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PostPosted: Wed Sep 05, 2018 8:41 am 
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Hi Andrew,

Here all my sprites and coding.

The Coding for road in the Cougal Bridge not complete as only testing the rail bridge. Intend to transfer the Rail bridge over to replace the Stone Rail Bridge.

Any one else want to use these your welcome to do so.

Cheers

Garry


Attachments:
AuzbridgeTest.rar [395.56 KiB]
Downloaded 45 times

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PostPosted: Wed Sep 05, 2018 10:31 pm 
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GarryG wrote:
Hi Andrew,

Here all my sprites and coding.

The Coding for road in the Cougal Bridge not complete as only testing the rail bridge. Intend to transfer the Rail bridge over to replace the Stone Rail Bridge.

Any one else want to use these your welcome to do so.

Cheers

Garry

Awesome, thanks :)

========

In other news, today is another day, so I suppose I'll show off the other cable-stayed bridge I've been working on:

Attachment:
Honfingburg Transport, 15th Jan 3000#3.png
Honfingburg Transport, 15th Jan 3000#3.png [ 96.5 KiB | Viewed 2553 times ]

Again, this is only a mockup and needs a little touchup, but otherwise just about done :) This specific bridge is heavily inspired by the Nhat Tan bridge in Vietnam, although this style of cable-stayed bridge is fairly common around the world, with at least a couple of examples in the US.

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PostPosted: Tue Sep 11, 2018 1:08 pm 
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Lovely bridges, but is there any way to disable railtypes for the wooden one? :)


Attachments:
Näyttökuva 2018-09-11 kello 15.57.55.png
Näyttökuva 2018-09-11 kello 15.57.55.png [ 216.54 KiB | Viewed 2496 times ]

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PostPosted: Tue Sep 11, 2018 1:25 pm 
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alluke wrote:
Lovely bridges, but is there any way to disable railtypes for the wooden one? :)

Railtypes are usually applied as an overlay when a bridge is built from the railtype menu.
Did you try building the bridge from the default rail menu?

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PostPosted: Tue Sep 11, 2018 3:37 pm 
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wallyweb wrote:
alluke wrote:
Lovely bridges, but is there any way to disable railtypes for the wooden one? :)

Railtypes are usually applied as an overlay when a bridge is built from the railtype menu.
Did you try building the bridge from the default rail menu?


Railtypes aren't like roadtypes. It's entirely possible and common for the default rails to be replaced by a tracktype.

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PostPosted: Fri Sep 14, 2018 3:34 am 
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alluke wrote:
Lovely bridges, but is there any way to disable railtypes for the wooden one? :)

Hi there, unfortunately there's currently no way to disable railtypes for bridges, so unless you use a railtype set which does not overwrite the default rails, there's no way to avoid this. :( It would definitely be on my ultimate wishlist of new bridge features though, along with custom bridge layouts and multi-part bridge heads (among many others), but it will not likely happen. :)

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PostPosted: Fri Sep 14, 2018 5:37 am 
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Andrew350 wrote:
alluke wrote:
Lovely bridges, but is there any way to disable railtypes for the wooden one? :)

Hi there, unfortunately there's currently no way to disable railtypes for bridges, so unless you use a railtype set which does not overwrite the default rails, there's no way to avoid this. :( It would definitely be on my ultimate wishlist of new bridge features though, along with custom bridge layouts and multi-part bridge heads (among many others), but it will not likely happen. :)
Keep in mind that JGR has implemented two bridge properties that were originally developed by cirdan for his New Map Features:
- Three additional bridge IDs
- Custom GUI icons (Especially handy when modifying the recolour bridges).
What would be really useful would be multiple bridge sets per game.

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PostPosted: Fri Sep 28, 2018 11:18 pm 
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Small update today :)

I'm going ahead and releasing 0.2.0, which is a relatively minor update which adds the plate girder rail bridge, the concrete viaduct road bridge, and changes the rail version of the steel truss bridge into a cantilever style. Here is the set as it stands with this release:

Attachment:
Pronborough Bay Transport, 5th Oct 3000#1.png
Pronborough Bay Transport, 5th Oct 3000#1.png [ 157.77 KiB | Viewed 2283 times ]


Please note that I've shifted around some of the internal bridge IDs so the new gui icons make more sense and to get the set ready for additional bridges; unfortunately this means broken savegame compatibility. On the plus side though I shouldn't have to do that again, so future updates should be savegame safe :)

Also note that this is a relatively quick-and-dirty release, at least for me, so there may be a goof or two. If all goes well, the next update should contain the cable-stayed bridges shown earlier as well as some other bridges (mostly road/rail counterparts to existing ones, which aren't done yet) and some other improvements to provide a better overall polish :).

Enjoy!


Attachments:
american_bridges.tar [122.5 KiB]
Downloaded 109 times
american_bridges_source_0.2.0.zip [144.55 KiB]
Downloaded 53 times

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PostPosted: Fri Sep 28, 2018 11:20 pm 
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Very nice!


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PostPosted: Sat Sep 29, 2018 3:37 am 
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Very Nice indeed!

Edit1: Will there be other track support planned?
Edit2: Nvm me. just got it work as I wished! :) Nice stuff!

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PostPosted: Fri Jan 18, 2019 6:11 am 
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Hi all, small update today :)

Finally, after several months and a new year, I've managed to cobble together enough progress for a decent release. The 'big' new feature is the addition of the cable-stayed bridges shown in the preview pics earlier. I've polished them up and made some tweaks from the teasers but mostly they look the same.

I've also made some big changes to two of the existing bridges, adding some much-needed cribbing to the wooden railroad trestle with a small recolor (ideas stolen from GarryG ;)), and I also repainted the steel cantilever railroad bridge in a rusty white color. These changes can be seen in the image below:

Attachment:
0.3.0_new_stuff.png
0.3.0_new_stuff.png [ 501.01 KiB | Viewed 1966 times ]


In addition to the obvious visual changes I also added some proper speed limits and introduction dates for all the bridges included so far, both of which I hope to make configurable in the future (once I figure out how :P). In fact, here's a handy little table I made to track what's done in the set so far:

Code:
id |     type     | year |  speed  |   transport types
----------------------------
00  wood          -    0 -  25 mph - road + rail
01  stone         -    0 -  35 mph - road + rail
02  steel truss   - 1870 -  50 mph - road + rail
03  cable-stayed  - 1990 - 200 mph - road + rail
04                -      -         -
05                -      -         -
06  plate girder  - 1920 -  70 mph - rail
07  concrete      - 1960 - 120 mph - road
08                -      -         -
09  covered       - 1850 -  40 mph - road
10                -      -         -
11                -      -         -
12                -      -         -


Also with this release I've decided to go ahead and make this set available on BaNaNaS for easier consumption (and yes, this version is compatible with the previous release!).

Go ahead and let me know what you think, good or bad, otherwise I hope you enjoy it! :)


Attachments:
american_bridges.tar [166 KiB]
Downloaded 63 times
american_bridges_source_0.3.0.zip [290.15 KiB]
Downloaded 43 times

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PostPosted: Fri Jan 18, 2019 7:02 am 
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Very nicely done.

Glad to see people pinching ideas from me as for years I been pinching from others.

Cheers pal

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Auz Project Releases: viewtopic.php?f=67&t=84725
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Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
AuzObjects: viewtopic.php?f=26&t=75657
AuzBridges: viewtopic.php?f=26&t=75248
AuzStations: viewtopic.php?f=26&t=76390
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PostPosted: Sat Mar 23, 2019 2:32 am 
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I've been slowly working on revamping the covered road bridge to fix some mistakes along with improving the texture a little. Meanwhile I also got around to making the rail counterpart for it:

Attachment:
covered_road.png
covered_road.png [ 37.03 KiB | Viewed 371 times ]

Attachment:
covered_rail.png
covered_rail.png [ 33.94 KiB | Viewed 371 times ]


The plan for releasing 0.4 is to at least get both road and rail versions for all existing bridges, so the plate girder and concrete viaduct will get their partners as well. No clue when that might happen, but I'm working on it ;)

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PostPosted: Sat Mar 23, 2019 10:39 am 
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Really nice graphics!

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