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Re: Traintunnel with eyecandy road on top

Posted: 06 Jul 2012 15:27
by Transportman
Quast65 wrote:Thnx, glad you like the implementation of your great idea!

There is a problem though with the graphics of the stationtile, some parts of the catenary (mainly the wires and a bit of the pylons) at the link of the stationtile with the actual tunnel can still be seen and overlaps the the actual tunnel. I didn't notice it first when using the standard catenary (was just 4 grey pixels), but when using the dutch trackset it was more clear:
example05.png
Has anyone got some ideas how to fix this?
Maybe use 2 station tiles? The first is a station tile with a simple catenary wire, the second is the fake tunnel entrance tile and after that is the real tunnel entrance. It is camouflaging and the connections with other catenary sets might be wrong, I admit, but in a coding way I wouldn't know, because how are you then going to handle different catenary sets?

PS: I like the ISR tracks you posted earlier, if you have finished them, is it okay if I use them in the Dutch Trackset?

Re: Traintunnel with eyecandy road on top

Posted: 06 Jul 2012 16:11
by Quast65
Adding another stationtile will take up too much space to create a tunnel in my opinion and if you want to connect the tunnel stationtiles with normal stationsets, you would have a plain tile in between. Which doesn't look good.

I think the answer still might be somewhere with the boundingboxes... Please correct me if I am wrong, then disabeling catenary for these tiles might be the only option.

As for the ISR tracks, the GRF's created here will all be GPLv2, so you are free to use those graphics when Beul has them finished.
@Beul: could you post the graphics in this thread when they are done?

EDIT: Is it possible to disable only the pylons of the catenary? I have found that in Action0 properties 11 and 14 control the pylons and wires. ( http://www.ttdpatch.de/grfspecs/Action0 ... t+%2814%29 ) But I am only able to disable both at the same time, what I want is pylons disabled, wires enabled. Can this be done?

Re: Traintunnel with eyecandy road on top

Posted: 18 Jul 2012 18:27
by Quast65
Sorry for the doublepost, but I am proud to present Custom Tunnel Entrances and Exits v0.1 ;-)

This GRF has stationtiles that look like tunnel entrances and exits, that can be placed next to railtypes that have a full tile covering the actual tunnelentrance and thus one can have multiple styles of tunnels in one game.

It is strongly recommended to use this GRF with the new metrotrack that Foobar has developed as that has railtypes with tunnels where these entrances and exits can be fitted right next to. That GRF has parameters so that normal trains can also drive over those tracks. Here is more information about Foobars metrotracks: http://www.tt-forums.net/viewtopic.php?f=26&t=49404

Some of the entrances I have made have an overlapping part, this is sadly necessary as I not yet have found a way to solve some problems with wires sticking out at the end of the tile codewise.
You might also sometimes see some pylons sticking out. This problem should be solved when Openttd Nightly r24402 is made (not being able to remove pylons is a bug in older versions of Openttd), so please do not report problems with this until that nightly of Openttd is released.

What is in this version now:

- Some different styles of the OpenGFX tunnel entrances and exits
- Grass covered slopes, that can be placed next to the entrances to make them blend in better in the environment

The elements:
Customtunnel01.png
Customtunnel01.png (39.57 KiB) Viewed 5253 times
Looks like this with Foobars tunnels:
Customtunnel02.png
Customtunnel02.png (50.8 KiB) Viewed 5253 times
The GRF:
customtunnel_V0_1.grf
(53.29 KiB) Downloaded 194 times
Much more tunnels will be coming shortly, have fun!

Re: Custom traintunnel entrances, exits and extra's.

Posted: 18 Jul 2012 18:57
by Eddi
sorry to spoil all your fun, but i see little use for this GRF, as i usually want to put a signal before the tunnel entrance, so i can't put a stationtile there :(

Re: Custom traintunnel entrances, exits and extra's.

Posted: 18 Jul 2012 19:14
by Quast65
This grf only takes up 2 extra tiles (one in front of the tunnel and one after), so not much extra space wasted if you put the signal in front of this entrance ;-)

Re: Custom traintunnel entrances, exits and extra's.

Posted: 18 Jul 2012 19:33
by FooBar
You can also put one of my covered metro tracks between the real tunnel and a station tile from this set, and put a signal on that tile.

Are you going to put this on bananas once the nightly is there?

Re: Custom traintunnel entrances, exits and extra's.

Posted: 18 Jul 2012 19:45
by Eddi
Quast65 wrote:This grf only takes up 2 extra tiles (one in front of the tunnel and one after), so not much extra space wasted if you put the signal in front of this entrance ;-)
you have any idea how much "two tiles" is in an urban area? :p

Re: Custom traintunnel entrances, exits and extra's.

Posted: 22 Jul 2012 15:40
by alluke
Would it be possible to make this work with older game versions too? I'd love to add the rusty rails to my current game.


(or make them a separate grf since i'm not really interested about the tunnels)

Re: Custom traintunnel entrances, exits and extra's.

Posted: 23 Jul 2012 10:58
by Quast65
alluke wrote:Would it be possible to make this work with older game versions too? I'd love to add the rusty rails to my current game.


(or make them a separate grf since i'm not really interested about the tunnels)
Beul, the creator of the rusty tracks, is on holiday right now. I think it is better to PM him for this request as he might not see your post when he gets back. Having the rusty rails as a seperate railtype GRF with "normal" OpenGFX tunnels is indeed a nice addition.
Eddi wrote:
Quast65 wrote:This grf only takes up 2 extra tiles (one in front of the tunnel and one after), so not much extra space wasted if you put the signal in front of this entrance ;-)
you have any idea how much "two tiles" is in an urban area? :p
True, but the nice thing is that the tunnelentrances are designed to be used with a seperate railtype. So the normal tunnels are still available in your games and can be used in places where you have no room. Where you have room for some extra eyecandy, you could use these tunnelentrances. So it gives you some more options.

Also you might be interested in this: http://www.tt-forums.net/viewtopic.php?f=33&t=59374
This patchpack is precompiled and ready to play and has the signals in tunnels patch, so you can place a signal directly on the tunnelentrance, freeing the tile in front of the tunnel (where you would normally place your signal) for a stationtile with a custom entrance.

And a bit of news codewise, there is now a new nightly version of OpenTTD which has the pylonbug fixed, they are gone now.

EDIT: and a little preview of work in progress, the tunnels from the TotalTownReplacementSet have been converted:
Customtunnel03.png
Customtunnel03.png (52.88 KiB) Viewed 5021 times

Re: Custom traintunnel entrances, exits and extra's.

Posted: 23 Jul 2012 22:18
by SwissFan91
Apologies if this has been mentioned already in this thread, but does this innovation now allow for double track tunnels? In a slightly bodged kind of way..

Re: Custom traintunnel entrances, exits and extra's.

Posted: 23 Jul 2012 22:32
by planetmaker
SwissFan91 wrote:does this innovation now allow for double track tunnels?
No. You can only read info about the tile itself, not about adjacent tiles.

Re: Custom traintunnel entrances, exits and extra's.

Posted: 23 Jul 2012 22:51
by Quast65
But it is possible to draw those as seperate tiles, you only have to connect them manually and so get the appearance of a 2 track tunnel. Or did you mean 2 tracks on one tile? (to get diagonal tunnels) Because that is not possible because these are stationtiles.

Re: Custom traintunnel entrances, exits and extra's.

Posted: 23 Jul 2012 23:08
by SwissFan91
Indeed, as Quast said, to manually connect them. It may require some clever drawing..

Re: Custom traintunnel entrances, exits and extra's.

Posted: 23 Jul 2012 23:09
by Quast65
Shouldn't be too difficult, just make sure you can't see the actual tunnelentrance peeking through on the back. I'll try something tomorrow.

EDIT: @Swissfan, is this what you are looking for? Note that the middle piece in the 3-track tunnel is a "floating" piece with no sides, so that can be extended to get even more wider tunnels.
Customtunnel04.png
Customtunnel04.png (123.78 KiB) Viewed 4922 times

Re: Custom traintunnel entrances, exits and extra's.

Posted: 24 Jul 2012 23:01
by alluke
Could this kind of "bridge" get included in the set?

http://vaunut.org/kuvat/b5e1ccd3d0f142e ... 902751.jpg (link due to big resolution)

Plain concrete without gaps between rails, preferably unlimited speed.

Re: Custom traintunnel entrances, exits and extra's.

Posted: 24 Jul 2012 23:05
by lawton27
These tunnels are superb Quast, I'm eager to implement all this variety in my game!

Re: Custom traintunnel entrances, exits and extra's.

Posted: 25 Jul 2012 05:30
by SkiddLow
Need new train tunnel North American Road Set

Re: Custom traintunnel entrances, exits and extra's.

Posted: 25 Jul 2012 07:54
by SwissFan91
That's absolutely correct! They look great! :)

Re: Custom traintunnel entrances, exits and extra's.

Posted: 25 Jul 2012 13:17
by Quast65
alluke wrote:Could this kind of "bridge" get included in the set?

http://vaunut.org/kuvat/b5e1ccd3d0f142e ... 902751.jpg (link due to big resolution)

Plain concrete without gaps between rails, preferably unlimited speed.
The link doesn't seem to work, have you got another picture? About the speed, these are stationtiles so speedlimits are set by the railtype you use.
lawton27 wrote:These tunnels are superb Quast, I'm eager to implement all this variety in my game!
Cheers! I've included a new GRF below, which has the TTRS-tunnels and the multitrack tunnel.
SkiddLow wrote:Need new train tunnel North American Road Set
Would you be so kind to think about the way you type your posts? They feel very demanding or desperate, that doesn't really help in trying to convince me of adding your requests...
That said, back on topic. What tunnel do you mean? Could you post a screenshot? Furthermore the NARS is not under GPLv2 licence, so I can't promise anything because it is up to the creator of that set to give permission to use those sprites.
SwissFan91 wrote:That's absolutely correct! They look great! :)
Cool! Here is the GRF with them included.

It is strongly recommended to use this GRF with the new metrotrack that Foobar has developed as that has railtypes with tunnels where these entrances and exits can be fitted right next to. That GRF has parameters so that normal trains can also drive over those tracks. Here is more information about Foobars metrotracks: http://www.tt-forums.net/viewtopic.php?f=26&t=49404
customtunnel_V0_2.grf
(126.78 KiB) Downloaded 190 times
More tunnels will be coming!

Re: Custom traintunnel entrances, exits and extra's. V0.2

Posted: 25 Jul 2012 14:02
by lawton27
You forgot the post the new tunnel styles grf for the station tiles to go with :wink: . Can't seem to find it anywhere else in this topic :?