Auz Lineside and Roadside Objects

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GarryG
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

SwissFan91 wrote:I had a first proper play with the graphics in an eye-candy setting:
Great work Garry, keep it up!
Looks really good. I haven't had a proper go at my objects yet .. every time I start a scenario or a game, I come up with other ideas .. so back to the drawing board.
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Auz Road Sets: viewtopic.php?f=29&t=87335
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Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

GarryG wrote:Updated: 12th April 2016

Other Projects:
AuzInd - Industrial set - http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Australian Trains - http://www.tt-forums.net/viewtopic.php?f=26&t=74193

I'm transferring the Auz_Lineside_Objects to this forum as other place is getting crowded and it suppose to be for the AuzTrains and NSWTrains.

Before I do to much like to give thanks and credit to the following:

Project made by GarryG with help from the following because without their help and many others this project would never had eventuated:

NML Coding: (Update 24/3/2016)
----------
- GarryG
- Jasper Vries (Foobar) - From the Finnish Rail Infrastructure & Stations Set
- Jasper Vries (Foobar) - From Dutch Road Furniture.
- Planetmaker (has helped me often with some of the coding)
- Eddy Arfik (He provided the coding for overlap objects).
- Quast65 (helped with re-coding to allow building on snow and slopes)

Graphic designers: (Update 12th April 2016)
-----------------
- GarryG
- Kamnet (Station Building, Dams and ideas for Golf Courses, Basketball Court, Baseball and Cricket Fields and others yet to come))
- Coalroads_Artist (The Pub and Station Building)
- Quast65 (Footbridges from Dutch Station Addition Set)
- Eddy Arfik (He provided the sprites for overlap objects).
- McZapkie's Wired (He provided the overhead wires, smaller telegraph poles, and the dirt tracks for object roads)
- Pyoro and Foobar's Farm Objects for many of the animals and some fence designs.
- SAC (supplying the High Voltage Electricity Tower). http://www.simuscape.net/
- SwissFan91 (snow cover roads and objects)
- Timeflyer (providing a variety of graphics and ideas .. some of his are the Phone Booths, Grain Harvesters, tractors and more)
- Dave, GameR and Bad Hair Day - a project they started as Caravan Park Industry.
- Alexandra Chirkova, Shutterstock Support, Shutterstock http://www.shutterstock.com/subscribe?clicksrc=header (Images of Blue Combined harvester and some other Farm Machinery Images)


Sounds:
-------
- Eddy Arfik

Others who deserve recognition:
-------------------------------
The following have given me support and ideas with my projects in one form or another:

- 3iff
- McZapkie
- Kamnet
- Andythenorth
- romazoon
- Pingaware
- V453000 :)
- Eddy Arfik
- PikkaBird
- Planetmaker
- ISA
- Supercheese
- Alberth
- Pyoro

If I left you out of these achnowledgement, I deeply appologise for not keeping my readme files and changelog files up to date in the past and therefor losing information on those who deserve thanking.

Graphics also provided from these sources:

FRISS-STATIONS - johannes, Kyosuke1989, Terope, FooBar (Jasper Vries) and planetmaker (Ingo von Borstel) - used some of their buildings and coding to make the signal boxes, staff huts, and other Station Buildings.
(see http://www.tt-forums.net/viewtopic.php?f=26&t=43560)

DUTCH ROAD FURNITURE - Jasper Vries (FooBar), Richard Wheeler, Leanden, RL Conroy, Soeb (Stanislaw Gackowski), oberhümer, Quast65, zooks, and Ingo von Borstel (planetmaker) - Used some of their road signs and NML coding to make the Railway signs such as KM Posts, Whistle Post, Distant Landmark etc.

FARM OBJECTS - Pyoro and Foobar - I used some of the Animals, fences and hedges from this set to use with Shearing Shed, Milking Shed, Railway Holding Pens, Grape Vines and others)
(see http://www.tt-forums.net/viewtopic.php? ... rm+objects)

FIRS INDUSTRIES - andythenorth, foobar, planetmaker, Alberth, DanMacK, Terkhen, yexo, zephyris and many more - Used parts of their Industries to make the Houses, water towers, parts of the Coal Stage, power substations and some of the Freight Buidlings. (see here for others involved http://dev.openttdcoop.org/projects/firs) (also see http://www.tt-forums.net/viewtopic.php?f=26&t=41607)

INDUSTRIAL STATIONS RENEWAL - Sanchimaru, Oz, norfolksouthern37, Zimmlock, Ben_K, Born Acorn, mph, Arte Pro 34, andythenorth, Maedhros, mart3p, planetmaker - Used parts of their buildings to make parts of the Sub-stations, fences, and other buidlings. (see http://www.tt-forums.net/viewtopic.php? ... tions+v0.8)

CHIPS - andythenorth, yexo, planetmaker, pikka, DanMacK, PaulC. Uses some of their buildings to make other buildings from such as one of the Club Houses for the Golf Course, Freight Buildings and the cargos (supplies) for Sub-stations.
(see http://www.tt-forums.net/viewtopic.php?f=26&t=53348)

WIRED - McZapkie (His Trackbeds also used for the Dirt Tracks, and his Communication Wires instigated the making of the Power Lines
(see http://www.tt-forums.net/viewtopic.php?f=26&t=73291)

NUTRACKS- All the Per-Way (The Fettlers - Navvies) .. I used the Very Slow Speed Track to make the Dummy tracksused on the Coal Stage.
http://www.tt-forums.net/viewtopic.php? ... t=nutracks

FAKE BRIDGES - Made by Zooks. This set that gave me the idea of the Culverts, Creeks and Storm Water Drains.
http://www.tt-forums.net/viewtopic.php? ... ake+bridge

CITY OBJECTS - Flogeza and Hans Kruzer - Some of the graphics in this set gave me the idea and help with the Buggy Tracks for Golf Courses.

VAST - David Nicholls - Some of their objects I used in the Golf Course, such as the benches found along the paths. http://www.tt-forums.net/viewtopic.php?f=67&t=48762

DUTCH STATION ADDITION SET - Quast65 and his crew .. I used the footbridges from this set to design the ones I done.
http://www.tt-forums.net/viewtopic.php? ... &start=180

The following programs provided ideas: Polroads, ISR/DWE, MariCo, Beach Objects, SNO-Supercheese's NewObjects. Town Walls Objects.
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All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Previous entry was suppose to update page 1 .. got no idea how it jumped to this position :)

Why I here .. got permission to use the Images of the Combined Harvester and more from Alexandra Chirkova, Shutterstock Support, Shutterstock..
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All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
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Re: Auz Lineside and Roadside Objects

Post by Leanden »

Ive noticed something about the Dams by the way, there doesnt appear to be a sprite for a dam wall with water on just one side.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Leanden wrote:Ive noticed something about the Dams by the way, there doesnt appear to be a sprite for a dam wall with water on just one side.
Just had a look .. not sure what Dam you refer too .. if you choose the wall in the 2nd Object Selection .. it is meant to go with an opposite wall in the 3rd Object Selection .. this allows a road to go across the dam.

Same applies for the 5th and 6th Object Selection.

The 7th, 8th and 9th Object selection for a different dam walls but one thing I have noticed is on off the walls has a problem so I'll need to try find why. The Wall facing SE and water behind it cuts a chunk off other pieces.

Cheers
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All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Much thanks to Leanden he ask about a problem and in searching for that I found many other mistakes in my codings.
Just about all single tile objects have some settings wrong .. the X, Y, Z extent I have some figures wrong here. In a template I use with the codes I changed them for some overlapping objects, but forgot to change them back for single tile objects. Hence why one of the Dam Walls interfered with other wall tiles.

All the houses, fences, animals, and some other objects I have to change the settings. When completer will put new versions here.
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All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

As mentioned above found many coding errors in the projects I doing. It could cause some of the single tile objects to interfere with others that are joining.

Here is the update to Auz_Roadside_Objects .. at moment I left it as version 7 until I recheck it. If find no more errors will update it on Bananas as Version 8 .. hopefully tomorrow.
NewGRF file:
AuzRoadsideObjectsV7update.rar
(365.12 KiB) Downloaded 59 times
Source Files and sprites:
AuzRoadsideObjectsV7update.rar
(9.07 MiB) Downloaded 51 times
I'll put Auz_Lineside_Objects newgrf file here on its lonesome for now .. I done several Culverts to the new idea, and still a few to change, so any one like to test what I did so far, please do. Hope in next 24 hours will have other culverts finished and this be updated and source files be available.
Auz_Lineside_Objects.grf
(2.42 MiB) Downloaded 60 times
Planetmaker and others months ago tried teaching me the xyz factors in the code, and only just recent I started to get the gist of it. I slow learner and some times I no learn at all, but eventually get there if I don't give up and others keep helping.

Thanks everyone on these forums for offering me help.
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All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
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Re: Auz Lineside and Roadside Objects

Post by SwissFan91 »

A few other ideas having played with the objects:

- A hedge style of fence in the Fences section
- A fake diagonal railroad crossing for the Fake Roads section (probably very hard to do)
- Some fake tunnels to match the current fake roads.
- A fake, single lane UK road to simulate a country road.
Total Alpine Replacement Set: Industry, Town, Objects
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

SwissFan91 wrote:A few other ideas having played with the objects:.
- A hedge style of fence in the Fences section
There is a Hedge Fence in farm Objects .. which I been using for the grape vines and some parts of the Golf Course.
- A fake diagonal railroad crossing for the Fake Roads section (probably very hard to do)
That will test me .. no harm in trying.
- Some fake tunnels to match the current fake roads.
Been looking at idea of subways just trying to find a nice portal to use. Also been looking at Fake overbridges.
- A fake, single lane UK road to simulate a country road.
A friend of mine ask about something like this for back streets and lane ways and also see if can make them to be windy and wind there way up slopes with some sharp corners.

Today I will try finish the alterations to the culverts .. then look at other projects and ideas.
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All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
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Re: Auz Lineside and Roadside Objects

Post by SwissFan91 »

Thanks Garry.

No rush on any of these - I just write them down as I play!
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Maybe I need an ideas page like Kamnet for people to place their ideas and for me to remind myself what could be done. :)
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All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
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Auz Eyecandy TramTracks: viewtopic.php?t=89908
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Finished the culverts.
CulvertUpdates-3.png
CulvertUpdates-3.png (18.7 KiB) Viewed 1666 times
Before I release the GRF .. I experimenting with wooden fake bridge. Have you been on a train non-air-conditioned so you could stick you head out the window and get all that lovely soot in your eyes and hair?
When train travelled over those old wooden bridges you look down and all you could see was the creek or river bed below. Looked like the train was floating in mid-air as couldn't see the bridge. I trying to do a bridge like that. Not sure if I successful but I going to try.
We shall see what happens.
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Auz Road Sets: viewtopic.php?f=29&t=87335
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Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

I had a go at making wooden trestle fake bridge and here is where I up to at moment.
WoodTrestleBridge.png
WoodTrestleBridge.png (30.75 KiB) Viewed 1657 times
Looks pretty good with a train on them too.
WoodTrestleBridge2.png
WoodTrestleBridge2.png (35.3 KiB) Viewed 1657 times
Before I release it I'll do entrance and exit sections for it and also do a tile with a fake river, floodway and fake creek.
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All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
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Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
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Re: Auz Lineside and Roadside Objects

Post by kamnet »

Can you make entrance and exit tiles that make it looks like the ground is sloped under the bridgeheads?
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Yep .. that what I working on now.
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All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
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Re: Auz Lineside and Roadside Objects

Post by SwissFan91 »

They look good - I'm just not a huge fan of the colour. Could they be a bit lighter?
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Done the on and off sections to the bridge.
WoodTrestleBridge3.png
WoodTrestleBridge3.png (312.6 KiB) Viewed 1645 times
SwissFan91 wrote:They look good - I'm just not a huge fan of the colour. Could they be a bit lighter?
All directions all same shading at moment. I did the darker shading first .. need to lighten the outer pylons facing the sun.
Another minor problem I see if I can do something about is the ballast between the rails .. will see if I can put a wooden walk way down the middle.
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All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

I put walkway down the middle of bridge to help cover up the ballast. Unfortunately ballast still shows outer side of the rails. (testing with NuTracks). Other rail sets might be different.
WoodTrestleBridge4.png
WoodTrestleBridge4.png (414.62 KiB) Viewed 1634 times
Also this wooden trestle bridge only suitable for a single track. The track train on now works good, but the track the train is not on the train disappears under the bridge due to overlap tiles don't work this way real good.

I shall keep experimenting.
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All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
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Re: Auz Lineside and Roadside Objects

Post by Quast65 »

Well, for the first time I think I will be a little negative about your work....

Not about the graphics, I like those, but I dont like the overall way you are implimenting the suggestion of hight differences on a flat surface.

Take for example the bridge, suddenly out of nowhere pylons appear, while the ground stays level. That effect confuses me and doesnt work for me, its like an Escher painting, your eyes are seeing things while your brain says that they cant possibly exist. Nice for modern art, but not for OpenTTD ;-)

However, I dont just want to be negative, I will also try to give a possible solution ;-)
For me, the only way this could work is when you also provide fake groundtiles sloping down to the level where the pylons end.
And as these are mainly overlapping objects, that can be done with the actual tile that is placed next to the track. In that tile you could provide a sloping down graphic, so that the effect is visually acceptable.
This also means that you have to provide tiles for the other side of the tracks where the ground slopes up again to level ground.
An advantage of working this way is that you dont have to stick to the level-hights of OpenTTD (If I am correct 8 pixels per level), you could have lesser or deeper levels, depending on how you draw the ground going down.
And also you dont have to stick to the way ground gradually slopes down with the base-tiles of OpenTTD. For example, you could have tiles going down terraced, like this:
https://www.google.nl/search?q=terraced ... 2KkkxtM%3A
This will give some more interesting ways of doing that. Like, for example, canyons.

This also is for the dams and culverts you place next to roads (or tracks). For me they seem to be sticking up, rather then the top being on the same level as the road/track.

So, again, sorry for being a bit negative... And I hope you can fix it in such a way that it is visually acceptable ;-)
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Not about the graphics, I like those, but I dont like the overall way you are implimenting the suggestion of hight differences on a flat surface.
I don't mind receiving comments good and bad. It helps make the mind think of improvements where possible.

I know that is a bit off putting having all on same level .. but I think looks better then hump back bridges crossing creeks and rivers when they both on same level. That main reason I did them like that.

Hope can improve on it eventually.

I probably should change the looks of the culvert portals make look sloped either side.

I realised after I did the concrete and brick culverts I forgot to leave the ones that can be used 1 level down. Have to put them back in.
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Auz Road Sets: viewtopic.php?f=29&t=87335
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Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
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