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Topic: Pak 128.Britain bridges (Read 60042 times) previous topic - next topic

Re: Pak 128.Britain bridges

Reply #105
Excellent! A major advance for Pak128.Britain!
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Re: Pak 128.Britain bridges

Reply #106
I believe this version of the viaduct file removes the extraneous bright pixels.  I'm not set up to remake the pakfile here, could someone check please?

Re: Pak 128.Britain bridges

Reply #107
It doesn't seem much different to me...

There are also some remnant brown brick pixels on quite a few views that could do with being removed if you get time.

Re: Pak 128.Britain bridges

Reply #108
OK... updated once more.  The main difference should be removal of had been partially-translucent pixels that turned into light blue.  Also reduced toward grey, most of the brown bits.

Re: Pak 128.Britain bridges

Reply #109
Hmmm, still not 100% but I think I've managed to patch up the differences now.  A little tip - I usually pick a completely different colour (e.g. bright green) and replace all #e7ffff background with that, then any non-#e7ffff shows up nice and clear and you can zap them.

While we're at it, here's the snow graphics for the elevated way - showing the new style of snow graphics for rails, which I think look a bit better than the one I did before which was a 5-minute job in the gimp...

Re: Pak 128.Britain bridges

Reply #110
Lovely look!
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Re: Pak 128.Britain bridges

Reply #111
Just discovered this one in gameplay.

In pak128 standard, there is a lift-bridge, for both rail and road, which works on the flat. It works over canals and also rivers.

It, or an equivalent, seems not to yet be included in pak.britain, or yet have been replaced with something else. That's a bit of a gameplay issue, I've just discovered, albeit one corrected by borrowing the bridges from standard pak128 (copying "way.crossing.all.pak" does the job).

Wanted to mention it to make sure it's on the to-do list somewhere. I ****ume it's a fair way down (probably right next to gated level crossings).

It occurred to me that perhaps a bascule graphic might be the best for pak.britain, since a swing bridge would probably require more space to 'pivot' than a 1x1 tile graphically affords.

It also occurred to me that if the game can distinguish between navigable and imp****ible rivers, there could be a different, unchanging, graphic for fixed on-the-level bridges. But that's probably more work than necessary.

Re: Pak 128.Britain bridges

Reply #112
Yes they are missing, but low prioirity.  One issue in the code is that it is currently only possible to have one crossing between any two waytypes, so there is no way of distinguishing between p****able and imp****able rivers, or doing different points in the timeline. 

Besides, a fixed bridge does pretty well on the rivers given they are always in valleys...

Re: Pak 128.Britain bridges

Reply #113
I understand, that makes sense.  :)

Quote
Besides, a fixed bridge does pretty well on the rivers given they are always in valleys...
Game generated auto-rivers, yes. Rivers drawn on user-made maps, only if you carve the channel for them as well as drawing them on!


Re: Pak 128.Britain bridges

Reply #114
Here's a wooden trestle road bridge (adapted from the rail version)

Re: Pak 128.Britain bridges

Reply #115
Nice!
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Re: Pak 128.Britain bridges

Reply #116
Didn't think it was quite worth starting a new topic just for this, and seeing as these will also be used as the basis for some elevated ways they're going here. 

I've now done diagonal roads for each of the 4 road types - not the most exciting I'm sure but a small graphical improvement for long distance diagonals!

Re: Pak 128.Britain bridges

Reply #117
Actually, this is a major improvement - thank you!
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Re: Pak 128.Britain bridges

Reply #118
nice work.
I was going to ask about diagonal roads for the elevated ways, but seeing as it's done now my question has been answered. :)