Auz Lineside and Roadside Objects

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GarryG
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Found similar problems with the Auz_Lineside_Objects if a building was placed on a slope.

Should all be fixed now.
Auz_Lineside_Objects.grf
(2.57 MiB) Downloaded 62 times
I'll make sure by checking them all today .. and if looks ok will release new version on bananas.

Looks like the creeks with nice flowing water will need to wait another day.

Cheers
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Made some Log Cabins to go on slopes.

Cabin in The Pines is a song by Aussie Country Singer Shirley Thoms.
Cabin in the Pines
Cabin in the Pines
Cabininthepines.png (140.99 KiB) Viewed 2754 times
And this what looks like in snow.
Cabininthesnow.png
Cabininthesnow.png (89.77 KiB) Viewed 2754 times
See if I can put some snow of the church roofs then I will release on Bananas.

Then its back to the creeks.. some I did already will look good for trout fishing.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

I just put Auz_Lineside_Objects Version 27 and Auz_Roadside_Objects Version 25 on Bananas.

Auz_Lineside_Objects
====================

Version 27: 13th December 2016
==============================

Fixed some graphic issues.

Here's a copy here too as well as source files.
Attachments
Auz_Lineside_Objects.rar
Version 27
(708.27 KiB) Downloaded 76 times
Auz_Lineside_ObjectsV27.rar
Version 27 Source files
(12.65 MiB) Downloaded 74 times
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Auz_Roadside_Objects
====================

Version 25: 13th December 2016
++++++++++++++++++++++++++++++
(Includes updates from Version 24)

Added:

Country Churches
Log Cabins that build on slopes

Fixed:
Coding where some buildings if built on a slope showed wrong tiles under them.


Here's a copy here too as well as source files.
Auz_Roadside_Objects.rar
Version 25
(803.35 KiB) Downloaded 74 times
Auz_Roadside_Objects_SourceV25.rar
Version 25 Source Files
(10.92 MiB) Downloaded 61 times
Like to apologise to "Irwe" of the Swedish Houses .. I forgot to include credits to you in the readme file and changelog. Will fix and include in next issue. Sorry for that pal .. pushing to get these files on Bananas so can get back to the creeks in Auz_Landscape_Objects that I just forgot about changing the readme files.

For those who hadn't read the info on previous page .. Irwe is the maker of the Swedish Houses set and in that set are some lovely buildings including some country style churches. Irwe kindly gave me permission to use his work in the objects sets.

When ever coders use information from other peoples projects they should be credited in your project and show your thanks for used their items. I also a bit old fashioned .. even through they give permission to use their things in the licence, I still like to ask permission personally which I had done.
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Alberth
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Re: Auz Lineside and Roadside Objects

Post by Alberth »

Did you consider making a town set? (Or contributing to one?)

Don't know how much work that is, but these churches would look great in regular villages.
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Re: Auz Lineside and Roadside Objects

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Alberth wrote:Did you consider making a town set? (Or contributing to one?)
Like to try making a town set but would not have a clue about coding .. I'd need someone out there who has done a town in NML and send me all his source files including the nml file.

That is how I done all my projects starting off with someone else's codes and changing the graphics and references in those codes to what I did.

I don't think I could do the modern buildings that start appearing in sets from mid 1900s and in the years 2000 .. but like to try do older style buildings that would suit games starting before the wheel was invented. Well not that far back, but when shankes pony was the way of travel and some used horses.
Alberth wrote:Don't know how much work that is, but these churches would look great in regular villages.
The churches with the side doors are from Irwe's Swedish Town set .. and the churches with the doors at the ends I got the carpenters to make a few changes to Irwe's churches.

The Swedish Houses has some great designed houses and other buildings in it and also has a bigger church.
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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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Re: Auz Lineside and Roadside Objects

Post by Alberth »

GarryG wrote:Like to try making a town set but would not have a clue about coding .. I'd need someone out there who has done a town in NML and send me all his source files including the nml file.

That is how I done all my projects starting off with someone else's codes and changing the graphics and references in those codes to what I did.
Lots of stuff available at the devzone, usually GPL licensed (but check). All stuff: http://dev.openttdcoop.org/projects

I found a few house sets (judging by the name)
- http://dev.openttdcoop.org/projects/opengfx-mars-houses
- http://dev.openttdcoop.org/projects/swedish-houses
- http://dev.openttdcoop.org/projects/uktowns
- http://dev.openttdcoop.org/projects/ttrs4
- http://dev.openttdcoop.org/projects/ukhouses

Click "repository" tab, and then you can browse the project content. Viewing a file is a two-click process, click at the filename, you get a list of changes that were done in the past on the file, then click on "view" or "download" (left, above the list changes).

I don't know how you have organized your projects, but the *.pnml" files are parts of the final nml file. Each element can be written as a separate .pnml file, and the computer merges it all to a single large nml file, and compiles it to the grf.
OpenGFX Mars houses don't look too complicated at first sight: http://dev.openttdcoop.org/projects/ope ... itats.pnml

GarryG wrote:I don't think I could do the modern buildings that start appearing in sets from mid 1900s and in the years 2000 .. but like to try do older style buildings that would suit games starting before the wheel was invented. Well not that far back, but when shankes pony was the way of travel and some used horses.
Not so long ago, there was this GaryG guy, who could not draw at all, however soon enough he made lots of very nice Australian stuff! :)
Never say never, I am sure you could do it if you put your mind to it. Having said that however, I agree the older buildings seem to attract you more :)

Hope this helps a bit
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Re: Auz Lineside and Roadside Objects

Post by leifbk »

GarryG wrote:I don't think I could do the modern buildings that start appearing in sets from mid 1900s and in the years 2000 .. but like to try do older style buildings that would suit games starting before the wheel was invented. Well not that far back, but when shankes pony was the way of travel and some used horses.
There's plenty of modern stuff around, and I think that a lot of us appreciate what you do and really want more of that horse and sail age scenery. A house set that could supplement the Swedish houses for the early era would be great. It seems like you can set the time span for individual buildings and let them expire when they start to look too ancient, although I wouldn't mind keeping a few old-style buildings around as museums :)

The same goes for industries. Andy does a great job with FIRS, but several of the industries need an alternate pre-modern design. He has said that he will welcome contributions like alternate graphics.
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Re: Auz Lineside and Roadside Objects

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Alberth wrote:Not so long ago, there was this GaryG guy, who could not draw at all, however soon enough he made lots of very nice Australian stuff! Never say never, I am sure you could do it if you put your mind to it. Having said that however, I agree the older buildings seem to attract you more Hope this helps a bit
Thanks for your confidence in me .. I'll finish these creeks and the bridges with Wallyweb first and then see what I can do. For practice I think I just use some of the buildings I already done such as the shops, schools, churches etc. and see if I can make a town build from these.

Do same I did for other protects .. use other peoples graphics at first and then alter them to suit me later.
Alberth wrote:Lots of stuff available at the devzone, usually GPL licensed (but check).
I'll check these out and see what I can use. Might go through them all and see what Aussie style buildings I can find.
leifbk wrote:There's plenty of modern stuff around, and I think that a lot of us appreciate what you do and really want more of that horse and sail age scenery. A house set that could supplement the Swedish houses for the early era would be great. It seems like you can set the time span for individual buildings and let them expire when they start to look too ancient, although I wouldn't mind keeping a few old-style buildings around as museums
I like a lot of old stuff to stay around .. many towns and cities still have plenty old buildings and houses.

Shall see what happens.

Cheers fellas
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Re: Auz Lineside and Roadside Objects

Post by leifbk »

GarryG wrote:
leifbk wrote:There's plenty of modern stuff around, and I think that a lot of us appreciate what you do and really want more of that horse and sail age scenery. A house set that could supplement the Swedish houses for the early era would be great. It seems like you can set the time span for individual buildings and let them expire when they start to look too ancient, although I wouldn't mind keeping a few old-style buildings around as museums
I like a lot of old stuff to stay around .. many towns and cities still have plenty old buildings and houses.

Shall see what happens.

Cheers fellas
If you go ahead with this, I'd love an early replacement for the hospital in the Swedish houses, like a large 2x2 residential building with a garden around it. Maybe give it the same id and let it expire ca. 1930? I have been dreaming of doing a supplement to the Swedish houses myself, an "Early Norwegian Houses", but I haven't got around to really try.

I believe that an early buildings set should have low passenger and mail generation, due to the poor means of transport at the time.
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Re: Auz Lineside and Roadside Objects

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leifbk wrote:If you go ahead with this, I'd love an early replacement for the hospital in the Swedish houses, like a large 2x2 residential building with a garden around it. Maybe give it the same id and let it expire ca. 1930? I have been dreaming of doing a supplement to the Swedish houses myself, an "Early Norwegian Houses", but I haven't got around to really try.I believe that an early buildings set should have low passenger and mail generation, due to the poor means of transport at the time.
Many old buildings in Australia where designs of UK and European. House had the high pitched roof to allow snow to fall off easier .. they built these type of houses all over the country even where we had no snow. Then they added veranda's to front of house to give people some where to sit in the shade and try stay cool.

I'll fiddle around with what I can over the coming weeks .. but not get too involved until other projects finished.

If I start you and other out there are more then welcome to contribute to it.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

I should be doing my creeks, but been side tracked again looking at the idea of doing a town set.
Alberth wrote:I found a few house sets (judging by the name)
Before I start trying to use anything from those sets even if the GP2 licence .. I'm old fashioned in my ways and still like to ask those involved with those sets if they have any objections if I can use some of their buildings and maybe take some designs from some.

So if any fellas out there who was involved in any of those town house sets that Alberth introduced me too, please let me know if ok to use your works and whether or not I can alter any buildings. Some buildings I seen with a little alteration should be able to make them look more older style. Modern buildings from about the late 1900s onwards can stay unaltered as Australia is a multicultural country so they will blend in well.

I still have several days work to do to the Creeks .. weather so hot here at moment and even with air-con on, still hard to sit at computer for long and concentrate on thing, so creeks might take a bit longer to start flowing.

I'll practice with my own buildings for a while and if I think I can figure it all out, hope to maybe start the town sets in the New Year.

Cheers
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Re: Auz Lineside and Roadside Objects

Post by Alberth »

GarryG wrote:Before I start trying to use anything from those sets even if the GP2 licence .. I'm old fashioned in my ways and still like to ask those involved with those sets if they have any objections if I can use some of their buildings and maybe take some designs from some.
Project owners are listed at the front page of the project at the devzone.

I'd suggest you first finish your creeks, and take a look at which set you actually like. (eg Mars Colonies is supposed to be a set about colonising Mars, which didn't happen so far, by humans, at least. I included it anyway, as its code may make more sense to you than code from other sets.)
Once you've settled on which set looks useful, getting a copy, and looking for its owner becomes useful. Usually, each set also has a thread at the forum (a link may also be listed at the project front page), which gives you an easy way to find authors, if they have not left yet.
GarryG wrote:I still have several days work to do to the Creeks .. weather so hot here at moment
Imagine you bathing in them, each pixel makes you cooler :p
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Alberth wrote:Project owners are listed at the front page of the project at the devzone.
I'll see if I can make contact those people and see if they let me use. When you look at some of the sprites like to grab some from each set, especially UK and Swedish set. Not looked at sprites from TTRS yet.
Alberth wrote:I'd suggest you first finish your creeks, and take a look at which set you actually like.
Yep, will get these creeks done first .. the flowing water looks so cool and inviting to go for a dip.

Wonder if can make a creek a industrial to supply trout, catfish and cod and maybe fresh water Alligators. But need to code it so it supply very limited and probably only need the one truck load a month of about 6 ton to be taken to markets.

Here's a question for those who under standing coding for town sets. Are you limited to cargos delivered there?

I looking at Mars set and the can accept PASS, MAIL, FOOD and GOOD .. but I wonder if I add some of my buildings to the town can I get town to accept WOOL and the Woolsheds, FISH at a fish Market, BEER to the Pub, and maybe have supplies delivered there too if I can have some commercial and small Industry in a town.

And can you have a town supply more then just PASS and MAIL?

Time for dream world and some beauty sleep .. cheers.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Seeing if I can do some Canyon walls.
Canyonwalls1.png
Canyonwalls1.png (32.13 KiB) Viewed 2559 times
Been looking at canyons on net and photos I've taken many years ago when I was working at Euabalong West NSW, Australia. North and West of that place is a lot of red dirt, hills and rocky areas around placed called Mt Hope.

At moment I using original colours from my photos and it making lots of pretty Christmas lights along those cliffs. Have to convert them all to the colours found on the colour pallets that are used with OpenTTD.

As you probably guessed the creeks on hold again as well as a few other projects as I been side tracked again with the canyon idea.
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Re: Auz Lineside and Roadside Objects

Post by KeldorKatarn »

I like these kinds of textures, but can you make transition pieces too? So the edges are not so sharp? Like the beach objects NewGRF for example. That package includes some transition tiles that make a nice transition to the temperate grass.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

KeldorKatarn wrote:I like these kinds of textures, but can you make transition pieces too? So the edges are not so sharp? Like the beach objects NewGRF for example. That package includes some transition tiles that make a nice transition to the temperate grass.
Hope to make something to use as transition .. se what I can do when I finish the canyon walls I working on and finish the creeks.

See if I can make one to suit all the different red rocks.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Found a glitch with slope graphics.

When I use my slope objects on the South East slope using OpenGFX+Landscape
I get this result.
nogreendots2.png
nogreendots2.png (117.28 KiB) Viewed 2520 times
But when I use default Landscapes I get this result
greendots1.png
greendots1.png (92.33 KiB) Viewed 2520 times
3 green dots appear

These dots seem to be on all my South East Slope objects but only show if using default Landscapes.

I checked the templates I been using and see no faults with them.
Template_Slope_Aware_Landscape_Objects.png
(6.69 KiB) Not downloaded yet
Any suggestions to why this is happening?

I checked the slopes with object sets made by others and they work fine .. see no problem with them.

Hope some one has a answer .. 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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Quast65
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Posts: 2654
Joined: 09 Oct 2011 13:51
Location: The Netherlands

Re: Auz Lineside and Roadside Objects

Post by Quast65 »

There is nothing wrong with your template, the problem seems to be with the Base-OGFX.
If you put your template over it, you can see the three pixels poking out:
Example215.png
Example215.png (7.27 KiB) Viewed 2513 times
And if one takes the silhouette of that OGFX-basetile and places it next to that basetile one can see that those 3 pixels are not needed for a link-up, proving that the issue is with the Base-OGFX sprite:
Example216.png
Example216.png (33.44 KiB) Viewed 2513 times
Probably worth mentioning to one of the devs of that set (there may be more Base-OGFX-graphics with too many pixels)....
Canyon walls
Like it!! :bow: Finally archaeologists can figure out how old this game exactly is! :mrgreen:
But it may need a bit more work to have more fluent link-ups to the various slope-tiles, but looks very promising!

And I really like what you are doing with those little houses and churches!!
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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GarryG
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Posts: 5850
Joined: 14 Feb 2015 00:44
Location: Newcastle, Australia

Re: Auz Lineside and Roadside Objects

Post by GarryG »

Quast65 wrote:There is nothing wrong with your template, the problem seems to be with the Base-OGFX.If you put your template over it, you can see the three pixels poking out:
Thanks you Quast65 .. some of those slope tiles I will go back and just extend the slope over those 3 tiles. I tested it with the Japan Landscape set and had no problem there. It seems a problem in the default landscape that comes with the game.

Strange part is I tested your beach sands and some other slope objects from other peoples sets and they was ok not had that problem.
Quast65 wrote:Like it!! Finally archaeologists can figure out how old this game exactly is! But it may need a bit more work to have more fluent link-ups to the various slope-tiles, but looks very promising! And I really like what you are doing with those little houses and churches!!
See if I can make some transition sets for the Canyon Walls and the other rock slopes.

I kinda like the canyon wall type slopes better then the rocky ones .. like to try make some solid rock walls/cliffs instead of rocky .. tried a few times but at moment just looks like a grey tile nothing to really show that it suppose to be solid rock.

Cheers and thanks for your help
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
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