Thanks Aegir.Aegir wrote:Those look good, mart3p.

And here is how they look re-coloured as copper.
Incidentally, when these cargo sprites are finished, anyone is welcome to use them, as cargo for vehicle sets as well as stations, industries etc.
Moderator: Graphics Moderators
Thanks Aegir.Aegir wrote:Those look good, mart3p.
You're right, I will try adding wood supports.AndersI wrote:... heavy metal things can't possibly be placed flat on the ground, there needs to be some (mostly wood) support ...
Yes, I had already noticed this problem and was actually trying a few changes when I saw your post.AndersI wrote:Apart from that, the steel looks quite good except for the center hole. For some reson it looks more like something sticking out than a hole in the center. You've drawn them as a + sign, as if the view was perpendicular, maybe it should be a bit skewed to match the supposed angle of the view. Some shading instead of uniform black may increase the 'hole' experience.
I believe this was something that was going to be cover (fixed) in Version V0.8.0, mart3p?Ammler wrote:We just had a little discussion about buffers at german forums and me is wondering now, if it is possible to turn them 90° around, it would make it possible to have buffers on foundations:
The thing that stops buffers being built on slopes of that direction, is the TTDPatch/OpenTTD limitations of the type of slopes on which station tiles can be built. A station tile can only be built on a slope where a straight level rail could be built.Ammler wrote:We just had a little discussion about buffers at german forums and me is wondering now, if it is possible to turn them 90° around, it would make it possible to have buffers on foundations.
Ah, no Beardie it wasn’t. You’re probably thinking of the change in orientation of the facilities buildings.Beardie27 wrote:I believe this was something that was going to be cover (fixed) in Version V0.8.0, mart3p?
Ah yes that was it, i thought maybe that came under to same problem, its all a bit confusingmart3p wrote:Ah, no Beardie it wasn’t. You’re probably thinking of the change in orientation of the facilities buildings.Beardie27 wrote:I believe this was something that was going to be cover (fixed) in Version V0.8.0, mart3p?
Well it gives me a good excuse to show what I've been working on this evening.Beardie27 wrote:Ah yes that was it, i thought maybe that came under to same problem, its all a bit confusingmart3p wrote:You’re probably thinking of the change in orientation of the facilities buildings.![]()
Ah, good work mart3p. Me very happy.mart3p wrote:The direction of the facilities buildings have been changed, so they can now be built along a slope. This was requested by Smaug some time ago.
Does it need to be track tiles for the automatic orientation thing?mart3p wrote:The thing that stops buffers being built on slopes of that direction, is the TTDPatch/OpenTTD limitations of the type of slopes on which station tiles can be built. A station tile can only be built on a slope where a straight level rail could be built.Ammler wrote:We just had a little discussion about buffers at german forums and me is wondering now, if it is possible to turn them 90° around, it would make it possible to have buffers on foundations.
No, any station tile can use station variable 45 to respond to surrounding rails. But the build on slopes limitation applies to any station tile. Even if the tile is a ‘non-track’ tile, it still has a track direction.Ammler wrote:Does it need to be track tiles for the automatic orientation thing?
Well it was an idea, i just didn't like how the roads just ended, well least the idea is there maybe for the future,mart3p wrote:Well it might be possible, but...
With normal roads you can build a half-length road on the last tile to give the road end. As this is not possible with station tiles, doing this would mean having special road end tiles. So, as well as the additional sprites these would need to use another station id...
Out of interest, when the road junctions are added, how is that it done? I am guessing you look at the adjacent tiles and set sprite overlays appropriately?mart3p wrote:With normal roads you can build a half-length road on the last tile to give the road end. As this is not possible with station tiles, doing this would mean having special road end tiles. So, as well as the additional sprites these would need to use another station id...
Yes, that's how it's done.andythenorth wrote:Out of interest, when the road junctions are added, how is that it done? I am guessing you look at the adjacent tiles and set sprite overlays appropriately?
That would be fine if you always wanted a half-tile when the road ends. In many cases though, you want the road end to join up with (for example) a building on the next tile.andythenorth wrote:I am wondering if the road markings can be split in two, and then only applied if there is an adjacent road tile? So there would be no special road end tile as such, just a tile which is half road markings, half base colour.
I was thinking the same thing when i thought of the idea, but i solution to that is the have the road take up at least most of the tile, enough to allow a connecting building and enough to allow an end.mart3p wrote: In many cases though, you want the road end to join up with (for example) a building on the next tile.
When is enough polishing enough?Beardie27 wrote: I was thinking the same thing when i thought of the idea, but i solution to that is the have the road take up at least most of the tile, enough to allow a connecting building and enough to allow an end.
There is never enough polishing!,andythenorth wrote:When is enough polishing enough?Beardie27 wrote: I was thinking the same thing when i thought of the idea, but i solution to that is the have the road take up at least most of the tile, enough to allow a connecting building and enough to allow an end.
Users browsing this forum: Amazon [Bot] and 14 guests