Bridges
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Bridges
I was amazed to see the ability to build bridges over slopes just like any other building (nicely done).
But how difficult is it to do this?
Look at the attached picture.
#1: A small bridge of 2 squares.
#2: A bridge of 4 squares with a height.
#3: Wish it could be a bridge of 4 squares with extra height.
And of course if you could make the extra height, it would work anywhere no matter what the height is (just like in Rollercoaster Tycoon).
But how difficult is it to do this?
Look at the attached picture.
#1: A small bridge of 2 squares.
#2: A bridge of 4 squares with a height.
#3: Wish it could be a bridge of 4 squares with extra height.
And of course if you could make the extra height, it would work anywhere no matter what the height is (just like in Rollercoaster Tycoon).
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- Tycoon
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I'm actually a beginner C/C++ programmer (not very beginner, not very advanced) and I'm trying to understand how it's structured.
You said you could add a height data but the gfx engine can't handle it. So you're saying, theoritcally, that the bridge will function but won't have the look of a high bridge?
You said you could add a height data but the gfx engine can't handle it. So you're saying, theoritcally, that the bridge will function but won't have the look of a high bridge?
- spaceman-spiff
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Owen already posted something about these bridges
After 15 minutes I found it and that site is still online
http://www.tt-forums.net/viewtopic.php?p=21153#21153
There you can see the problem with such bridges
After 15 minutes I found it and that site is still online
http://www.tt-forums.net/viewtopic.php?p=21153#21153
There you can see the problem with such bridges
Maybe I will think about it and find some way to store a doubled height, but more would be a overkill...
wait, we get one big problem, we have no ramps for it...
if you build this:
P = Problem
wait, we get one big problem, we have no ramps for it...
if you build this:
Code: Select all
______________
###\ P
####\_________\______
- George
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Is it the code or graphics problem? If you could add some object for representing a ramp in this case I shall draw it.eis_os wrote:Maybe I will think about it and find some way to store a doubled height, but more would be a overkill...
wait, we get one big problem, we have no ramps for it...
if you build this:P = ProblemCode: Select all
______________ ###\ P ####\_________\______
BTW. Did someone of the developers make any research for the ability of having different front parts for different bridges types (rods, railways)?
First question, it's a big code problem and compared to it a small graphic problem. -> I don't want to spend serveral weeks to get it working and then I found out its truely impossibleGeorge wrote:Is it the code or graphics problem? If you could add some object for representing a ramp in this case I shall draw it.eis_os wrote:Maybe I will think about it and find some way to store a doubled height, but more would be a overkill...
wait, we get one big problem, we have no ramps for it...
if you build this:P = ProblemCode: Select all
______________ ###\ P ####\_________\______
BTW. Did someone of the developers make any research for the ability of having different front parts for different bridges types (rods, railways)?
Second question: I think you suggested it serveral hundert times?
In general this could be someday a eyecandy feature... (Does toyland has different endings, never played toyland yet... )
Ohh, and to answer the post while I written this:
Zetor2003:
My experimental switches don't test impossible stuff, in general my experimental switches are features that aren't complete or working proof of concepts like the eyecandy. Experimental switches are surely doable ...
- George
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Only two times. I just want to know, does someone plan to work on this eye-candy stuff and was were any research for the difficulty of the implementation of this stuff. I ask it beacuse I'm working on NewMonorails set and want to know, what side has I to direct my efforts. Showld I think about the view of the monorail front parts at the road/railway bridges or I can not to spend the time on it. Or may be I have to wait to get checked answer.eis_os wrote:Second question: I think you suggested it serveral hundert times?George wrote:BTW. Did someone of the developers make any research for the ability of having different front parts for different bridges types (rods, railways)?
In general this could be someday a eyecandy feature...
yes (I mean from temperate, but it as the same for all toyland bridges)eis_os wrote:Does toyland has different endings, never played toyland yet...
Last edited by George on 20 Nov 2003 13:58, edited 2 times in total.
What I can surely say, the eyecandy stuff for bridges is only a idea,
my idea, not Josef who made currently the eyecandy code.
So I think you can't made plans that it will ever happen (soon)
Second, the Toyland Bridges have the same problem, the ramps are always the same and only get overwritten by sprite replacement
(not the internal bridge code determines we are in toyland, now lets show other sprites)
In general I don't know how to add a "bridge overwrite" in the action code
system, in general it should be possible to direct TTD to another sprite number...
Sorry to be so unclear, but I can't really say what will happen...
And to be more precise to the bridge height, it's to much time for maybe nothing...
my idea, not Josef who made currently the eyecandy code.
So I think you can't made plans that it will ever happen (soon)
Second, the Toyland Bridges have the same problem, the ramps are always the same and only get overwritten by sprite replacement
(not the internal bridge code determines we are in toyland, now lets show other sprites)
In general I don't know how to add a "bridge overwrite" in the action code
system, in general it should be possible to direct TTD to another sprite number...
Sorry to be so unclear, but I can't really say what will happen...
And to be more precise to the bridge height, it's to much time for maybe nothing...
An eye-candy indeed!
Take a look at this, cause you may not see it... Ever .
Photoshop. We all know that.
So what you're saying is (look at the left-most bridge) that the second ramp has no coordinate that is meaningful to TTD gfx engine? I mean you can put a second ramp, yes, but it won't be 1 level high, right? I'm trying to understand what exactly is making it difficult (Not that I may find a solution, but it's good to know).
Take a look at this, cause you may not see it... Ever .
Photoshop. We all know that.
So what you're saying is (look at the left-most bridge) that the second ramp has no coordinate that is meaningful to TTD gfx engine? I mean you can put a second ramp, yes, but it won't be 1 level high, right? I'm trying to understand what exactly is making it difficult (Not that I may find a solution, but it's good to know).
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Would it be possible to build two bridges at one site? If it would be possible to bypass that 'limit' you could tell TTD to build two bridges when the terrain to be bridged has height = 2. The bottom bridge is nothing less then a ramp and elongated pylons, the top bridge would be the 'standard' bridge. I admit that it's very easy just typing it, (possibly) implicating it is much more difficult.
I agree with mp3pro, no double ramps is needed. If you look at the left wodden bridge and think out a need for it, I don't see any. The right one is the one I would want.
Another possibility is where the bridge begins with a ramp and continues higher since the ground is lower and ends with a straight ramp one level higher than it started. However I can make that with the normal bridge so no need for that either.
Another possibility is where the bridge begins with a ramp and continues higher since the ground is lower and ends with a straight ramp one level higher than it started. However I can make that with the normal bridge so no need for that either.
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