[FORK] Dutch Road Furniture for Quast65's RoadSet

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Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by OzTrans »

Quast65 wrote: 02 Oct 2023 18:28... I've asked JGR if it is possible to make bends/curves one-way too.
Yes, they are one way; just make sure, you also place one-way arrows either side of T-junctions.

One-Way Bends.png
One-Way Bends.png (54.96 KiB) Viewed 4629 times
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Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by dol422 »

OzTrans wrote: 03 Oct 2023 02:32
Quast65 wrote: 02 Oct 2023 18:28... I've asked JGR if it is possible to make bends/curves one-way too.
Yes, they are one way; just make sure, you also place one-way arrows either side of T-junctions.

One-Way Bends.png
I think he meant the curves themselves, without any straight pieces.
Take a look at: http://www.tt-forums.net/viewtopic.php?f=47&t=74993
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Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by Quast65 »

That is indeed wat I meant, the curves themselves.
As the 3x3 layout doesnt have any straight pieces to put the one-way arrows.
Could be handy at some junctions too.
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

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Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by OzTrans »

Quast65 wrote: 03 Oct 2023 07:01 That is indeed what I meant, the curves themselves.
As the 3x3 layout doesn't have any straight pieces to put the one-way arrows.
Could be handy at some junctions too.
Yes, I get that now. Just recently sloped roads got one-way arrows; curves would then need bent ones.

But, being able to make T-Junctions one-way explicitly could solve your problem, provided entry/exits are on the driving side.
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Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by Quast65 »

OzTrans wrote: 03 Oct 2023 22:53 curves would then need bent ones.
Good point, I've forwarded this info (and the suggestion to start out with T-sections first) to JGR on Discord.
provided entry/exits are on the driving side
Does the one-way work like this then with the pathfinder?
- Lets assume that vehicles drive on the right side of the road
- Then ONLY right-turns onto or off the one-way section are allowed
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

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Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by OzTrans »

Quast65 wrote: 04 Oct 2023 07:24 Does the one-way work like this then with the pathfinder?
- Lets assume that vehicles drive on the right side of the road
- Then ONLY right-turns onto or off the one-way section are allowed
Correct; that is my understanding. If the stem of a T-Junction were on the left side, then you would not be allowed to make the T-Junction One-Way.

Here is the Wiki about One-way Roads. Nothing would change, except being able to set the T-Junction One-way directly.

At the moment the pathfinder works that way, if you have one-way arrows to the left and right of the T-Junction bar and the stem is on the right.
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Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by Quast65 »

Gotcha, forwarded it to JGR's Discord
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

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Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by Mrsunman »

Quast65 wrote: 04 Oct 2023 10:36 Gotcha, forwarded it to JGR's Discord
Hello, its that 'hutt enterprise' guy from the discord, here with a few suggestions :
-Different textured and coloured tunnel pieces, maybe a darker grey one and tile versions (with squares/patterns)
-45°tunnel pieces, which could work as retaining walls
-tunnel pieces with paths near the top
-tunnel pieces with bushes near the top?
-slim stair pieces
-Diagonal lined pieces (similar to japanese sidings in some parts)
-Dutch moterway piece with concrete median

Of course, i understand if some of these sound a bit too far out there, but they could still be some pretty nice additions :D
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Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by Quast65 »

First of all, I would like to state that I dont want to spend too much time anymore on this GRF.
I want to move on to other projects.
Also I feel that some suggestions are too much eyecandy-focussed without keeping the general mechanics of the game in mind (like the mini-roundabouts and diagonal off/on-ramps to highways).
And without patches/changes to the mechanics, those objects will only be useful for nice screenshots, but not in a moving game, which I find kinda useless...

With regards to Mrsunmans suggestions:
Mrsunman wrote: 17 Oct 2023 23:56 -Different textured and coloured tunnel pieces, maybe a darker grey one and tile versions (with squares/patterns)
-45°tunnel pieces, which could work as retaining walls
-tunnel pieces with paths near the top
-tunnel pieces with bushes near the top?
As for the tunnelpieces I will add these:
Example920.png
Example920.png (75.59 KiB) Viewed 3875 times
So, transitionpieces from a full-tiled bridgefoundation to my tunnelsides.

Also, I will look into doing flat pieces with straight (tunnel-concrete) foundations.
But because of the tiny ridge I have on the edges, those may end up in way too many possible options (also to connect them to the sloped versions). But I will research that.

With that, the tunnelsides are done, enough.
Otherwise this GRF ends up more like a landscape-GRF, rather than Dutch Road Furniture.
So, no different textured/colored tunnelconcrete, no full sloped versions and other things.
If you want those, make a new GRF :twisted:
-slim stair pieces
I guess you mean tunnelsides with stairs going down them? Then, no.
Workers usually access these from the top or below with ladders they bring with them, or via access/exit-points in tunnels.
-Diagonal lined pieces (similar to japanese sidings in some parts)
Please elaborate, or links to pictures, I dont know what you mean.
But if you mean off/on-ramps as overlaps (like some Garry did), then no, the game-mechanics are not suitable for those (as the vehicles wont follow the diagonal road).
-Dutch moterway piece with concrete median
Dutch motorways dont have concrete medians.
They are only used for roadworks, and then most of the times the drivinglanes are shifted/narrowed and that may also conflict with the way vehicles drive.
But it is something I may take a look into, roadworks are pretty common in The Netherlands, so they may be a nice addition in combination with the Matrix-signs (maybe also an accident)..

So, to sum up, what I will do:

*Tunnelsides:
-Transitionpieces from a full-tiled bridgefoundation
-Research flat pieces with straight (tunnel-concrete) foundations

*Roundabouts:
-Micro-roundabouts (1-tile-overlap)
-Mini-roundabouts (1-tile-overlap)
-Regular roundabout (3x3 roadlayout)
-Large roundabout (5x5 roadlayout)

*Roadworks/accidents:
-Will research these.
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by Mrsunman »

Quast65 wrote: 19 Oct 2023 08:05 First of all, I would like to state that I dont want to spend too much time anymore on this GRF.
I want to move on to other projects.
Also I feel that some suggestions are too much eyecandy-focussed without keeping the general mechanics of the game in mind (like the mini-roundabouts and diagonal off/on-ramps to highways).
And without patches/changes to the mechanics, those objects will only be useful for nice screenshots, but not in a moving game, which I find kinda useless...

With regards to Mrsunmans suggestions:
Mrsunman wrote: 17 Oct 2023 23:56 -Different textured and coloured tunnel pieces, maybe a darker grey one and tile versions (with squares/patterns)
-45°tunnel pieces, which could work as retaining walls
-tunnel pieces with paths near the top
-tunnel pieces with bushes near the top?
As for the tunnelpieces I will add these:
Example920.png
So, transitionpieces from a full-tiled bridgefoundation to my tunnelsides.

Also, I will look into doing flat pieces with straight (tunnel-concrete) foundations.
But because of the tiny ridge I have on the edges, those may end up in way too many possible options (also to connect them to the sloped versions). But I will research that.

With that, the tunnelsides are done, enough.
Otherwise this GRF ends up more like a landscape-GRF, rather than Dutch Road Furniture.
So, no different textured/colored tunnelconcrete, no full sloped versions and other things.
If you want those, make a new GRF :twisted:
-slim stair pieces
I guess you mean tunnelsides with stairs going down them? Then, no.
Workers usually access these from the top or below with ladders they bring with them, or via access/exit-points in tunnels.
-Diagonal lined pieces (similar to japanese sidings in some parts)
Please elaborate, or links to pictures, I dont know what you mean.
But if you mean off/on-ramps as overlaps (like some Garry did), then no, the game-mechanics are not suitable for those (as the vehicles wont follow the diagonal road).
-Dutch moterway piece with concrete median
Dutch motorways dont have concrete medians.
They are only used for roadworks, and then most of the times the drivinglanes are shifted/narrowed and that may also conflict with the way vehicles drive.
But it is something I may take a look into, roadworks are pretty common in The Netherlands, so they may be a nice addition in combination with the Matrix-signs (maybe also an accident)..

So, to sum up, what I will do:

*Tunnelsides:
-Transitionpieces from a full-tiled bridgefoundation
-Research flat pieces with straight (tunnel-concrete) foundations

*Roundabouts:
-Micro-roundabouts (1-tile-overlap)
-Mini-roundabouts (1-tile-overlap)
-Regular roundabout (3x3 roadlayout)
-Large roundabout (5x5 roadlayout)

*Roadworks/accidents:
-Will research these.
alrighty, i look forward to seeing what you can do
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Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by Quast65 »

Version 003:
dutchroadfurniture_vQ65_v003.grf
(2.23 MiB) Downloaded 61 times
!!!BE AWARE!!!
Not compatible with v002, use in a new game!!

See first post for changelog

Sources:
SOURCES_DRF_Q65_v003.rar
(4.98 MiB) Downloaded 51 times
Work on this is slow, because of reallife distractions ;-)
I will now focus on adding roundabouts.
Example947.png
Example947.png (67.37 KiB) Viewed 3044 times
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

Winner of the following screenshot competitions:
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All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by Quast65 »

Version 004:
dutchroadfurniture_vQ65_v004.grf
(3.19 MiB) Downloaded 53 times
See first post for changelog (or the pictures in the next post)

Sources:
SOURCES_DRF_Q65_v004.rar
(9.54 MiB) Downloaded 18 times
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

Winner of the following screenshot competitions:
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All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by Quast65 »

Example993.png
Example993.png (9 KiB) Viewed 1779 times
Example994.png
Example994.png (76.37 KiB) Viewed 1779 times
Example995.png
Example995.png (105.71 KiB) Viewed 1779 times
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

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sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by belgi »

Quast65 wrote: 23 Mar 2024 18:51 Example993.png
Example994.png
Example995.png
Splendor!!! Thanks for your work. Those roundabouts, they are absolutely perfect! I'm going to try it right away.
Perhaps it would be worth explaining how to build and use those roundabouts.

I had problems in the lower branches...
001
001
2024-03-23_001_kruhový objezd.png (139.09 KiB) Viewed 1714 times
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Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by Quast65 »

belgi wrote: 23 Mar 2024 20:45 Splendor!!! Thanks for your work.
Thank you!
I had problems in the lower branches...
Delete these medians:
Example999.png
Example999.png (38.22 KiB) Viewed 1706 times
Then all is (except for the usual overlap glitches) fine ;-)
Example998.png
Example998.png (41.54 KiB) Viewed 1706 times
Downwards overlaps have extra issues, they dont overlap other objects very nicely.
Thats why those middlepieces have the "extensions" towards the medians ;-)
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
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Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by kamnet »

Quast65 wrote: 02 Jul 2023 17:16 I will also load it up to BaNaNas if no major issues arise... (fingers crossed)
Website link is still pointing to the old devzone at https://dev.openttdcoop.org/projects/dutchroadfurniture
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Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by Quast65 »

kamnet wrote: 24 Mar 2024 09:41
Quast65 wrote: 02 Jul 2023 17:16 I will also load it up to BaNaNas if no major issues arise... (fingers crossed)
Website link is still pointing to the old devzone at https://dev.openttdcoop.org/projects/dutchroadfurniture
Cheers, will fix in next version!
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
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Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by belgi »

002
002
2024-03-24_001_kruhový objezd.png (255.58 KiB) Viewed 1560 times
Quast65 wrote: 23 Mar 2024 22:53
Delete these medians:
Example999.png
Then all is (except for the usual overlap glitches) fine ;-)
Example998.png
Downwards overlaps have extra issues, they dont overlap other objects very nicely.
Thats why those middlepieces have the "extensions" towards the medians ;-)
Aaah!
Thanks for advice! It is OK now ;-)

I also have to say that it took me about half an hour to figure out that I had to make the intersection classically first and then cover it with a roundabout :-)

Anyway, nice job! Thank you for such things.

I wish you a nice day
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Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by Quast65 »

(road)Works In Progress :twisted:
Example1002.png
Example1002.png (82.67 KiB) Viewed 1447 times
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

Winner of the following screenshot competitions:
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Re: [FORK] Dutch Road Furniture for Quast65's RoadSet

Post by RoyalExamination9410 »

How do you get it to work? I supposedly downloaded the latest update but it only shows the older version when I load it to my openttd. I can't see any of the newly added features
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