Auz Lineside and Roadside Objects

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GarryG
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

STD wrote:I understand - you want to add different roadside motels. Great idea :) . I forgot about that..
I wish great success. :D

Photos of various motels accepted as support? I can try to find on the Internet.
Probably could had a few hotels that would normally be found in the country. Most be a single story buildings I imagine. If you find any photos of any make sure they not copyright .. or they something I be able to get idea from easy without actually coping it.

The rest areas I was first thinking of usually somewhere where no buildings are .. truckies would have a sleep in back of their truck and people in cars would either set up a small tent to sleep in or sleep in there vehicles or caravan if they are towing one. If I make these rest stops will put some Object vehicles and trucks parked in them and maybe a tent.

I been fiddling with improving the road trains .. and came up with this for the first one.
Improved Road Train-2.png
Improved Road Train-2.png (1.75 KiB) Viewed 9346 times
If I can make the prime mover separate. The next 2 trailers to connect with the prime mover, and then other trailers to add to these with the doggies.

I off to bed .. look at it more tomorrow.
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Re: Auz Lineside and Roadside Objects

Post by STD »

Well. I'll try to find a photo of a small one-story motels without violating copyright. :)

Good night!
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

I must be getting older as forget some of the coding rules when it concerns overlapping tiles.

The culverts .. the far wall shows on top of trains, buses and trucks. That is because I forgot to adjust the "zextent" coordinates.

But for the culverts for a single and double lines .. I totally forgot the rule for overlaps.
Culvert Glitch1.png
Culvert Glitch1.png (649.55 KiB) Viewed 9292 times
As can be seen the top culverts .. the first culvert on left the wall shows on the train, where the right side track does not.
The question is do I remove these culverts completely and forget about this idea? Or do I leave it as is and put up with this minor glitch.
Can still do the culverts as per the middle lot for as many tracks as want. Just have to put up with the grass between the tracks.

The bottom right noticed I haven't adjusted the far side walls to the culverts for the rivers so they are closer to the tracks and roads so look better.

See what response I get and if need to change will do that on Monday.

This weekend I going to concentrate on the trucks.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

I've improved the road trains .. all they need now is a paint job on some so not all blue.
RoadTrains.png
RoadTrains.png (353.72 KiB) Viewed 9272 times
There are 2 types of prime movers and 2 types of trailers.

In the object select I added a new class at moment called 'Vehicle Objects .. I be putting the trucks and some other vehicles in here.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Repairs and alterations to Fake Rivers.

Changes to the Fake Rivers.

The Fake Bridges for the Rivers didn't line up properly before .. that has now been fixed.
Several River Tiles been removed (if you check the fake Rivers in what your downloaded to date .. the last 5 River Tiles been removed as no longer needed).
An extra fake river tile added with creek connection.

In pic .. the bottom left is the actual river .. the T-Junction and the river with rocks all the way to the fake river culverts are fake.
Repairs to River fake Bridges-1.png
Repairs to River fake Bridges-1.png (49 KiB) Viewed 9223 times
I have Fake River tiles in both Auz_Lineside_Objects and in Auz_Roadside_Objects.

Because of changes I made .. it possible that the next grf files might corrupt any saved games you have going with previous sets.

But if you want to take the chance or just start a new game .. here's the new files with the river changes and new road trains.
Auz_Lineside_Objects.grf
(2.59 MiB) Downloaded 63 times
Auz_Roadside_Objects.grf
(2.26 MiB) Downloaded 73 times
Hope you like .. cheers
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Re: Auz Lineside and Roadside Objects

Post by vanquishfist »

There are no power plants in FIRS 1 so I had to improvise...

Image

Hope you can get those updated power line sprites soon so we can have high voltage on slopes! Thanks for such a great GRF.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

vanquishfist wrote:There are no power plants in FIRS 1 so I had to improvise... Hope you can get those updated power line sprites soon so we can have high voltage on slopes! Thanks for such a great GRF.
There's a few things I need to catch up on but keep getting other ideas so add them before I forget ..

I hope over the next few weeks to finish off some of the Classes of Objects.

At moment I adding some more Footbridges without awnings which I should have done long ago.

The wires for those Towers on slopes not easy but do intend to finish them.

Cheers
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Been updating the older style footbridges.
NewFootbridges.png
NewFootbridges.png (232.33 KiB) Viewed 9168 times
Also done the other direction too.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Many of us when playing the game have the poor truck drivers driving non-stop over long distances.

Well I came to their rescue and make some rest stops that can be placed at regular intervals along the highways. Now the can get the rest they need and hope provide a better service.
Rest Stop1.png
Rest Stop1.png (190.71 KiB) Viewed 9131 times
One of these days car drivers might start using these rest stops too.

These will be added to Auz_Roadside_Objects.
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Re: Auz Lineside and Roadside Objects

Post by kamnet »

vanquishfist wrote:There are no power plants in FIRS....
Update to FIRS 2.0
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Re: Auz Lineside and Roadside Objects

Post by vanquishfist »

kamnet wrote:Update to FIRS 2.0
Image
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

The main reason I haven't done the wires for slopes for the High Towers is trying to find the answer to how do I make them?
Hill1step.png
Hill1step.png (23.08 KiB) Viewed 9040 times
When the ground only goes up 1 level like the pic above .. that can be possible. Just might look a bit odd the wires having a bend. But will try and make a set for just going u one level.
However, the pic below is a different question? How to make the wires go up multiple levels when they are not even as pic below shows .. if you have an answer please tell me.
Hillmanysteps.png
Hillmanysteps.png (406.78 KiB) Viewed 9040 times
.

The other power poles are ok for most hill climbs .. been suggested to me privately that I make a small substation at bottom of hills to convert from the towers to the wooden poles simular to pic below.
HillswithOtherpoles.png
HillswithOtherpoles.png (490.71 KiB) Viewed 9040 times
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

I am recoding the 2 object sets.

Thanks to all the fellas who have helped me with coding I started doing some more exploring and I can say I learnt something for once.

To make it easier for players to know what each individual piece does in a game. Especially getting the overhead wires right when building on slopes.
Recoding.png
Recoding.png (507.31 KiB) Viewed 9004 times
As you can see the Object Selector .. bottom left corner in black is Labelled " 1 Level Terrain ". The others are labelled "2 Bottom First Slope", "3 On Slopes and Top of Slopes" and " 4 After No.3 on top of slopes"

After No.4 if your on level terrain will be tile No.1 again.

I am doing this to what ever tiles I thing need doing.

This might mean when you upgrade to the next releases (hope towards end of the week), it might conflict with your saved games from previous releases.

Will let you all know when I finished. Cheers.
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Re: Auz Lineside and Roadside Objects

Post by kamnet »

vanquishfist wrote:
kamnet wrote:Update to FIRS 2.0
Image
But, one simply does - one simply just needs to start a new game. :lol:
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Still re-doing coding .. I think the Auz_Lineside_Objects finished with the new codes.

I doing the Auz_Roadside_Objects now.

A question for you all?

I doing the fences on farms .. should these be listed under farms? or listed under Fences?

Also the Fences I have animals next to .. should these be under, farms, fences or Animals?

:)

I not sure if NML will allow me to list under all of them?
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Re: Auz Lineside and Roadside Objects

Post by 3iff »

I doing the fences on farms .. should these be listed under farms? or listed under Fences?
Also the Fences I have animals next to .. should these be under, farms, fences or Animals?
Tricky. As they are related to farms or animals, I'd list them with those categories...so you can build animals or 'animals with fences' from the same group.

For the fences group, just have fences (without anything else with them...)

I'm sure someone will take a completely different view.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

I've finished what re-coding needed doing. Majority of objects have labels to explain what they are, how to use them or which direction they face.

Some I have not labelled as I think what image you see is good enough. But if a player sees one that not labelled and would like to label it just let me know.

What is where:

House & Town Objects: has houses, a Pub, phone booth and associated playgrounds.
Farm Objects: Farm buildings, farm fences and Animals
Roads: Has fake Sealed, Gravel, Dirt and Dirt Track roads. Also has Truck Rest Stops and a Bullock Team.
Fences: Has fences not normally associated with Farms.
Rivers and Dams: Has Dams, water tiles and fake rivers.
Sports: Baseball, Tennis and Golf Course.
Crops & Plantations: Can grow grapes, grain, cotton, corn and Sugarcane. Also has vehicles that are associates with the grain harvest.
Vehicles & Machinery: Has trucks, road trains and farm machinery.
Camping: Has tents, caravans and Holiday Units.
Locomotive Facilities: Coal Stage, Water Tower and Tanks, Water Columns and coal storage.
Overhead Wires: Varity of Electrical and Phone poles and wires. Also has objects to build a Sub-station. Security fences for this can be found under 'Fences'.
Signal Boxes: Signal Boxes, Staff Huts and CTC buildings. Those who don't know what a Staff Hut is; they are a small signal box that control crossing loops on single lines.
Railway Station Facilities: Footbridges, Stockyards, Goods Sheds, Grain Silos, Railway Station Buildings.
Railway Signs: Varity of sign posts such as Kilometre posts, Whistle posts, Speed signs, and Distant landmarks (Distant landmarks are often found on signal lines to warn the driver he is approaching a station and crossing loop and can expect to see a signal between 1000 - 2000 meters ahead).
Creeks Storm Water & Culverts: Has creeks, storm water drains, and variety of culverts.
Railway Bridges: Has Fake wooden bridges and embankments.

Hope have the files ready within 24 hours.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

How should I sort all the objects? I think I will change the Object Selection and Class Labels.

Maybe be better if all fences are together and all animals are together and change the Class label to "AuzObjects: Farms (Also see Fences, Animals, Vehicles)

Have a Animal Class again.

Put the Crops in with the farms.

Been suggested that I put the creeks with the rivers and dams and make a Class called "Bridges and Culverts" and put the Embankments, bridges and culverts all together.

I'll do those ideas and see what happens and after I finish that I hope to do more work with the Electrical Wires.

I playing around with the 3 wire posts first. At moment takes 4 poles to go up a slope .. I see if can do it in 3 poles. And also see if can go up more then one slope.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Okey Dokey .. I think I got the labelling of the objects down pat now.

The Auz_Lineside-Objects has the following:

#Object classes

:AuzObjects: Signal Boxes (includes: Signal Boxes, Staff Huts and CTC Buildings)
:AuzObjects: Locomotive Facilities (includes: Coal Stage, Coal Stock Piles, Water Towers and Columns)
:AuzObjects: Houses & other Buildings (includes: Railway Employee Houses, other houses, a Pub, Phone book and playgrounds)
:AuzObjects: Railway Station Facilities (Includes: Footbridges, Station buildings, Goods Sheds Stockyards, Grain Silos)
:AuzObjects: Railway Signs (includes: Km, Whistle, and Speed signs, and Distant Landmark)
:AuzObjects: Waterfeatures (also see Bridges, Culverts): (Includes: Dams, Rivers, Creeks, Storm Water Drains, Drain Outlet and other water tiles)
:AuzObjects: Roads (Includes: Fake Sealed, Gravel, Dirt & Dirt Track Roads. Also a Truck Rest Area)
:AuzObjects: Electricity/Telephone Wires (Includes: Power Poles and Wires, Telephone Poles and Wires, Power Sub-stations)
:AuzObjects: Bridges, Culverts & Embankments (Includes: Fake Bridges, Culverts and Embankments)
:AuzObjects: Fences (Includes: All types of fences for town, industry and Farms)
Auz_Lineside_Objects.grf
(2.61 MiB) Downloaded 64 times
(It has some slope wires for the High Towers included but not aligned properly yet)

The Auz_Roadside_Objects has these:

#Object classes

:AuzObjects: Houses & other Buildings (includes: Railway Employee Houses, other houses, a Pub, Phone book and playgrounds)
:AuzObjects: Roads (Includes: Fake Sealed, Gravel, Dirt & Dirt Track Roads. Also a Truck Rest Area)
:AuzObjects: Farms (Also see Fences and Animals): (Includes: Shearing Shed, dairy Shed, hayshed, Crops and harvesting)
:AuzObjects: Fences (Includes: All types of fences for town, industry and Farms)
:AuzObjects: Recreation/Leisure (Includes: Golf Course, Basketball, Baseball, Cricket and camping)
:AuzObjects: Waterfeatures (also see Bridges, Culverts) (Includes: Dams, Rivers, Creeks, Storm Water Drains, Drain Outlet and other water tiles)
:AuzObjects: Vehicles & Machinery (Includes: Trucks and Farm Machinery, most are on dirt tracks)
:AuzObjects: Animals (Includes: Sheep, cattle, horses and kangaroos .. some are near fences and on dirt tracks)
Auz_Roadside_Objects.grf
(2.51 MiB) Downloaded 71 times
The Source Files will be made available shortly.
Soot Happens
Screenshot Of The Month Winner March 2020
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
Videos and Images of Trains: viewtopic.php?t=90763
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GarryG
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Posts: 6212
Joined: 14 Feb 2015 00:44
Location: Newcastle, Australia

Re: Auz Lineside and Roadside Objects

Post by GarryG »

Source Files:
AuzLinesideObjectsSourceFilesMay11.rar
(22.67 MiB) Downloaded 71 times
AuzRoadsideObjectsSourceFilesMay11.rar
(11.15 MiB) Downloaded 72 times
Both object sets are getting pretty full .. I do not intend to add any new objects to these sets .. just to finish off a few things and touch up a few bits and pieces.

Any new ideas I start will be placed in a new grf file.
Soot Happens
Screenshot Of The Month Winner March 2020
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
Videos and Images of Trains: viewtopic.php?t=90763
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