AuzObjects

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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GarryG
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Re: AuzObjects

Post by GarryG »

AuzLandscapeObjects and/or AuzRailObjects


Wondering I can make some cutting through them there hills that suitable for both trains and Road Vehicles.

This what I tried today.
Cuttings.png
Cuttings.png (67.82 KiB) Viewed 2589 times
The top of the cutting for the top left one is 2 level high. The other on is 1 level high.

Once I get some thought of a design looking good like to also make a set that overlap so it be closer to the train tracks.

Suggestions accepted.

Cheers
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Re: AuzObjects

Post by Quast65 »

The shading would be incorrect.
In the views you show us, the cutting would be in full sunlight, not shade as drawn now.
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Re: AuzObjects

Post by GarryG »

Quast65 wrote: 17 Oct 2021 10:03 The shading would be incorrect.
Yep .. trust me do that bit wrong ..

I think where the flat rock area I should transition more especially from half way to where it touches top of slope.

The cutting top right I just notices in should be 2 slopes deep so wil need to adjust the flat area ,ore to reach the top of 2nd slope.
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Re: AuzObjects

Post by wyndbain »

GarryG wrote: 13 Oct 2021 13:02
AuzRoadSignObjects


Experimenting with crash barriers on hilly roads.

This result so far. (One barrier out of alignment which I fixed tomorrow).

hILLY rOADS 2.png

Wonder if a set with retaining walls would go good as well as some with stone, wire and maybe split rail fences.

EDIT: The road is the Highway from RattRoads I using that road to align the edges better.
Hey hey thats really nice, I think with some of the signs that are also in the set they could be really good.
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Re: AuzObjects

Post by GarryG »

wyndbain wrote: 19 Oct 2021 14:56 Hey hey thats really nice, I think with some of the signs that are also in the set they could be really good.
Thanks for compliment .. just need figure out best place for the crash barriers.

If I do them like in the image in previous post they overlap some of the bicycle lane of the highway/freeway roads.

And if I place them on edge of the bicycle lanes (like in this image) the stone fences will hide the crash barriers.
Crash Barriers along fence line..png
Crash Barriers along fence line..png (13.75 KiB) Viewed 2337 times
Ignore the yellow and red lines as they my guides to align things.

When I get the best idea for that figured out see if I can do some signs as well for them.

Cheers
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Re: AuzObjects

Post by GarryG »

Have you checked Re: Fridaemon's Objects 4.1: September 12th, 2021
viewtopic.php?p=1249127#p1249127

He made some clouds and asked me to code them into my AuzLandscapeObjects.
Little White Clouds.png
Little White Clouds.png (223.7 KiB) Viewed 2163 times
There are 1x1 objects that overlap 1 tile in each direction.

There are 4 different heights. The 4 single clouds in image shows the 4 clouds at the 4 various heights.

Depends how you place them you can make thick clouds or just some small scattered clouds.

Minor problem each cloud takes up 1 tile on the ground.

Give it a try and leave a message over on Fridaemon's forum and let us know.
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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
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Re: AuzObjects

Post by fridaemon »

GarryG wrote: 27 Oct 2021 04:04
Oh, It was very quick! :D thanks :) much more better way to have it in your set than in mine ;)

it would then like to add water ground mist as is the case in wetlands. or as fog in the valleys. I'll try it later.

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Re: AuzObjects

Post by Quast65 »

With regards to this question you posted over at Frideamon's thread (as I think it is better to answer that here)
GarryG wrote: 27 Oct 2021 04:04 Have planes got a dedicated height they fly?
I did a little test:
PlanesHeightOpenTTD03.png
PlanesHeightOpenTTD03.png (91.71 KiB) Viewed 2095 times
PlanesHeightOpenTTD04.png
PlanesHeightOpenTTD04.png (43.46 KiB) Viewed 2095 times
The jets I tested were roughly 187 + 16 = 203 above sealevel.
I think slower planes (propellor ones) may even fly a little lower.
So depending on the type of plane (propellor, jet, supersonic) roughly I think it is somewhere between 150 to 250 above sealevel.

Also keep in mind that it also depends on the heightlevel you place the tile containing the cloud ;-)
As the planes keep a fixed height.

Most jetplanes fly above clouds, so I would just give it a little test if i were you and place a 200 high cloud (measured from the top of the cloud) on the flightpath of various planetypes and see what happens ;-)

I think propellorplanes mostly should fly below and jets above.
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Re: AuzObjects

Post by GarryG »

Quast65 wrote: 27 Oct 2021 09:32 With regards to this question you posted over at Frideamon's thread (as I think it is better to answer that here)
Why didn't I think of testing the plane heights like that :oops:

If fridaemon don't mind I see if I can make some more clouds to suit some planes.
fridaemon wrote: 27 Oct 2021 06:19 Oh, It was very quick! thanks much more better way to have it in your set than in mine
it would then like to add water ground mist as is the case in wetlands. or as fog in the valleys. I'll try it later.
The water mist and fog sounds like a nice idea. Worth a try. :D
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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
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Re: AuzObjects

Post by Quast65 »

It may also be fun to see what happens if you try to animate them.

With the difference in steps just being various levels of transparency.
Setting changes to very very slow (a day, maybe even a couple of days), would also be best for the effect I think...
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Re: AuzObjects

Post by fridaemon »

Garry, of course, do whatever you want :)) i dont have time today and tomorrow I'd like to draw pyramids. 😄

And idea of clouds As ships sounds Very good :))

Glad this idea is interesting 4 you :)
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Re: AuzObjects

Post by GarryG »

fridaemon wrote: 27 Oct 2021 10:36 Garry, of course, do whatever you want i dont have time today and tomorrow I'd like to draw pyramids.
And idea of clouds As ships sounds Very good
Glad this idea is interesting 4 you
Clouds as ships I think problem be will need a depot for them and telling them where to move to when they drift around the oceans.

I think if clouds was done with more transparency will be ok as mist.

Thanks to you drawing the clouds make it a heck of a lot easier as we already had templates and coding made for tall objects and overlap.

I be busy tomorrow too as better see doctor see why I having headaches and suffering hallucination when trying to sleep.
Quast65 wrote: 27 Oct 2021 10:09 It may also be fun to see what happens if you try to animate them.
Would be interesting .. mist rising off the water could look really nice. Starting of almost invisible and get thicker before disappearing.

(A Dream: Be interesting for them to drift about the sky as well .. almost same as a plane .. but clouds would look strange starting from a airport, so wonder if we had weather stations (could be a aerial with a building at bottom .. has any one seen any save me making them) to start the clouds from and they could drift between weather stations).

My biggest problem is concentrating on projects for long, especially the way my health is at present.

Here a test I did with planes at airports .. the planes will go through the clouds when landing and taking off. But when tested in flight all planes so far fly above the clouds.

Plane landing at a airport.
Plane in cloud.png
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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: AuzObjects

Post by temporal8 »

fridaemon wrote: 27 Oct 2021 06:19 Image
WOW man, good work Fridaemon and GarryG. :bow: I will definitely use it

GarryG wrote: 27 Oct 2021 04:04 Minor problem each cloud takes up 1 tile on the ground.
These tile can be a tree for example or just grass or maybe a concrete tile, i don´t know, something that will be used a lot in our maps.
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Re: AuzObjects

Post by Taschi »

GarryG wrote: 27 Oct 2021 11:22
Plane in cloud.png
One issue I have with these cloud objects is that, once you create a large cloud, they just look kind of bad because the tiling becomes very obvious, which just feels unnatural - so it's probably best to use them very sparingly.
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Re: AuzObjects

Post by kamnet »

I will find them to be obnoxious and in my way during gameplay, but quite spiffy to use to make glorious screenshots. :) This isn't to knock it at all, I think it has its place and, really, there's no bad add-ons for this game.
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Re: AuzObjects

Post by Taschi »

kamnet wrote: 27 Oct 2021 19:51 I will find them to be obnoxious and in my way during gameplay, but quite spiffy to use to make glorious screenshots. :)
I absolutely agree with this sentiment and understand they were made for screenshots first and foremost - but even in still images, once they reach a certain size, they just stop looking good due to the tiling. They don't look irregular and random like real clouds, they look like a small image that gets repeated over and over again.

I guess that issue could be fixed by providing some clouds in different sizes rather than just repeating one tile.

That's not to say the clouds are bad in their current form, I'm willing to bet that they will come up in the screenshot competitions for quite a while, I'm just trying to convey that the way they are now, these clouds have some limitations - and that's fine. Also, I assume GarryG only made such a large cloud as he did for the purpose of testing the layering, anyway.
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Re: AuzObjects

Post by GarryG »

temporal8 wrote: 27 Oct 2021 13:56 WOW man, good work Fridaemon and GarryG. I will definitely use it
Glad you like them. Fridaemon comes up with some great work.
temporal8 wrote: 27 Oct 2021 13:56 These tile can be a tree for example or just grass or maybe a concrete tile, i don´t know, something that will be used a lot in our maps.
That might be a good idea .. maybe do 2 sets that produces random bases .. town/city set with parks, and maybe some of smaller objects that fridaemon made. And for country use Kamnet's rock and some other items such as trees, and leave some blank.
Taschi wrote: 27 Oct 2021 19:27 One issue I have with these cloud objects is that, once you create a large cloud, they just look kind of bad because the tiling becomes very obvious, which just feels unnatural - so it's probably best to use them very sparingly.
When fridaemon made the cloud I think was mainly thinking small clouds to use over the cities like in his image .. not hide the city under them. Might be good if we make a few different shapes for those who like large clouds.
kamnet wrote: 27 Oct 2021 18:53 Feel free to re-use my rock.
Shall do.
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All my projects are GPLv2 License unless stated.
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Re: AuzObjects

Post by GarryG »

AuzLandscapeObjects .. Clouds


Been experimenting when I had chance with the planes in the clouds and been unsuccessful all the planes fly above the clouds including the blimps. One when they landing and taking off do they fly under the clouds.

The planes that are lower height then cloud end up causing this effect. I even placed the clouds on top of a 3 level hill and planes still flew over or through the cloud like in image.

The cloud is set at 255 pixels high.

I did have the zextent: set at height and glitching wasn't as bad, but still glitched every time a plane flew through or just above the clouds. In this image I testing zextent: 16; but glitch was worse.
Plane in cloud2.png
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Any suggestions that I might be doing wrong or could try?
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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 Tracks: viewtopic.php?f=26&t=82691
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Re: AuzObjects

Post by Quast65 »

GarryG wrote: 28 Oct 2021 11:37 Any suggestions that I might be doing wrong or could try?
It could probably just be the Sprite Sorter, that automatically always places planes in front.

Tested it with some big skyscrapers and planes keep flying over it (even if those skyscrapers are higher than flightpath).
So, its game mechanics.
Good to know ;-)
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All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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