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PakSets and Customization => Pak64 => Topic started by: arl85 on March 06, 2022, 04:00:45 PM

Title: Road sign graphic improvements proposal
Post by: arl85 on March 06, 2022, 04:00:45 PM
Just for my eye pleasure I modified road sign positioning: it now seems more realistic.
Sharing here for anyone else interested; editing it doesn't seem to violate any license (I hope); feel free to include it in game, if you like it.

Vehicles stops in front of choose sign
(https://i.imgur.com/N8T1G1K.png)
original

(https://i.imgur.com/ww7mXcK.png)
my proposal

no entry at the beginning of the tile
(https://i.imgur.com/p3sMNIM.png)
original

(https://i.imgur.com/eSWNtxb.png)
my proposal

Speed sign at the beginning of the tile (speed limit is enforced on that tile, not on the next one)
(https://i.imgur.com/ye2jSIF.png)
original

(https://i.imgur.com/tg6n0F1.png)
my proposal

Please note that the attached roadsign has almost 3 times the dimensions of the original one, no idea if there's some optimization that I missed.
Title: Re: Road sign graphic improvements proposal
Post by: arl85 on March 06, 2022, 04:23:07 PM
bonus: no entry sign also applies to taxiway, if airsign.dat is re-packed
(https://i.imgur.com/HHF5cHi.png)
Title: Re: Road sign graphic improvements proposal
Post by: Vladki on March 06, 2022, 10:27:56 PM
Try building your modified roadsigns on slopes, diagonal roads or corners. The code expects signs on the exit of the tile and moves them according to that. Also check how it behaves if you switch to drive on left
Title: Re: Road sign graphic improvements proposal
Post by: arl85 on March 07, 2022, 08:04:48 AM
Quote from: Vladki on March 06, 2022, 10:27:56 PM
The code expects signs on the exit of the tile and moves them according to that.
oooh, I was not aware about all this logic on positioning! nevermind then, I'll stick to default ones