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PostPosted: Mon Feb 22, 2016 7:19 pm 
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Dutch Station Addition Set, Part 2 v0.4

As I ran out of station-IDs in the Original Dutch Station Addition Set https://www.tt-forums.net/viewtopic.php?f=26&t=64121&hilit=dutch+stations+addition, but not out of ideas ;-) , I decided to make a Part 2 (an addition to the addition set :twisted: ).

The GRF can be found on Bananas (the ingame downloader) and it is advised to place this GRF directly below the original DSA-set in your GRF-list.

For the list of features, see below. But here are some screenies:
Attachment:
DSApart2_01.png
DSApart2_01.png [ 110.49 KiB | Viewed 3151 times ]


And a feature I would like to explain a bit with screenshots, There are some tiles with custom foundations, when placed on elevated land:
Attachment:
DSApart2_02.png
DSApart2_02.png [ 29.27 KiB | Viewed 3151 times ]

You get this:
Attachment:
DSApart2_03.png
DSApart2_03.png [ 32.28 KiB | Viewed 3151 times ]

A "Randstad Rail"-station ;-) Please note that the road under the station is fake and cannot be used by vehicles!

*License:
GPLv2

*Credits:
- GarryG, for the U-shaped Overpass Stairs graphics (GPLv2)
- Silverx50, for many new Dutch Station graphics (GPLv2)
- sanderNL, for the Hanzelijn Stations (GPLv2)
- luxtram, for some handy drawing tricks and tips
- All others, who have pointed out bugs or gave good hints and suggestions ;-)
- Modification to graphics, new graphics, modification to code and new code by Quast65 (GPLv2)

Credits from the original Dutch Station Addition Set:
- Original Dutch stations and platforms by the Developers of the Dutch Station Set (GPLv2)
- Original railroad crossing lights by Purno (GPLv2)
- Original 60's style station by Caelan (GPLv2)
- Original TTRS-road by Zimmlock (GPLv2)
- Original UK-road by Born Acorn (GPLv2)
- Original Open-GFX graphics by the Developers of the Open-GFX set (GPLv2)
- Original code by the Developers of the Dutch Station Set (GPLv2)
- Original Delft station, Eindhoven station, Douma style stations, Sextant station, KNLS-1 station and HESM-1 station by ths (GPLv2)
- Original Modern CTA, modification to Old CTA (so it has a black pole) and Amsterdam CS (based on an original design by Caelan) by YSH (GPLv2)
- Modification to graphics, new graphics, modification to code and new code by Quast65 (GPLv2)

*Features:

- Waypoints:
v0.1
Wall with fence
Wall with hedge
Fence
Walled & fenced footbridge
Modern overpass
v0.4
Den Haag CS, Busplatform, Roof Extension
Rotterdam CS, Roof, No Windows
Rotterdam CS, Roof, With Windows


- Single sided platforms:
v0.1
Footbridge elongation
Footbridge, without stairs
Overpass, without stairs
Modern Overpass (with and without stairs and platform)
v0.3
Hanzelijn-Style shelters
v0.4
Den Haag CS, Busplatform, Extension
Rotterdam CS, Walled Roof, no windows
Rotterdam CS, Walled Roof, with windows
Rotterdam CS, Pyloned Roof, no windows
Rotterdam CS, Pyloned Roof, with windows
Rotterdam CS, Window Walled Roof, no windows
Rotterdam CS, Window Walled Roof, with windows


- Island platforms:
v0.1
Modern overpass


- Island Stations:
v0.3
Den Haag CS, Departurehalls, with various eyecandy
Den Haag CS, Busplatforms
Den Haag CS, Busplatform Roof Extension
Amsterdam CS, Large Platform (front view and extension)
Amsterdam CS, Small Platform (front view and extension)
Utrecht CS, Long Roof
Utrecht CS, Short Roof
Utrecht CS, Short Roof, with Hoog-Catharijne Tower
Utrecht CS, Staircase to Platform
v0.4
Delft, Modern Station
Moerwijk


- Buffer stops:
v0.3
Den Haag CS, Departurehall (in various directions and different eyecandy)


- normal platforms:
v0.1
Modern overpass
v0.3
Den Haag CS, Busplatform, Roof Extension


- Non-track Stations:
v0.3
Den Haag CS, Main Entrance (Stichthage) (in various directions and different eyecandy)
Den Haag CS, Departurehall (in various directions and different eyecandy)
Utrecht CS, Long Roof
Utrecht CS, Short Roof
Utrecht CS, Station Plaza, Stairs Front
Utrecht CS, Station Plaza, Stairs Back
Utrecht CS, Stairs to Groundlevel
Utrecht CS, Roofs on Groundlevel (start-middle-end pieces)
v0.4
Delft, Modern Station
Delft (old station), backview


- Non-track tiles:
v0.1
Footbridge, with grass or concrete
Overpass (U-shaped stairs), with grass or concrete
Modern overpass, with grass or concrete
v0.3
Full Platform Tile, with Modern Overpass, no stairs
Full Platform Tile, with Footbridge, no stairs
Full Platform Tile, with Overpass, no stairs
v0.4
Pavement with people
Sloped grass with wall (Hanzelijn)
Sloped grass with wall, corners (Hanzelijn)
Sloped grass (Hanzelijn)
Sloped grass, corners (Hanzelijn)
Parkingspots, no cars (Straights, T-junctions, X-crossings and Corners)


- Platforms with foundations:
v0.1
Randstad Rail, pillar foundation
Randstad Rail, pillar foundation with UK-road
Randstad Rail, pillar foundation with stairs
Randstad Rail, pillar foundation with lift
v0.2
Randstad Rail, pillar foundation with OpenGFX-road
Randstad Rail, pillar foundation with TTRS-road
v0.4
Hanzelijn-Style Shelter, Pillar foundation, with UK-road
Hanzelijn-Style Shelter, Pillar foundation, with OpenGFX-road
Hanzelijn-Style Shelter, Pillar foundation, with TTRS-road
Hanzelijn-Style Shelter, Pillar foundation, with Pavement
Hanzelijn-Style Shelter, Red Brick foundation
Cornered Fence, red Brick foundation (Hanzelijn-Style)


- Fenced platforms, white:
v0.1
Several platforms with a white fence on the end
v0.3
Several platforms with white fences on long side and corners
v0.4
Several platforms with white fences on long side and corners, without lights


- Fenced platforms, black:
v0.1
Several platforms with a black fence on the end
v0.3
Several platforms with black fences on long side and corners
v0.4
Several platforms with black fences on long side and corners, without lights


- Overlapping tiles:
*Note: These will overlap one or more tiles, so roads/waterways can be placed and used under them. Or can be used to cover up tunnel entrances/exits. The overlaps could glitch.*
v0.1
Footbridge (grass or concrete)
Overpass (grass or concrete)
Modern Overpass (grass or concrete)
v0.3
Den Haag CS, Departure Hall, with Gate (various directions, with various eyecandy)
Den Haag CS, Departure Hall, no Windows (various directions, with various eyecandy)
Metro stations, various overlaps to cover up tunnel entrances/exits
Non-track tiles, various overlaps to cover up tunnel entrances/exits
Utrecht CS, Short Roof (various directions, with various eyecandy)
v0.4
Delft, Modern Station, with tunnel overlaps at front & back


- Objects:
v0.3
Empty station tiles
v0.4
Station Tiles with People
Buffers


- Stations With Tracked and Non-Track Tiles:
v0.4
Rotterdam CS


- Metro Stations:
v0.4
Rotterdam CS
Rotterdam CS, no track
Rotterdam CS, Bikeshed Entrance, 1-tile
Rotterdam CS, Bikeshed Entrance, 1-tile, no track
Rotterdam CS, Bikeshed Entrance, 2-tile
Rotterdam CS, Bikeshed Entrance, 2-tile, no track
Pavement with people


- Non-track stations for Elevated Tracks:
v0.4
Kampen-Zuid (Hanzelijn), front- and backview
Dronten (Hanzelijn), front- and backview



*Bug fixes:
v0.3
- Gave the graphics better boundingboxes (resolves some glitches with catenary pylons)
- Fixed glitching issues for graphics that go over a track (like footbridges and overpasses)


Enjoy!!! ;-)

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All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.


Last edited by Quast65 on Sat Jul 22, 2017 6:49 am, edited 9 times in total.

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PostPosted: Mon Feb 22, 2016 7:21 pm 
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NFO:
Attachment:
dstatadd_part2_v0_1.nfo [79.76 KiB]
Downloaded 32 times


PCX:
Attachment:
dstatadd1.pcx [6.65 MiB]
Downloaded 84 times

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Screenshots: viewtopic.php?f=47&t=56959

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sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.


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PostPosted: Mon Feb 22, 2016 8:26 pm 
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Sorry for the multiple posts ;-)

I noticed that Bananas wasnt really happy with the long name I gave to the GRF.
So I uploaded a new version (v0.2) with a better name. For that I had to give it a new GRF-ID, so be aware for broken games!!! ;-)
Also included two more Platforms with foundations, one with OpenGFX-road and one with TTRS-road.

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sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.


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PostPosted: Mon Feb 22, 2016 10:56 pm 
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:bow: :bow: :bow:



Aahhh! Another piece for my collection!
By the way: I love what you did with the 'Randstad rail' -station!

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PostPosted: Tue Feb 23, 2016 4:44 pm 
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Nice! I've been waiting for many of these pieces.

I have a few comments about the modern overpass. I notice regular glitching when using it together with Dutch catenary and also when high trains pass under it, such as the NS VIRM double deckers. I think it is just slightly too low. The other comment I have about it is that it although it would be nice to put roofs against both sides of the overpass, this isn't possible because the overpass is not wide enough. The screenshot I attached shows what I mean with putting the roofs against the overpass.


Attachments:
Using Dutch Modern Overpass.png
Using Dutch Modern Overpass.png [ 38.81 KiB | Viewed 2992 times ]
Using City Stations overpass.png
Using City Stations overpass.png [ 39.66 KiB | Viewed 2992 times ]
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PostPosted: Tue Feb 23, 2016 5:15 pm 
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Thnx for your comments!

The modern overpass is 8 pixels high from groundlevel, the same as bridges etc, so that isnt the problem. I have tested some of the normal tiles and I had no problem with Dutch Catenary and the doubledeckers.
However the overlapping tiles can glitch. Do you get that issue with those tiles only or also with others? Please send a screenshot of the station that has those issues, that way I may be able to see what is causing the problem.

That overpass will not be a tile wide as you requested, the narrow overpass looks much better and is more realistic in my opinion, sorry.

EDIT: However, doing one, a tile wide, looking like Utrecht Centraal Overpass is an option. I'll put it on the to-do/look-into list ;-)

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sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.


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PostPosted: Tue Feb 23, 2016 7:19 pm 
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Getting to see the glitching in a screenshot is incredibly difficult, but if you look carefully at the screenshots I attached, you can see some overhead wires going above/through the overpass. I also noticed that sometimes the overhead wire is visible against the the overpass, which it should, but sometimes is entirely interrupted on the entire tile, which I think it should not. A split second later it all looks different again. The glitching only occurs when trains are passing under it, not when standing still. This is the case for all platform tiles using the modern overpass, not for overpass tiles without platform, with exception of the interruption of the wire on the entire tile which also takes place on through tracks. I noticed that other tiles of previous Dutch station sets also have this glitching, such as practically all roofed platform tiles on the screenshots. I don't know whether this is fixable at all.

I agree that making this modern overpass tile-wide would be a bit too much. You could also make the overpass so that it is against the side of the tile, which puts it against the roofs on at least one side. Or maybe include an overpass tile with 'built-in' roof.


Attachments:
File comment: Upper platform has obviously overhead wires going over the overpass. Overpass on through tracks right below it has wire interrupted on whole tile.
Dutch Modern overpass glitch 1.png
Dutch Modern overpass glitch 1.png [ 56.7 KiB | Viewed 2948 times ]
File comment: Lowest platform has some clipping issues going on.
Dutch Modern overpass glitch 2.png
Dutch Modern overpass glitch 2.png [ 55.85 KiB | Viewed 2948 times ]
File comment: Going from lowest platform with overpass to upper platform:
Platform 1: wire interrupted on whole tile
Platform 2: wire correct
Platform 3: wire interrupted on whole tile
Platform 4: wire correct
Platform 5: clipping issue
Platform 6: wire above overpass

Dutch Modern overpass glitch 3.png
Dutch Modern overpass glitch 3.png [ 49.82 KiB | Viewed 2948 times ]
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PostPosted: Tue Feb 23, 2016 7:23 pm 
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Thnx for the screenshots!!
I will look into those issues!

EDIT: Looks like a boundingbox issue and only happens when there are other stationtiles built next to them. Thats why I didnt see the issue before, because I tested the tiles as standalone.
Should be fixable ;-)

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Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.


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PostPosted: Wed Feb 24, 2016 7:18 am 
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Very good additions .. like them very much ..

Have you notice when make a station with platforms and footbridges only connecting to platforms and then you add the extension overlap bridges with U-shape stairs it gives that extension a different station name?

Those who know the game only need to hold down Ctrl key while adding the extension stairs to join it to the others so it no big deal. Apart from that its great. Those that I did in my Auz_Lineside_Objects I can now free up that section and do some other types.

Like the road underpass and raised platforms .. look good.

Suggestion have you thought also doing a over head fake road to match?

Great work.

Cheers

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AuzObjects: http://www.tt-forums.net/viewtopic.php?f=26&t=74510
AuzBridges: viewtopic.php?f=26&t=75248
AuzStations: viewtopic.php?f=26&t=76390


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PostPosted: Wed Feb 24, 2016 9:54 am 
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Quote:
Have you notice when make a station with platforms and footbridges only connecting to platforms and then you add the extension overlap bridges with U-shape stairs it gives that extension a different station name?

Yes, that is indeed normal behaviour of the game, the stationtiles are not connected directly via tiles and thus it gets a different name. And indeed using CTRL-pressed during placement fixes that.
Not that big of a deal, but always handy to mention for people who didnt know that yet ;-)

Quote:
Suggestion have you thought also doing a over head fake road to match?

You mean a fake bridge over the station? Not a bad idea, however I am a bit careful with adding too much graphics with roads, as there are so many different roadsets available (and then I have to draw a different graphic for each different roadset, that takes up valuable Station-IDs). And some of the roadsets arent GPL-licensed, so I am not allowed to use them without asking permission (and especially with some older roadsets, the developers are not always easy to contact. For example, I am waiting on a reply for using Czech roadpieces for 4 years now already ;-) ) But maybe its not a bad idea to start a poll and see what roadsets are most popular.... If it is about 4 or 5, I could be tempted... Right now I have the "normal" Open-GFX roads, the UK-roads and the TotalTownReplacementSet-roads. What other roadsets are popular?

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Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.


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PostPosted: Wed Feb 24, 2016 10:09 am 
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Quote:
Suggestion have you thought also doing a over head fake road to match?


What if make your own road design for the road and the road pieces that comes of the bridge make it a little longer like I did in Road Objects to link to any other roads?

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AuzTrains & NSWTrains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
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AuzObjects: http://www.tt-forums.net/viewtopic.php?f=26&t=74510
AuzBridges: viewtopic.php?f=26&t=75248
AuzStations: viewtopic.php?f=26&t=76390


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PostPosted: Wed Feb 24, 2016 10:27 am 
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This is a personal thing, but I like my fake roads to match up exactly with actual roads. ;-)

Still, using a universal color for the tarmac might work. But there is still the issue with the lines in the middle of the road. Some sets have white lines, some have yellow and it would look strange if those dont match.
However, this does mean only 2 options, rather than 4 or 5. So I will experiment a bit with that.

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Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.


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PostPosted: Wed Feb 24, 2016 10:37 am 
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That fair enough to when making these things .. make to your own designs to what you like .. and others have choice like it or lump it..

I same with most things I made in the object things. Much of it studied other peoples ideas and just changed to be how I wanted.

Just an idea for you .. again .. if you do a bridge over railway lines as object consider doing none broken lines. All bridges that I know of crossing over railway lines do not have broken centre lines. They all 2 unbroken lines down the centre as passing is not allowed on bridges in this country.

I got a few thing to catch up with in the objects I doing and will look at that idea too.

Cheers

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All my projects are GPLv2 License.
AuzTrains & NSWTrains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
AuzInd (Industry Set): http://www.tt-forums.net/viewtopic.php?f=26&t=74471
AuzObjects: http://www.tt-forums.net/viewtopic.php?f=26&t=74510
AuzBridges: viewtopic.php?f=26&t=75248
AuzStations: viewtopic.php?f=26&t=76390


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PostPosted: Wed Feb 24, 2016 11:02 am 
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Quast65 wrote:
What other roadsets are popular?


American Road Replacement Set (ARRS) is probably the most popular one you didn't mention. I'm sure North American/Canadian Road Set is still popular, and if you contacted OzTran he'd probably say okay. Probably nowhere near as popular but still out there is Buttercup's Yet Another Road and Rail Set (YARRS).

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PostPosted: Sat Apr 02, 2016 7:15 am 
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Can you do more overpass tiles with that Non-track platform ? :)


Attachments:
keres01.PNG [237.58 KiB]
Not downloaded yet

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PostPosted: Sat Apr 02, 2016 11:59 am 
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Ill put it on the to-do list. Dont expect anything soon. Very busy with real-life stuff and other OpenTTD projects right now.

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Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.


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PostPosted: Sat Apr 02, 2016 2:38 pm 
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Quast65 wrote:
Ill put it on the to-do list. Dont expect anything soon. Very busy with real-life stuff and other OpenTTD projects right now.
Ok. Thanks :)

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PostPosted: Sun Jul 31, 2016 2:14 pm 
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Version 0.3 is released and can be found on Bananas (the ingame downloader)
See first post for list of changes and bugfixes.
Many thanks to:
- Silverx50, for many new Dutch Station graphics (GPLv2)
- luxtram, for some handy drawing tricks and tips
- All others, who have pointed out bugs or gave good hints and suggestions ;-)

Sources (Code and Graphics):
Attachment:
Sources_dstatadd_part2_v0_3.rar [1.45 MiB]
Downloaded 30 times

I have included all three of my graphics worksheets, not only because I used various graphics of those for version 0.3, but also as a handy back-up for me, if my computer decides to crash on me ;-)

ENJOY!! :mrgreen:

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Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.


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PostPosted: Sun Jul 31, 2016 4:04 pm 
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So great to see this released :bow:

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Dutch landmark Object Set Workshop viewtopic.php?f=26&t=75071
My stations workshop viewtopic.php?f=26&t=74749


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PostPosted: Sun Jul 31, 2016 5:20 pm 
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Thnx! :]

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Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.


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