roads is the cobblestone roads and the none pavement roads will be the dirt roads. Then after a sertain date they will change into modern roads which is modified modern TTRS roads.Bob_Mackenzie wrote:I like the dirt roads - how will you deal with transition from cobbles in a town to dirt outside?
I'm unsure if this is a good way to do it since if the none pavement road is dirt road, almoast the whole map will be filled with dirt roads in older days, only inside towns there will be cobblestone roads. Does anybody know a better way to implament dirt roads? (SAC's way is great but I want dirt roads at any height).
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: Swedish Projects
woooah. Those roads are awesome! They resemble colour-wise much better what a dirt road looks here.
So far there's no ideal solution. Early years: eveything outside towns as dirt roads, later modern roads everywhere outside towns; it can currently not be made better than TTRS / NA Roads do it.
So far there's no ideal solution. Early years: eveything outside towns as dirt roads, later modern roads everywhere outside towns; it can currently not be made better than TTRS / NA Roads do it.
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: Swedish Projects
I think this has been discussed earlier, and it's not possible to add another type of road along with the existing ones - if I remember correctly...Irwe wrote: I'm unsure if this is a good way to do it since if the none pavement road is dirt road, almoast the whole map will be filled with dirt roads in older days, only inside towns there will be cobblestone roads. Does anybody know a better way to implament dirt roads? (SAC's way is great but I want dirt roads at any height).
I believe I wanted to be able to use dirt roads on the country sides, (i.e. to farms and the sort...), but had to give that up... That's why I decided to add dirt roads up in the mountains instead...

Simuscape - Chose Your Destination;
Simuscape | Visual Studio | INFRA Diary
INFRA Downloads - Chose Your Destination;
Simuscape | INFRA - A World of its own
Simuscape | Visual Studio | INFRA Diary
INFRA Downloads - Chose Your Destination;
Simuscape | INFRA - A World of its own
Re: Swedish Projects
planetmaker wrote:woooah. Those roads are awesome! They resemble colour-wise much better what a dirt road looks here.
So far there's no ideal solution. Early years: eveything outside towns as dirt roads, later modern roads everywhere outside towns; it can currently not be made better than TTRS / NA Roads do it.
Well then I'll go with dirt road outside towns and cobblestone inside towns in old days and change into modern roads at a certain date like TTRS/NA roads. The problem is.. when? Around 1950 perhaps.SAC wrote:I think this has been discussed earlier, and it's not possible to add another type of road along with the existing ones - if I remember correctly...
I believe I wanted to be able to use dirt roads on the country sides, (i.e. to farms and the sort...), but had to give that up... That's why I decided to add dirt roads up in the mountains instead...
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: Swedish Projects
Sounds like a good default. The actual year can easily - as with the Swedish Rails - be configured by a grf parameter. E.g. I personally would (and did with NA roads) definitely play games where the dirt roads stayed around eternallyIrwe wrote: Well then I'll go with dirt road outside towns and cobblestone inside towns in old days and change into modern roads at a certain date like TTRS/NA roads. The problem is.. when? Around 1950 perhaps.

OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: Swedish Projects
One way roads could be used as non-dirt outside towns? This would of course limit non-dirt roads to larger routes, but that is where it is needed the most.
Also, 1950 sounds a bit late. I would suggest 1935-1940. Sweden developed early and fast, in thanks due to not being an active part of the second world war
Also, 1950 sounds a bit late. I would suggest 1935-1940. Sweden developed early and fast, in thanks due to not being an active part of the second world war
My Scenarios:
Archipiélago Hermoso (Latest Release: Version 3.2)
Turnpike Falls (Latest Release: Version 0.91)
Re: Swedish Projects
Hmm.. that could also work. But is it possible to have different road graphics for one way roads and normal?Chrill wrote:One way roads could be used as non-dirt outside towns? This would of course limit non-dirt roads to larger routes, but that is where it is needed the most.
You are correct there, around 1930-40 is probably better. But as planetmaker said it could be set as a parameter and could be changed ingame by the player whenever he or she wants to.Chrill wrote:Also, 1950 sounds a bit late. I would suggest 1935-1940. Sweden developed early and fast, in thanks due to not being an active part of the second world war
Re: Swedish Projects
No. But we can have really big arrows.Irwe wrote:Hmm.. that could also work. But is it possible to have different road graphics for one way roads and normal?Chrill wrote:One way roads could be used as non-dirt outside towns? This would of course limit non-dirt roads to larger routes, but that is where it is needed the most.
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: Swedish Projects
One-way roads don't have their own road sprites: 4 arrows, one road block and the GUI icon; the sprites are used as overlays and are not used with junctions. As such junctions will always stay dirt.
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Who is online
Users browsing this forum: No registered users and 6 guests