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 Post subject: Re: GarryG Does Bridges
PostPosted: 30 Jun 2016, 13:17 
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Ok shall do .. my fiancee be on line to chat shortly so might delay of an hour or so for me to get it ready and send ..

see if can get it do before she comes on line :)

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 Post subject: Re: GarryG Does Bridges
PostPosted: 30 Jun 2016, 13:21 
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No hurry. I can do other stuff while you are busy.

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 Post subject: Re: GarryG Does Bridges
PostPosted: 30 Jun 2016, 13:29 
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She not on line yet so manage to do one lot .. noticed the rails on ramps hard to line up .. hope these are ok.
Attachment:
Template_steelgirderbridge1.png
Template_steelgirderbridge1.png [ 15.01 KiB | Viewed 8855 times ]


One of the problems having chat time with my partner is not always reliable to chat same time as they get power blackouts there almost every day. Not enough power stations to provide everyone with power 24 hours a day so they often have rotating blackouts and unfortunately they don't provide a schedule when these will be. Some last just an hour and some time can be up to 8 hours.

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 Post subject: Re: GarryG Does Bridges
PostPosted: 30 Jun 2016, 13:44 
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Those look good. We'll know for sure when we test them.

I'll be offline for a couple of hours while I work on these so take your time with your chat. Family always comes first. :)

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 Post subject: Re: GarryG Does Bridges
PostPosted: 30 Jun 2016, 14:44 
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No prob .. I'll leave a message if I head to dream world before your back on.

I going to re-design the wooden bridge so it only as wide as the sleepers of the nutracks like those bridges are in real ..

Maybe the ones I did already be ok for roads.

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 Post subject: Re: GarryG Does Bridges
PostPosted: 30 Jun 2016, 15:16 
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I'm calling it a night .. I off to get some beauty sleep ..

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 Post subject: Re: GarryG Does Bridges
PostPosted: 30 Jun 2016, 19:50 
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Hi Garry,

Hope you had a good sleep.
I'm running a bit behind schedule.

So far you have learned a lot and you have done really well :mrgreen:
Now we go to the next lesson:
Optimizing The Spritesheet
1. Graphic files are very expensive. They cost a lot in megabytes.
2. OTTD (and any program) performs better with fewer megabytes.
3. So we trim the extra blue pixels.
The spritesheet that I sent you is a work tool. It displays every possible bridge sprite.
But what if many of thode sprites are duplicates?
4. So we trim the duplicate sprites.
Here is the optimized spritesheet for your Steel Girder Bridge:
Attachment:
AuzBridges03SteelGirder.png
AuzBridges03SteelGirder.png [ 10.52 KiB | Viewed 8846 times ]

Kinda shrunk a bit, hasn't it? ;)

Next up I will complete the code and send you a test GRF.
That will show us how it all fits together and what might need fixing.

After that we will have a lesson on Pillar strategy. 8-)

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 Post subject: Re: GarryG Does Bridges
PostPosted: 30 Jun 2016, 21:37 
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Interesting work guys!! :W
But I think I spotted some tiny errors in two ramps:
Attachment:
Example74.png
Example74.png [ 14.94 KiB | Viewed 8844 times ]


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 Post subject: Re: GarryG Does Bridges
PostPosted: 01 Jul 2016, 00:22 
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I alive again :)

What you shown me Wallyweb in the sprites this will save a lot of unnecessary work by combining them.

Did not know that the blank blue area that graphics not use still used up space .. I got a lot in Objects and the Industry sets that the sprites are larger then the image. See if can do some trimming with some of them.

Quast65 wrote:
Interesting work guys!! :W But I think I spotted some tiny errors in two ramps:


That you did .. I shall fix. Thanks

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Last edited by GarryG on 01 Jul 2016, 00:34, edited 1 time in total.

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 Post subject: Re: GarryG Does Bridges
PostPosted: 01 Jul 2016, 00:32 
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I fixed the images.

I was going to just say it the rough terrain in that area making the ramp like that .. but maybe some people no belief me. :)

See if can make the towers today for the other bridge.

Woops .. it better if I send you the image too :)
Attachment:
Auz Bridges - 3 Steel Girder.png
Auz Bridges - 3 Steel Girder.png [ 21.32 KiB | Viewed 8842 times ]

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 Post subject: Re: GarryG Does Bridges
PostPosted: 01 Jul 2016, 03:14 
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How would this look for the Hexham Bridge?
Attachment:
Part 1 of Hexham Bridge.png
Part 1 of Hexham Bridge.png [ 2.71 KiB | Viewed 8837 times ]


This tower would be the SE end.

The bridge section on left would be 04 and 05 tables.

The part with the tower would be 03 and other end be 02.

Question is can it be arranged for instance if bridge 9 long be: Ramp 0 1 0 2 4 3 1 0 1 Ramp

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 Post subject: Re: GarryG Does Bridges
PostPosted: 01 Jul 2016, 03:59 
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GarryG wrote:
How would this look for the Hexham Bridge?
That looks good.


Quote:
This tower would be the SE end.

The bridge section on left would be 04 and 05 tables.

The part with the tower would be 03 and other end be 02.

Question is can it be arranged for instance if bridge 9 long be: Ramp 0 1 0 2 4 3 1 0 1 Ramp
The possible combinations are in the image in this post:

http://www.simuscape.net/simutalk/viewtopic.php?f=47&t=829#p10926

0 and 1 must be at the ends and not in between.

Back to coding ...

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 Post subject: Re: GarryG Does Bridges
PostPosted: 01 Jul 2016, 06:02 
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What a bumma :) have to be in that order ..

Might have to make the towers not as tall and as big so fit on one tile only and make them for 4 and 5.

Maybe I make them only 2 sections high. and a bit thinner.

Shall continue drawing and see what I can come up with.

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 Post subject: Re: GarryG Does Bridges
PostPosted: 01 Jul 2016, 06:33 
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That's a special bridge. You will have to choose a fixed length with either 4 or 5 in the middle. The bridge will have to be an odd number long. I suggest 0 4 1 or 0 2 5 3 1, but not both.

Meanwhile for the Steel Girder Bridge I had to reorganize the spritesheet to better fit the code:
Attachment:
AuzBridges03SteelGirder.png
AuzBridges03SteelGirder.png [ 10.39 KiB | Viewed 8834 times ]

Still another hour or two of coding to do.

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 Post subject: Re: GarryG Does Bridges
PostPosted: 01 Jul 2016, 06:38 
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No prob .. must be late there now .. get some shut eye and continue after a good sleep.

I having a go at redesigning the towers to fit each end of tiles 4 and or 5.

I should have them finished in a few more hours and see what you think.

Cheers pal

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 Post subject: Re: GarryG Does Bridges
PostPosted: 01 Jul 2016, 06:58 
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Re-designing the towers was quicker then I thought .. handy when I keep templates from previous things I done.
Attachment:
Part 2 of Hexham Bridge.png
Part 2 of Hexham Bridge.png [ 2.88 KiB | Viewed 8832 times ]


The towers and center piece is all on Sprite 4 and will be copied to sprite 5.

Either side can be tiles 2 and 3. I'll see if I can change these at the far ends to be angled like the rusty ones.

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 Post subject: Re: GarryG Does Bridges
PostPosted: 01 Jul 2016, 13:29 
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Been playing around with the hexham Bridge design and came up with this.
Attachment:
Part 3 of Hexham Bridge.png
Part 3 of Hexham Bridge.png [ 5.24 KiB | Viewed 8828 times ]


Far left and right of these bridges in Table 0 and 1.

The Center section with the towers can be 4 and 5.

Longer bridge left of towers is 2 and right side is 3.

I thinking the fence I have on 0 and 1 could have the fence all the way along with the girder sections.

After I made these I discovered I am 2 pixels wider the the steel girders you coding now. Hope that not matter.

I'll have a break for the night from this and chat to partner and see what on the picture box.

Cheers

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 Post subject: Re: GarryG Does Bridges
PostPosted: 01 Jul 2016, 15:07 
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Hi Garry,

Put everything on hold.
We need to work on the Steel Girder Bridge sprites.
1. Many do not line up properly, especially the sloped ramps.
2. The nutracks seem to use a different palette from the one you are using.

If you place your sprites on the grids below, then all you need to do is line up the grids to check if your sprites line up properly.

Attachment:
grids.png
grids.png [ 2.41 KiB | Viewed 8826 times ]


Let me know if you have any questions.

Wally

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 Post subject: Re: GarryG Does Bridges
PostPosted: 01 Jul 2016, 15:33 
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Looking through the imagines I been playing with and the empty sprites you first sent .. it appears that when I copies the concrete look I over shot by a pixel on 2.

because when I bring part of the empty ones over to see how they line up with what I did ,, gray pixels stick out one end.

I compared the railway lines from the site you gave me a link too and grabbed a copy. If I use these see if I can remove the snow from them first.

When line these up with the Nutracks ones .. nutracks only a few pixels short both ends .. what if I just add those extra pixels so they match up with those from the Action 3 website?

So 2 things I see I need to do .. redo the decking and this time make sure I not go outside the lines and fix the railway lines so the correct length.

Let you do something else for rest of your day and I'll start these tomorrow as bit late her do now.

Also have to go vote tomorrow morning. Is your politics the same when comes to elections .. make all these promises what they going to do .. but never tell you what they have already done for the country.

Cheers pal

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 Post subject: Re: GarryG Does Bridges
PostPosted: 01 Jul 2016, 16:18 
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Yep! Politicians are the same everywhere. It's a liars contest and the winner is the one who tells the biggest fish story :lol:

Here is a tool that might help you. They are my own tracks and are not GPL, so you won't be able to use them in your sprites, but you can cover them with other tracks to verify allignents and fit.

Attachment:
walltracks.png
walltracks.png [ 1.88 KiB | Viewed 8825 times ]


Wally

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