Comments (12)
done (except turning_circle)
from streetcomplete-mapstyle.
Sounds all reasonable! Thank you for offering to do this 👍
from streetcomplete-mapstyle.
access=no roads
Note that access tag may be missing in tile data if it is not including tilezen/vector-datasource#1328 (I think that Tilezen went bankrupt after merging this PR but before version with that change was released).
from streetcomplete-mapstyle.
In topic of tagging access: I would override access=* with foot=* - both in cases where foot traffic is forbidden and where it is allowed.
from streetcomplete-mapstyle.
one-ways (with arrows):
At least in my region it tends to change quickly - and to not be highly confusing it would require fixing of map data update cycle.
from streetcomplete-mapstyle.
I think @Akasch did set up a regular update again now. +poke+
from streetcomplete-mapstyle.
From what I see map in Poland is not updated.
from streetcomplete-mapstyle.
Note that access tag may be missing in tile data if it is not including tilezen/vector-datasource#1328 (I think that Tilezen went bankrupt after merging this PR but before version with that change was released).
But the project is still quite active. Last release was a month ago. Didn't you know?
from streetcomplete-mapstyle.
But the project is still quite active. Last release was a month ago. Didn't you know?
I didn't know, thanks! I will look at whatever this data is now in tiles available for StreetComplete, maybe I can finally finish my map style :)
from streetcomplete-mapstyle.
Experiment with hatching. But I think this is not so good after all, because roads that run in a 45° angle North would have a very odd hatching. Will experiment the hatching according to the orientation of the way (first experiment also looked not so good though)
sources:
nextzen:
type: TopoJSON
url: https://tile.nextzen.org/tilezen/vector/v1/all/{z}/{x}/{y}.topojson
styles:
hatching-overlay:
base: lines
blend: translucent
shaders:
uniforms:
u_repeat: 0.8
u_width: 0.1
blocks:
color: |
vec4 p = worldPosition();
color.a = mix(0., 1., smoothstep(0.,1.,u_width+.5*sin(u_repeat * (p.y - p.x) / u_meters_per_pixel)));
layers:
roads:
data: { source: nextzen}
draw:
lines:
style: hatching-overlay
order: 4
color: [0.8,0.8,0.8,0.0]
width: 10px
(copy&paste into https://tangram.city/play/ )
from streetcomplete-mapstyle.
turning_circle doesn't seem to be in the vector tilesource, see tilezen/vector-datasource#1695
from streetcomplete-mapstyle.
Thank you very much!
from streetcomplete-mapstyle.
Related Issues (20)
- Render peaks HOT 5
- Render public transport platforms HOT 7
- Translated names are displayed in the foreign language (English) HOT 5
- Maybe railways in dark mode are too prominent HOT 2
- Render natural=grassland like landuse=grass (impossible, missing in Jawg) HOT 8
- StreetComplete Map Style Editor seems to be not working HOT 1
- Town label blocked by village label HOT 5
- footway tunnels have no special transparentish rendering, unlike roads HOT 2
- Plazas are not rendered correctly HOT 3
- Display "Track Roads" as different from normal roads HOT 7
- confusing style for highway=pedestrian HOT 13
- Don't render building heights when building:part heights in a polygon are already rendered HOT 1
- Render building polygon when number and street is not set HOT 6
- `trunk_link` is disappeared
- Flickering water labels HOT 22
- City walls obscure ways HOT 5
- Roundabouts not recognised as oneway HOT 6
- Train platforms as multipolygons are not rendered correctly HOT 4
- One-way road showing an arrow in the wrong direction HOT 10
- Add to Taginfo Projects HOT 3
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