[NRT]Ufiby's Road, Tram, Trolleybus and Rail track
Moderator: Graphics Moderators
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)
Really right. In the game, the style of the trees looks like they are not very used to the game, so they look a little painful to the eyes. "Stolen trees" and other sets of trees have noise adjustments. So I haven't finished my set yet.
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)
A small update has been released
U&Trees v2
U&Trees v2
- Completely redesigned and added new sprites
- [ADDED] Added "bare" trees
- [ADDED] Added trees noise correction
- [ADDED] added parameters (NOISE / NO NOISE)
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)
Hi,
big fan of this road set. I noticed what I think is a bug though. When I switch the Time era used-perimeter to Always available, it doesn't seem to apply to tram tracks (like the lovely red Modern Urban Tram Track).
big fan of this road set. I noticed what I think is a bug though. When I switch the Time era used-perimeter to Always available, it doesn't seem to apply to tram tracks (like the lovely red Modern Urban Tram Track).
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)
I'm loving the tree set! But I have one small request, can we have a parameter to turn on/off the Temperate trees seperate from the Arctic trees? The reason I ask is because in JGR Patch Pack I like to use the Alpine Tree Placement feature which places temperate trees below snowline and arctic trees in a band around the snowline. I like to mix a less-dense tree set for below snow line (OpenGFX trees, or Japan Set trees if I'm playing Japanset game). I made a modified version of Stolen Trees for this but people always complain to me because I can't share that .grf, plus I think your trees are better .
Here's an example using OpenGFX Trees and Stolen Trees:
Here's an example using OpenGFX Trees and Stolen Trees:
Currently working under the name 'reldred' on Github, and Discord.
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.
14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.
14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)
Thank you for liking my set of trees. If you want to change something. Take my kit and redo whatever you want. My set points to licenses: GPL v2. The source is on github.
Thanks again. What is your version of U&RaTT. Use the latest version. He solves the problem. I used to not put the codes "available forever" on the tram (I forgot something)
Makes it difficult to answer. So far, my plans depend on the mood and time. My vacation is over. Because winter is soon gone. That's how I work.Also, what other projects have you got in mind for the future? so far, all of your projects have become staples for all my games, so I'd love to know what else you've got on the chopping block.
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)
Alright. I'm using U&RaTT 0.7a. Is there a newer version?
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)
Version updates to 0.8 are not coming soon.
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)
Okay thankyou! I will fork this on github and raise a PR with the extra parameter options if you like them feel free to include in yours.
Currently working under the name 'reldred' on Github, and Discord.
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.
14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.
14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)
Hello Ufiby,
Have you ever considered to add some details like streetlamp, trees, trash bins and other kinds of small details to Urban Asphalt road types?
As you can see cities look dull and empty without them:
viewtopic.php?p=1245086#p1245086
Have you ever considered to add some details like streetlamp, trees, trash bins and other kinds of small details to Urban Asphalt road types?
As you can see cities look dull and empty without them:
viewtopic.php?p=1245086#p1245086
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)
There is an additional GRF in the main post that adds roads with lighting, that could maybe help a little at least?EG0611 wrote: ↑10 Aug 2022 19:02 Hello Ufiby,
Have you ever considered to add some details like streetlamp, trees, trash bins and other kinds of small details to Urban Asphalt road types?
As you can see cities look dull and empty without them:
viewtopic.php?p=1245086#p1245086
I've not tested it myself to see how it actually is, but picture attached shows the preview that Ufiby added.
- Attachments
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- Capture.PNG (96.74 KiB) Viewed 10994 times
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)
Thank you Heresy. It looks nice. Maybe one day some tiny extra details to Urban road can be added. Maybe even eye-candy traffic lights?
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- Engineer
- Posts: 40
- Joined: 12 May 2020 15:17
- Location: Germany
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)
Hi Ubify,
I love using your bridge, road and rail sets. I dont know if its possible, but could you make bridges auto adapt to multi-track
I love using your bridge, road and rail sets. I dont know if its possible, but could you make bridges auto adapt to multi-track
Until Next Time
MasterOktagon
MasterOktagon
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- Engineer
- Posts: 109
- Joined: 14 May 2011 10:58
- Location: Sausagewood
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)
I really like your NRT road set, but there's two observations I would like to share. While some NRT-aware vehicle sets offer a multitude of trolleybuses and -trucks, they're probably not as flexible as could be. Electrification's only available for town and rural roads, not any of the industrial ones like ISR, concrete etc. or expressways (think pilot projects in Germany for instance) for that matter. I also find it quite strange that there cannot be any level crossings with field and forest roads... feels like an unnecessary restriction to me. I see plenty of those around.
My scenarios for JGRpp: Motor City (1910), Fortune Bay (1993)
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)
Bridges: param speed limit available for download via BaNaNas online content.
Set the numbers to 0 - means unlimited speed and no longer shows the speed during the bridge building game.
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)
Oh nice! I like that, then max speed just becomes a property of the track type not the bridge. I will definitely use that .
Currently working under the name 'reldred' on Github, and Discord.
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.
14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.
14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)
Hi Ufiby!
In my stationset I sometimes use the baseroad as a base-tile for my graphics.
I do this, so that it automatically changes to the baseroad from the roadset a player is using.
It has been brought to my attention that your baseroad is a dirtroad and causes these issues: Could you use other graphics as baseroad?
In my stationset I sometimes use the baseroad as a base-tile for my graphics.
I do this, so that it automatically changes to the baseroad from the roadset a player is using.
It has been brought to my attention that your baseroad is a dirtroad and causes these issues: Could you use other graphics as baseroad?
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.
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.
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)
Hi Quast65!
Yes, I replaced the base road with a dirt one, for the reason that the field road is not completely overlaid and does not hide the base road when stopping and in the town zone
Yes, I replaced the base road with a dirt one, for the reason that the field road is not completely overlaid and does not hide the base road when stopping and in the town zone
There are possibilities to replace it with another road, but the basic city road (sidewalk) remains the same. Is that better?
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)
Cheers!
I think that will look a lot better than the dirt road
I think that will look a lot better than the dirt road
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.
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.
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track (20.01.2022)
Spring was coming! The weather will warm up!
An updated release has been released
U&RaTT 0.8
Makes very big changes, delete unnecessary ones and add new ones, and what new interesting things you can see
[DELETE]: urban non-electrified tram
[DELETE]: Tram tracks without ballast, including electrified)
[DELETE]: Asphalt concrete road
[DELETE]: Metro (moved to a separate NewGRF: “Metro_NRT”)
[DELETE]: One-way traffic signs (basic graphics)
[DELETE]: All objects (U&RaTT no longer needs additional objects, in the future there won't be)
[DELETE]: Cost parameters and operating costs
[DELETE]: Custom Tunnel parameters
[DELETE]: Parameters are "Available forever" in the used time epoch (I think this is a meaningless idea or stupid to see a highway in the 18th century)
[DELETE]: Parameters are signs of one-way traffic
[DELETE]: Label: IRD*
[CHANGE]: Local owner's road (ROAD) before 1925 now depends on climate
[CHANGE]: Label: IRD*, will no longer name industrial zones, changes to DRD*
"decorative", refer to as eye candy
[CHANGE]: Paving slabs will no longer be called urban, moved to "decorative"
[CHANGE]: Speed limit parameters in industrial zones, now speed limits of "decorative" roads
[CHANGE]: Text changes road style "Coloring of stripes and lines: white and yellow"
[CHANGE]: Some road types changed speed
[CHANGE]: Pedestrian zone, now you can choose: prohibit the movement of vehicles, or allow, or disable
[CHANGE]: Basic graphics dirt replaces with asphalt (black)
[CHANGE]: Paved stone road graphics changed
[CHANGE]: The pedestrian zone of the graph has been changed
[CHANGE]: All tram tracks graphics have been improved
[CHANGE]: The deleted one will return to the speed limit parameter on the highway and now you will be able to select speed limits and unlimited
[CHANGE]: Sort the list of roads
[NEW]: Green tramway electrified only
[NEW]: Concrete road (decorative)
[NEW]: New graphics one-way traffic now on every road (it's better)
[NEW]: New graphics superimposed on tunnels (finally)
[NEW]: New graphics icons and cursors compatible with U&GUI
[NEW]: Parameters: Remove unnecessary and unused types (this is better)
U&RaTT Mini v4
[DELETE]: All parameters except GUI and road style
[CHANGE]: The paved road is now black
[NEW]: Parameters regulates speed limits on each road and tram
The rest are like U&RaTT 0.8
U&RaTT Lighting v4
[DELETE]: All asphalt roads with lighting
[NEW]: Lighting is now on tram tracks (this is better, you will be able to build lighting on any types of roads except tram)
Metro_NRT
Moved from U&RaTT
U&ReRMM 2 1.6
Makes minor changes and some fixed
[DELETE]: Parameters construction and operating costs
[DELETE]: Enable and disable Dual-gauge parameters
[DELETE]: Railway crossing graphics (electrified only)
[CHANGE]: You can disable some railway types and unlimited
[NEW]: Label: NABN, NACN, NAEN, MTRO (now compatible with IRON HORSE 2.64.0)
[NEW]: New icon and cursor compatible with U&GUI
U&ReRMM Mini v4
Minor changes!
New release
U&GUI
This replaces the icon and cursors similar to OpenGFX BigGui (size x1.5)
It is recommended to choose the interface size : auto detection
Fonts can be customized using several options:
1. Open the openttd.cfg file using notepad
small_size =
medium_size =
large_size =
mono_size =
2. Open the console “font [medium|small|large|mono] [<font_name>] [<size>] [aa|noaa]”
Metro_NRT
U&RaTT Lighting v4
It is located on the first page and you can download it manually
The U&RaTT data tables are updated on the first page. WARNING: Incompatible with previous versions. It is not recommended to upgrade to new versions during the game. Just start the game.
You will be able to check how many types of roads and tram there are during the game, open using the console:
So on
Enjoy it!
An updated release has been released
U&RaTT 0.8
Makes very big changes, delete unnecessary ones and add new ones, and what new interesting things you can see
[DELETE]: urban non-electrified tram
[DELETE]: Tram tracks without ballast, including electrified)
[DELETE]: Asphalt concrete road
[DELETE]: Metro (moved to a separate NewGRF: “Metro_NRT”)
[DELETE]: One-way traffic signs (basic graphics)
[DELETE]: All objects (U&RaTT no longer needs additional objects, in the future there won't be)
[DELETE]: Cost parameters and operating costs
[DELETE]: Custom Tunnel parameters
[DELETE]: Parameters are "Available forever" in the used time epoch (I think this is a meaningless idea or stupid to see a highway in the 18th century)
[DELETE]: Parameters are signs of one-way traffic
[DELETE]: Label: IRD*
[CHANGE]: Local owner's road (ROAD) before 1925 now depends on climate
[CHANGE]: Label: IRD*, will no longer name industrial zones, changes to DRD*
"decorative", refer to as eye candy
[CHANGE]: Paving slabs will no longer be called urban, moved to "decorative"
[CHANGE]: Speed limit parameters in industrial zones, now speed limits of "decorative" roads
[CHANGE]: Text changes road style "Coloring of stripes and lines: white and yellow"
[CHANGE]: Some road types changed speed
[CHANGE]: Pedestrian zone, now you can choose: prohibit the movement of vehicles, or allow, or disable
[CHANGE]: Basic graphics dirt replaces with asphalt (black)
[CHANGE]: Paved stone road graphics changed
[CHANGE]: The pedestrian zone of the graph has been changed
[CHANGE]: All tram tracks graphics have been improved
[CHANGE]: The deleted one will return to the speed limit parameter on the highway and now you will be able to select speed limits and unlimited
[CHANGE]: Sort the list of roads
[NEW]: Green tramway electrified only
[NEW]: Concrete road (decorative)
[NEW]: New graphics one-way traffic now on every road (it's better)
[NEW]: New graphics superimposed on tunnels (finally)
[NEW]: New graphics icons and cursors compatible with U&GUI
[NEW]: Parameters: Remove unnecessary and unused types (this is better)
U&RaTT Mini v4
[DELETE]: All parameters except GUI and road style
[CHANGE]: The paved road is now black
[NEW]: Parameters regulates speed limits on each road and tram
The rest are like U&RaTT 0.8
U&RaTT Lighting v4
[DELETE]: All asphalt roads with lighting
[NEW]: Lighting is now on tram tracks (this is better, you will be able to build lighting on any types of roads except tram)
Metro_NRT
Moved from U&RaTT
U&ReRMM 2 1.6
Makes minor changes and some fixed
[DELETE]: Parameters construction and operating costs
[DELETE]: Enable and disable Dual-gauge parameters
[DELETE]: Railway crossing graphics (electrified only)
[CHANGE]: You can disable some railway types and unlimited
[NEW]: Label: NABN, NACN, NAEN, MTRO (now compatible with IRON HORSE 2.64.0)
[NEW]: New icon and cursor compatible with U&GUI
U&ReRMM Mini v4
Minor changes!
New release
U&GUI
This replaces the icon and cursors similar to OpenGFX BigGui (size x1.5)
It is recommended to choose the interface size : auto detection
Fonts can be customized using several options:
1. Open the openttd.cfg file using notepad
small_size =
medium_size =
large_size =
mono_size =
2. Open the console “font [medium|small|large|mono] [<font_name>] [<size>] [aa|noaa]”
Metro_NRT
U&RaTT Lighting v4
It is located on the first page and you can download it manually
The U&RaTT data tables are updated on the first page. WARNING: Incompatible with previous versions. It is not recommended to upgrade to new versions during the game. Just start the game.
You will be able to check how many types of roads and tram there are during the game, open using the console:
Code: Select all
dumpinfo roadtypes
Enjoy it!
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- Tycoon
- Posts: 1210
- Joined: 16 Oct 2018 08:31
- Location: Heart of the Highlands. Not Scottish. Czech.
Re: [NRT]Ufiby's Road, Tram, Trolleybus and Rail track
SUV, it seems, without a problem so far. I haven't tried everything yet.
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