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Posted: 11 Aug 2005 11:28
by hawk
SHADOW-XIII wrote:
anyway what's about this idea:
- normal view shows road signs
- transparent view shows arrows on roads
Thats a good idea
Posted: 11 Aug 2005 11:30
by Purno
hawk wrote:SHADOW-XIII wrote:
anyway what's about this idea:
- normal view shows road signs
- transparent view shows arrows on roads
Thats a good idea
I think arrows on road should also be possible in normal view, via GRFs
Posted: 11 Aug 2005 12:05
by Steve
I made a little picture of what i think it could look like.
I chose the blue british road sign as i think it is the clearest of what it actually means. Sure, it is meant to be s square, but round looks better.
If you look at the middlish junction, you see there are A LOT of sign posts. In a perfect world you could remove some of them, but the programming is probaly more trouble than it is worth.
If you can't just put signs at the beginning and end of a one way section, then i think arrows would be the only way to go. As shown in the bottom left.
I colour coded the back of the signs so you know what's happening from behind.
Posted: 11 Aug 2005 12:14
by SHADOW-XIII
Purno wrote:SHADOW-XIII wrote:
anyway what's about this idea:
- normal view shows road signs
- transparent view shows arrows on roads
I think arrows on road should also be possible in normal view, via GRFs
indeed, by a parameter would be fine (btw I added few pixels to your sign on my mockup screen, it's better visible now)
eis_os how the idea will work with but stations/lorry bays ? as far as I noticed it's working fine with but stops, and what about AI ?
Posted: 11 Aug 2005 12:31
by Purno
SHADOW-XIII wrote:(btw I added few pixels to your sign on my mockup screen, it's better visible now)
Sorry, but I think it looks uglier now, TBH.
EDIT: And those signs are way too big, IMO.
Posted: 11 Aug 2005 12:47
by eis_os
Sorry folks, but it's very sad that you keep talking about a total different thing.
This topic is not about any road signs ... So is there anyone who can make the posted GRF better?
I requested some arrows or an other representation of the current not driveable direction (again it doesn't work on curves) thats practical for building routes. There will be never some signs for it, because it's quite boring to show the state for every tile like this...
As sample Locomotion shows green arrows where the driveing direction is...
Posted: 11 Aug 2005 13:53
by eis_os
A bit better then the blinking markers:
Posted: 12 Aug 2005 00:22
by Sanchimaru
How about this?
I realized that in the roads of many countries there are reflectant discs in the sides of the road:the side that you see in your side is one color, and the one you see in the other is another. They are usually yellow and white, but I thought that red would be more effective.
Posted: 12 Aug 2005 07:33
by Purno
Sanchimaru wrote:How about this?
I realized that in the roads of many countries there are reflectant discs in the sides of the road:the side that you see in your side is one color, and the one you see in the other is another. They are usually yellow and white, but I thought that red would be more effective.
Nice idea, but I think it's way too small detail. It's barely visible, TBH. But I like your idea. btw, red and white isn't that bad idea, they have the same in the Netherlands

Posted: 12 Aug 2005 08:21
by eis_os
What does it have to do with one-way road markers when in building mode?
If there aren't any constructive posts to the topic please don't post. If you like to talk about new roads please create a new topic, thanks...
Posted: 12 Aug 2005 08:58
by SHADOW-XIII
eis_os, I think yours images are fine, if someone won't like it he can draw new ones

(I hope it will be supported with GRF files)
Posted: 12 Aug 2005 09:20
by Sanchimaru
eis_os wrote:What does it have to do with one-way road markers when in building mode?
If there aren't any constructive posts to the topic please don't post. If you like to talk about new roads please create a new topic, thanks...
Actually there are small arrows in the sides, but almost unnoticeable. I am working on a bigger, more detailed version.
That's why I had the idea of the lights in the sides:
The roads with the red light are roads where the cars would go toward us (the 2 lower ones in the picture)
The roads with white lights are roads where the cars would go away from us (the 2 upper ones)
(the yellow marks in the sides are supposed to be > < marks, but they are too small, I'll try to do them bigger)
Also, I added double lines to make them more noticeable from regular roads
** EDIT **
Now I understood it! But you didn't say it clear enough the first time!
So what you wanted are the indicators that would appear over the terrain only when building; not the roads result of it...
No problem

Here is another test too:
It's made with glowing colors, so that thew flow in the direction that is to be mandatory.
Posted: 12 Aug 2005 10:18
by Hyronymus
I see a paved way for my own Glow-in-the-dark castle

. Seriously, your arrows look good, Sanchimaru.
Posted: 12 Aug 2005 11:16
by SHADOW-XIII
I like those arrows very much to, they could be animted maybe

Posted: 12 Aug 2005 11:37
by Aegir
SHADOW-XIII wrote:I like those arrows very much to, they could be animted maybe

Sanchimaru wrote:No problem

Here is another test too:
It's made with glowing colors, so that thew flow in the direction that is to be mandatory.
Really Shadow, I've done this far too many times. Please read.
Posted: 12 Aug 2005 13:29
by SHADOW-XIII
bite me if you dare

Posted: 12 Aug 2005 13:30
by Aegir
SHADOW-XIII wrote:bite me if you dare

Not a good thing to say. I am quite hungry right now...
R4WR! I E4T JOO!
Posted: 12 Aug 2005 14:11
by eis_os
New system, 3 * 2 sprites instead of 4 so we can show green direction arrows.
direction ne-sw green
direction sw-ne green
no sw-ne-sw
direction se-nw
direction nw-se
no nw-se-nw
(the no direction and directions one have to be compatible, so they can be layered)
Posted: 12 Aug 2005 14:17
by Yoeri
i liked this one more.....
Posted: 12 Aug 2005 14:30
by eis_os
Well I think green arrows where a vehicle can travel is more natural, but it isn't a problem to to load a different grf for it
