Auz Lineside and Roadside Objects

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Quast65
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Re: Auz Lineside and Roadside Objects

Post by Quast65 »

Have to wait and see if anyone can help me with the NML code to do that if available.
Looking at a piece of code you once sent me:

Code: Select all

spritelayout spritelayout_Creekslope1 {
    ground {
      // normal ground sprite - always draw
      sprite: GROUNDSPRITE_NORMAL + slope_to_sprite_offset(nearby_tile_slope(0, 0));
   }
    
    building {
        sprite: spriteset_Creekslope1(LOAD_TEMP(1));
        xoffset: 0; //from NE edge
        yoffset: 0; //from NW edge
        zoffset: 0;
        xextent: 16;
        yextent: 16;
        zextent: 16;
    }
I think (no garantees ;-) ) that changing the X-Y-Z-extents changes the boundingbox. Try it out on one piece to see if that is the case.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

You might be right about the codes .. but honest I never been able to understand them. It's thanks to Planetmaker, Andythenorth and others that has helped me when I in trouble. All the coding I done to date is information I got from other peoples projects.

I look for something simular to what I wanted to make and found codes and sprites to suit. :)
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Re: Auz Lineside and Roadside Objects

Post by planetmaker »

yes...
xextent: Size of the bounding box, in the X-direction. Must be a compile-time constant. Unit is 1/16 of the tile border
yextent: Size of the bounding box, in the Y-direction. Must be a compile-time constant. Unit is 1/16 of the tile border
zextent: Size of the bounding box, in the Z-direction. Must be a compile-time constant. Unit is pixels
It makes sense to adjust it to the actual size of the sprites as otherwise the sprite sorting might go wrong, as it has to assume the wrong sizes when sorting them for paint order.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Thanks planetmaker .. you come to the rescue again.

That will give me something to work on tomorrow after I had some sleep.

For now I do something easier and make some unsealed road graphics.

Thanks again .. appreciated.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Here's a sample of the Unsealed Roads objects I doing.

Done 3 types at moment. Not sure if need do any others .. Have gravel roads, dirt roads, and goat tracks (dirt tracks).
3 Unsealed roads.png
3 Unsealed roads.png (540.58 KiB) Viewed 3560 times
I think I got all necessary combinations done so they will join each other and main roads.

The appear to work of for UK Roads and the American Road Set. Not tried on any other roads.

Not done creek crossings and rail crossing yet.

I'll make sure what I done up till now are ok and if need any additions.

Any one like to test can use this:
Auz_Roadside_Objects.grf
(62.84 KiB) Downloaded 120 times
Cheers
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Have any one got some ideas of objects for the Roadside set?

Eventually hope to have some roads crossing the creeks and with luck level crossings and maybe dummy underpasses.

The above also has 6 houses .. if you load this with Auz_Lineside_Objects the houses will be in same folder as Employee Houses.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Been changing the sprites in Auz_Lineside_Objects, a suggestion that Quast65 sent me .. some of my sprites have 2 pics and some have 4, so where possible I making them in groups of 4 and this will allow me to add more to this object set.

Working on doing this to footbridges at moment. Hope to later do this to coal stages and some of the rivers, creeks etc.

If I clear all this room for more sprites, I may consider moving the fake roads into this set and cancel Auz_Roadside_Objects .. besides if they all in one if frees up a Newgrf space in your games.

Looking at idea of seeing if I can make some fake wooden road bridges very simular to the pics here. Like to make one lane bridges with a safety fence. Not a hump back but like these of the sides of raised slopes.

See what I can come up with.
Attachments
WoodObjectBridge.png
WoodObjectBridge.png (141.41 KiB) Viewed 3513 times
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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 oul1234 »

All these Auz sets are looking fantastic!
GarryG wrote:Have any one got some ideas of objects for the Roadside set?
I'm not sure if this has been brought up yet, but have you considered creating dirt roads in a similar way as the freeways from AARS Objects? Just a thought... I have no idea how feasible that would be (or how desirable it would be to have vehicles doing 100km/h+ on a dirt track :lol: )
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Hi oul1234,

Thanks for your comments.

At the moment I don't have the knowledge in coding to making roads for vehicles to use .. yet.

For now just be object roads till finished making all the combinations with them.

Be good if can be made like NuTracks for trains .. have different types of roads and speed limits on them.

Cheers
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Here's my latest addition to Auz_Lineside_Objects.

Represents a metal footbridge with wooden walk way across the bridge section.

Still in designer stage .. I think the railings across the bridge could be a bit darker.
Also the walk way suppose to be wood boards, so might need changing too.

Any opinions?
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Metal Footbridge
Metal Footbridge
FootBridge.png (32.05 KiB) Viewed 3479 times
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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 GarryG »

I've adjusted the footbridge and changed some colours so stands out better.
FootBridge2.png
FootBridge2.png (41.84 KiB) Viewed 3450 times
Here's a copy of Auz_Lineside_Objects with the above footbridge in it.
Auz_Lineside_Objects.grf
(957.99 KiB) Downloaded 89 times
Also contains a lot of changes to some tiles .. instead of only 2 showing most now have 4.

Footbridges are under the one selection and not 4 as before.

Got to thank Quast65 and the makers of Dutch Station Sets as the footbridge is highly based on the footbridges in their set.

If you find any problems please let me know
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Hi,

Been trying to make a single lane wooden overpass bridge object.

The bridge not completed yet, but first need to sort out a few problems with it and need help.

Planetmaker and other have tried to explain to me the coding for setting up objects on slopes etc, but afraid I just don't get the gist of it. Just don't register in this brain of mine. (Having dead brain cells don't help from a brain injury I received years ago).

At least 2 problems I having .. The bridge purchase icons shows the same image, and the fence line for railway track goes on top of the bridge and not under.

I've tried different ideas what I think was what to do, but no luck.

All the files, codes, sprites etc in this file
RoadObjects.rar
(4.57 MiB) Downloaded 102 times
If anyone be kind enough to have a look and patch it and send it back to me be so much appreciated.

Once I get the bridge working properly .. will finish it off with safety railing and also make others for the other road designs.

Cheers fellas
Attachments
WoodBridgeProblem.png
WoodBridgeProblem.png (192.75 KiB) Viewed 3421 times
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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 STD »

ISR_DWE - Road Overlapping Tiles.png
ISR_DWE - Road Overlapping Tiles.png (45.18 KiB) Viewed 3411 times
As you do this, as shown in the screenshot :) . Here's my opinion on the future development. :wink:
I think that any player will appreciate your work on the development of objects for the road :) . Thank you :)) I believe that the road types you can create, for example, as Quast made in the set - ISR/DWE Objects. He's got it all perfectly turned out. You ask him if something is not clear.
Ideally, on the object dirt and gravel road can drive vehicles.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Ideally, on the object dirt and gravel road can drive vehicles.
What STD mentioned that might be an good idea. At the moment my dirt and gravel roads are narrow, but could make some wider and do simular to what Quast made in the set - ISR/DWE Objects set. I'll give it a try and see what happens. See if I can change the grey blank tile so it natural ground colour and maybe have something on it in places like a tree or animals.
recoloured Wooden Overbridge
recoloured Wooden Overbridge
WoodBridgerecoloured.png (28.24 KiB) Viewed 3350 times
This pic is the bridge I been working on as a object. I put the fence there just to brighten up the image and when doing this notice tractor too big to fit through the gates. Animals curtesy of Farm Objects (farmobjects.grf).

I'll see if can make some fences with bigger gates and maybe have the dirt track leading through the gates. Maybe change the fence design simular to what the makers of NuTracks have done for the fence that runs along side their rails.

Thinking also about making some bulldust (red dirt) roads that are found in Australia.

I shall continue drawing .. cheers
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Re: Auz Lineside and Roadside Objects

Post by Mikk »

Awesome. Those roads, even if they are only objects, are just what we need for oz maps.
Like the floodways and river bridges. I like those wooden bridges too very old style australian bridges.
Any chance of some more stations? I like the dutch ones but your buildings are more suitable for oz layouts. Especially country stations. Oh also you were asking before what we preferred. Stations with or without awnings. I prefer the ones with awnings.
I dont know if you can do this but objects for making a racecourse would be nice. Many oz towns had a siding/branch line to the local race track back in the day and it would be cool to model that.
Maybe just need fences, a grandstand type building and some stables and horsees as objects and you can just build it up as needed on the map.
Keep up the good work.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

hello Mikk, Thanks again for complements.

Been thinking about some more stations .. but couldn't add before as met my quota in objects, but now have some extra room.

Strange you mentioned about racecourses .. I thought of that before too. Doing tiles for the race track might be easy. Just need straights some curves and people can make the course what ever size they want. There are some farm buildings in FIRS that can be used as stables. Polroads has some horses I could probable use. Some over road vehicle sets has horses too .. just not remember which ones they are off hand. Doing the grand stand be the hard one. If I can figure out how to do the grandstand .. it might be best in the Industry set. The grandstand can accept things like passengers, food, livestock (horses), and produce passengers and livestock .. are we going to allow passengers travel home free as some would have lost all their money :)

Objects I working on at moment:

Auz_Lineside_Objects:
Wooden Footbridges
Station buildings

Auz_Roadside_Objects:
Wooden Road Overpass (represent those you see in the country that farmers use to access property other side of the railway line and some narrow country roads.)
Overlap Gravel and Dirt Roads that go over top of the sealed roads .. (working on this now)
Farm fences.
I'll add the racecourse to this too .. can give it a try and see what it looks like .. might be worth a gamble? :)

Poor AuzTrains .. not getting chance to get back to that for a while.

Keep the ideas coming.

Cheers
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Re: Auz Lineside and Roadside Objects

Post by Mikk »

I never thought of making it an industry but that is brilliant. At least passengers would be logical. Im pretty sure horses were transported by rail to the track too once upon a time.

hehehe maybe we could make the track tiles a pseudo road or rail and make some horse vehicles and have races.
maybe going a bit far lol

I wonder if we could divide livestock into different animals. It would probably be overkill bringing in a train of livestock to the races. In the old days a few horses would come by rail but now its all by road. The same with food I suppose. A few truckloads would be about right but delivering a whole train of food would be silly. I dont know if you can limit the amount of a commodity that an industry will accept. Would be good if you can.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

NSW did have wagons for carrying race horses by trains. Some wagons had both horse and passenger accommodation so trainers and owners could be with their horses during the journey. If you seen the diagram of Gosford racecourse it had section for unloading horses and room to store several trains.

The Eyecandy Road Set has a horse and rider.

Had a quick go at making Fences for a racecourse. One of the fences just a wee bit out of alignment.
Farm and Race Fences.png
Farm and Race Fences.png (15.94 KiB) Viewed 3310 times
The inner fence suppose to represent a wire fence usually found around farms.

Only straight sections done at moment for both.

I getting off computer for awhile. Do some more later and tomorrow.

Cheers
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Auz Road Sets: viewtopic.php?f=29&t=87335
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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 Mikk »

I knew there was something else. Could you make some of your trackside objects into waypoints? The signal boxes and staff huts would be good candidates. I use a lot of waypoints and it would be nice to have some local ones to use.

Lookin good so far on the racecourse. Funny you mention Gosford. That was what made me think of racecourses in the game.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Sorry I have no idea how to make Waypoints. I not even sure if can be done in NML.
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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 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
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