Zimmlocks creations develoment thread
Moderator: Graphics Moderators
You can't combine Zimmlock's roads with someone else's bridges easily. Basically, you have two choices: either use Zimmlock's roads and bridges (3.1 will have all default bridges with Zimmlock's roads), or disable the roads/bridges of TTRS altogether and use some other road/bridge set.
Reality is that which, when you stop believing in it, doesn't go away.—Philip K. Dick
PLEASE PLEASE PLEASE just make it compatible with Pikka's viaduct... Even if it's just that.Csaboka wrote:You can't combine Zimmlock's roads with someone else's bridges easily. Basically, you have two choices: either use Zimmlock's roads and bridges (3.1 will have all default bridges with Zimmlock's roads), or disable the roads/bridges of TTRS altogether and use some other road/bridge set.
Official TT-Dave Fan Club
Dave's Screenshot Thread! - Albion: A fictional Britain
Flickr
Why be a song when you can be a symphony? r is a...
Dave's Screenshot Thread! - Albion: A fictional Britain
Flickr
Why be a song when you can be a symphony? r is a...
I guess it time to ask the users what bridges they would like to see emerge with the ttrs roads.Dave Worley wrote:PLEASE PLEASE PLEASE just make it compatible with Pikka's viaduct... Even if it's just that.
So wich bridges would you like to see with the ttrs roadsets?
(6 bridges maximal to replace the 6 original ttd bridges, wood,concrete,suspention,girdersteel,cantilever and tubilar bridge. The steel girder bridge is allready as townbridge in ttrs)
Please show a screenie with bridge (es) you request.
And for the bridge artists, can i use your bridges in ttrs?
Hodie Mihi Cras Tibi
PLEASE Pikka - let Zimmlock modify it PLEASE!
In it's usual form, the viaduct replaces the wooden bridge.
In it's usual form, the viaduct replaces the wooden bridge.
- Attachments
-
- pikkaviaduct.PNG (128.34 KiB) Viewed 2261 times
Official TT-Dave Fan Club
Dave's Screenshot Thread! - Albion: A fictional Britain
Flickr
Why be a song when you can be a symphony? r is a...
Dave's Screenshot Thread! - Albion: A fictional Britain
Flickr
Why be a song when you can be a symphony? r is a...
I think that Purno New Bridges set is perfect for this... and if Purno will agree to marge them into the TTRSv3 you don't need to draw any.
Here is a screenshot with extra:
Pikka Viaduct (Number 1)
Oskar's Bridge (the last one)
I especially like:
numbers 4-6... here's the screenshot of those birdges (I've build only those that other than orginal TTD)
Here is a screenshot with extra:
Pikka Viaduct (Number 1)
Oskar's Bridge (the last one)
I especially like:
numbers 4-6... here's the screenshot of those birdges (I've build only those that other than orginal TTD)
- Attachments
-
- SCR11.jpg (306.42 KiB) Viewed 503 times
Skodovka-Club MEMBER
IIRC, Hyronymus's combined roadset, which also includes my bridges, is coded in a way new roads can be supported easily, tho Lakie or Szappy will probably know more about this. AFAIK, all that has to be done is adjusting the sprites which contain a roaddeck.
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
There've long been plans floating around for a rewrite of the bridge drawing code. Any news on that?
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
The brick viaduct isn't part of the Combined Roadset is it?Psistorm wrote:Id second that idea - these bridges would go quite well with the TTRS3 look IMO - the brick viaduct looks especially good in the early stages, whilst the other bridges support the european look of the set
Official TT-Dave Fan Club
Dave's Screenshot Thread! - Albion: A fictional Britain
Flickr
Why be a song when you can be a symphony? r is a...
Dave's Screenshot Thread! - Albion: A fictional Britain
Flickr
Why be a song when you can be a symphony? r is a...
Thats correct, just copy your bridges to my road-sets and ajust the deck.Purno wrote: AFAIK, all that has to be done is adjusting the sprites which contain a roaddeck.
thats exactly what i was (am) planing to do, i have spoted some nice bridges, ll make some variation between the "Old" and "New" roads-set,
Pikka's brick bridge fits nicely to the old roads.
However if you want the combinedroadset or other bridges atm in your game you can use the apropriate grf beside ttrs, only thing is that the roads are different.
But what krtaylor said: "There've long been plans floating around for a rewrite of the bridge drawing code. Any news on that? "
Is a point of investication, atm its impossibe to use variouse roadsets mixed without having incorrect road decks.
Hodie Mihi Cras Tibi
Hello I still work on frameworks and apis for newobjects, then they will be reused for rails and roads... (at least thats my current plan)
TTDPatch dev in retirement ... Search a grf, try Grf Crawler 0.9 - now with even faster details view and new features...
I believe it is, via a parameter switch.Dave Worley wrote:The brick viaduct isn't part of the Combined Roadset is it?Psistorm wrote:Id second that idea - these bridges would go quite well with the TTRS3 look IMO - the brick viaduct looks especially good in the early stages, whilst the other bridges support the european look of the set
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
I've noticed and interesting "glitch" or how do you call it. Download the attachment and look at the Modern Officeblock's on screenshoots.... they top floors are fadeing in and out durning the game... only in this one city... maybe it's caused by land height (max 13)??
- Attachments
-
- glitch.zip
- A demonstartion 12-15.pcx to see the full process
- (967.14 KiB) Downloaded 87 times
Skodovka-Club MEMBER
- White Rabbit
- Tycoon
- Posts: 1734
- Joined: 22 Jun 2005 19:15
So maybe tall building should be disabled above some specifide height? Has any body seen a "tower block 20 floors" in mountains?
Skodovka-Club MEMBER
not yet, but as the world population keeps growing the same rate it did the last 60 years, i guess we just have to wait and highrise buildings ll emerge at the the most unimaginal places.Shindler wrote:So maybe tall building should be disabled above some specifide height? Has any body seen a "tower block 20 floors" in mountains?
But i think its a good idea to see if a restriction can be build in for the talles buildings to be build at lower levels only, have to ask Csaboka.
Hodie Mihi Cras Tibi
I have found some of the cathedrals and statues very annoying, but I just can't get rid of them. I understand the reason why this function was implemented but I would enjoy the game much more when able to delete them, if I needed. Would it be possile to add a parameter that woult allow demolition of the cathedral and the statues?
Now that you mention it, it seems George went too far by setting the removal rating decrease to the maximum for his statues. He basically prevented human players from removing them, I'll fix this in 3.01 by decreasing their removal ratings.
Cathedrals, on the other hand, are removable, you just need a very good LA rating to do that. You can't expect a town to allow easy demolition of a building many hundred years old, especially that there are only three of them in the whole map
Cathedrals, on the other hand, are removable, you just need a very good LA rating to do that. You can't expect a town to allow easy demolition of a building many hundred years old, especially that there are only three of them in the whole map
Reality is that which, when you stop believing in it, doesn't go away.—Philip K. Dick
I was not aware that this limit was hard coded. Are there limits placed on any of the other buildings, and if so, which and what?Csaboka wrote:Cathedrals, ... , especially that there are only three of them in the whole map
This would be good to know for those of us that design towns as planned communities into their scenarios
wallyweb on tt-forums: Screenshots - Wallyweb World - Projects & Releases
wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016 - January 2018 - December 2018 - May 2019
wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016 - January 2018 - December 2018 - May 2019
Who is online
Users browsing this forum: alan98 and 6 guests