AuzBridges

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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SimYouLater
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Re: AuzBridges

Post by SimYouLater »

GarryG wrote:Done a bit more to the Subway bridges.

I have added 3 road sets. Default (with out pathways), UK with PathWays, and American set with pathways.

My idea of using those without the pathway is to use it with the Dutch Road Furniture.

Like in this sample:
Subway Overpass_04.png
Wondering if the 2 with pathways if I should add stairs going down to the platforms.

If like to try this bridge set needs JGR's OpenTTD.
AuzSubwayOverpassBridges.grf
If like to try the Dutch Road Furniture that overlaps the valley you will need this object set.

All tiles in this object set are Overlaping tiles and designed to over lap Underground Railway Systems. Overlap tiles are up to 4 tiles long and the long ones do glitch and not much can be done about it.
AuzSubwayOverlays.grf

Anyway I off to dream world ..

cheers
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O'Donnell & Co., 01_01_2100.png
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Re: AuzBridges

Post by GarryG »

All references to the Road Bridges that I made to be used with the Underground Railway Network (Subways)
can be viewed and downloaded in a new forum I started called AusSubwayStations.

Located at viewtopic.php?f=26&t=85335

Will also find the Object and Stations files there too that are associated with the Underground network.
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Re: AuzBridges

Post by GarryG »

Been fiddling around with Flying Junctions also known as Flyovers.

To make them look nicer been making tunnels and bridges that match.

As can see here.
Flying Junctions.png
Flying Junctions.png (230.94 KiB) Viewed 8950 times
Still some tweaking to do.

If you like to try here my track and bridge sets.

The tunnel is included in the "Unelectrified Rail (Yard/Station)" and "Electrified (Yard/Station)" of the AuzRailSet.
AuzRailSet.grf
(1.37 MiB) Downloaded 114 times
The bridge is called Flying Junction and is in the australian_bridges
australian_bridges.grf
(390.94 KiB) Downloaded 127 times
Hope you like .. if you see any place could be improved let me know.
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Re: AuzBridges

Post by GarryG »

Made a boo boo with the placing the tunnels with the Yard Track sets.

The yard has a speed of only 40 km/ph so the tunnels also have same speed.

I need to place these tunnels with one of the other rail sets so they will have a faster speed through the tunnels.

Hope to fix later in week as busy with home life next few days.

Cheers
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Re: AuzBridges

Post by GarryG »

Done a bit more to the bridges.

Added a Brick Arch bridges.
Rail Bridges1.png
Rail Bridges1.png (51.88 KiB) Viewed 8741 times
Road Bridges1.png
Road Bridges1.png (33.67 KiB) Viewed 8741 times
Now have a choice of Arch Bridges .. Stone Arch and this Brick Arch.

The previous Brick Rail Bridge I had is now called Morpeth.

If build the Morpeth Road bridge at odd lengths will see different styles with the centre span. One has a lifting span to allow boats to go under.

Be a few days before I be able to do any more.

Cheers
Attachments
australian_bridges.grf
(398.44 KiB) Downloaded 102 times
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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
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Re: AuzBridges

Post by GarryG »

Repaired the Morpeth Road bridge as had a gap in a few places.

Also put larger pylons under it.
Repaird Bridges_02.png
Repaird Bridges_02.png (83.24 KiB) Viewed 8568 times
Still looking at ways to improve the Flying Junctions and also if they can be used double stacked .. one above the other.

The abutments and tunnel portals don't have side fences at moment as they look strange when 2 tracks are side by side, but look stranger when no side fences at all, especially when not used parallel with another bridge or tunnel portals.

Thinking to try a fence grey like the ballast so might blend in when 2 tracks side by side so not notice the fences.

In the mean time here the game file and source to show where I am up to.
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australian_bridges.grf
(398.35 KiB) Downloaded 188 times
bridgeTest Source June 27.rar
(967.23 KiB) Downloaded 147 times
Soot Happens
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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: AuzBridges

Post by GarryG »

Added a bridge for Telegraph Poles.

I like using McZapkie's Wired set, so for some time pondering if can make a bridge for them.

I used the source from a older version of Wired to experiment with and this the result.
Wired Bridge-3.png
Wired Bridge-3.png (59.19 KiB) Viewed 7720 times
The pylons just make the Telegraph Poles look longer.
The bridges only suitable for lengths of 1, 2, 4, 6, 8 and any other even number. If use odd numbers 3, 5, 7, and so on the poles do not align with the pylons.

I called my Wired set Telegraph to allow it to be used with Wired if wish.

Also fixed the Cougal bridge as before the pylons was spaced every tile instead of 2 tiles like in the image.

In the bridge set been trying to make GUIs to match the bridge but been unsuccessful at the moment to align correct bridge GUI with the correct bridge name. Hope eventually to do something about it.

After tonight I will not be able to do any more projects for almost a week due to family commitments.
Attachments
Telegraph.grf
(71.83 KiB) Downloaded 146 times
australian_bridges.grf
(406.56 KiB) Downloaded 125 times
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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
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Re: AuzBridges

Post by SimYouLater »

GarryG wrote: 29 Oct 2019 07:03 Added a bridge for Telegraph Poles.

I like using McZapkie's Wired set, so for some time pondering if can make a bridge for them.

I used the source from a older version of Wired to experiment with and this the result.
Wired Bridge-3.png
The pylons just make the Telegraph Poles look longer.
The bridges only suitable for lengths of 1, 2, 4, 6, 8 and any other even number. If use odd numbers 3, 5, 7, and so on the poles do not align with the pylons.

I called my Wired set Telegraph to allow it to be used with Wired if wish.

Also fixed the Cougal bridge as before the pylons was spaced every tile instead of 2 tiles like in the image.

In the bridge set been trying to make GUIs to match the bridge but been unsuccessful at the moment to align correct bridge GUI with the correct bridge name. Hope eventually to do something about it.

After tonight I will not be able to do any more projects for almost a week due to family commitments.
Can you make a bridge consisting of two radio towers, one at each end of the bridge? That would solve the issue with the bridge length.
Licenses for my work...
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Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.
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Re: AuzBridges

Post by GarryG »

SimYouLater wrote: Can you make a bridge consisting of two radio towers, one at each end of the bridge? That would solve the issue with the bridge length.
But how to send the cargo of mail or electricity from one radio tower to the next?

That got me thinking. Pipes, Wires and Wired all need railway lines but just they designed different.

So why can't planes work like this.

Have Radio towers would be like a helicopter landing pad and the helicopter can be the sparks like used in Wired and travel very very high speed to go to next tower.

Just hope the sparks not crash into other planes :shock:

PLANE CODERS: You have made planes for the game so do you think this crazy idea could work? Can a plane me made to look invisible or just a spark and could it travel at extremely high speeds.

It could enter the game when two-way radio was invented maybe 1930s and could be used to send limited amount of MAIL (massagers) 1 at a time and get as the years progress could increase the amount of Cargo (Mail) that it could carry. A lot like McZapkie has done with his Wired.

Possibly than do something like SimYouLater thought of. Uses Wired to carry the Mail to the Radio Tower. And transfer the Mail and send by air to next Radio Tower. Than deliver the Mail by Wired. :roll:

I busy with family commitments this weekend so be later next week before I can do any more to my projects.

Let me know what you think.
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Re: AuzBridges

Post by kamnet »

GarryG wrote: 02 Nov 2019 00:05 PLANE CODERS: You have made planes for the game so do you think this crazy idea could work? Can a plane me made to look invisible or just a spark and could it travel at extremely high speeds.
You can make a plane look like anything you want. Here's the problem I see - very small sprite traveling at extremely high speeds... how do you click on the sprite if you need to alter something? The benefit of having sparks on a rail/wire is that it's on a known path and you know what to look for and can somewhat predict where it will be. Players would have to resort to using the vehicle lists, which will be a bit more cumbersome.
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Re: AuzBridges

Post by GarryG »

kamnet wrote: Here's the problem I see - very small sprite traveling at extremely high speeds... how do you click on the sprite if you need to alter something?
That would be a problem. Even if paused game still have to find it.

I was wondering about a depot as well where to purchase it and put it into service. Might need a airport disguised as a Post Office or Telegraph Office for it to start from.
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Re: AuzBridges

Post by kamnet »

Another problem is that helicopters and aircraft don't depart as fast as trains and road vehicles do, and the state machines for both types are horribly inefficient at queuing traffic. If you scheduled more than a dozen "sparks" from any particular airport you'd quickly get a huge bottleneck just trying to get in and out.
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Re: AuzBridges

Post by SimYouLater »

I don't even know why airports became a conversation. All I suggested was an invisible bridge with a radio tower at each end.
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Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.
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Re: AuzBridges

Post by GarryG »

SimYouLater wrote: 02 Nov 2019 20:00 I don't even know why airports became a conversation. All I suggested was an invisible bridge with a radio tower at each end.
I was just wondering how we get cargo from one radio tower to the other. That why I thinking about flying sparks or something to represent the radio signals between towers. Because these be based on planes as they fly, will need a Depot to start from, hence a airport which I was thinking of disguising as a Post Office of something like that.

I like your idea of the radio towers, just working out how to use them.

Invisible bridge could be done. But the Wired and Wires will still build where the invisible bridge is and be floating in mid air.

Needs some more thinking and ideas. Hope later in week I can get back into coding and drawings and see if something can be designed.

Cheers
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Re: AuzBridges

Post by SimYouLater »

GarryG wrote: 02 Nov 2019 23:33
SimYouLater wrote: 02 Nov 2019 20:00 I don't even know why airports became a conversation. All I suggested was an invisible bridge with a radio tower at each end.
I was just wondering how we get cargo from one radio tower to the other. That why I thinking about flying sparks or something to represent the radio signals between towers. Because these be based on planes as they fly, will need a Depot to start from, hence a airport which I was thinking of disguising as a Post Office of something like that.

I like your idea of the radio towers, just working out how to use them.

Invisible bridge could be done. But the Wired and Wires will still build where the invisible bridge is and be floating in mid air.

Needs some more thinking and ideas. Hope later in week I can get back into coding and drawings and see if something can be designed.

Cheers
Maybe instead of radio towers, you could suspend the wires farther apart. Near where I live, there's a small valley with a town in it, and power lines go from one mountain peak to the other but with colored spheres hanging from it so planes don't hit the power lines.
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Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.
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Re: AuzBridges

Post by GarryG »

SimYouLater wrote: Maybe instead of radio towers, you could suspend the wires farther apart. Near where I live, there's a small valley with a town in it, and power lines go from one mountain peak to the other but with colored spheres hanging from it so planes don't hit the power lines.
Been pondering on your idea and so far not got a answer how to do that.

But your idea has given me another idea of having Communication Towers as a new way to transport Mail.

I'm playing around with PaulC's OpenGFX Playable UFOs as they operate the same as a Helicopter and his coding is simple to understand.

By using his UFOs they easy to see what they do and if I can code them correctly will change graphics later to represent radio signals.

And using OpenGFX+ Airports Helicopter Landing pads to test some ideas I have. Hope to change the graphics with to look like a Communication Tower and buildings.

I can get the radio signal to travel at 3200 km/h .. not sure how to get it to go faster yet. And problem is zig-zags when approaching the destination.

Be a few days before I can work on the graphics.
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Re: AuzBridges

Post by GarryG »

GarryG wrote: 04 Nov 2019 03:53 But your idea has given me another idea of having Communication Towers as a new way to transport Mail.
I've made up a rough test project for the idea of radio communication. It can be found over on my "Auz Project Releases"
viewtopic.php?f=67&t=84725

Cheers
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Re: AuzBridges

Post by Auge »

hello
GarryG wrote: 04 Nov 2019 03:53 But your idea has given me another idea of having Communication Towers as a new way to transport Mail.
Call it by its "real" name: Clacks. ;-)

*scnr*

Tschö, Auge
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Re: AuzBridges

Post by GarryG »

Auge wrote: 07 Nov 2019 08:00 Call it by its "real" name: Clacks.
Interesting read. I suppose we could add smoke signals, native drums, Pony Express riders and things like that to send messages (Mail) too. :P
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Re: AuzBridges

Post by kamnet »

GarryG wrote: 07 Nov 2019 11:29
Auge wrote: 07 Nov 2019 08:00 Call it by its "real" name: Clacks.
Interesting read. I suppose we could add smoke signals, native drums, Pony Express riders and things like that to send messages (Mail) too. :P
So here was an idea I floated by McZapkie back when he released Wired:

"Telegram" in 1840, set at 1 mail bag,
"Printed Telegraph" in 1875 set at 2 mail bags,
"Teleprinter" in 1900 with 4 mail bags,
"Telex" in 1930 with 5 bags,
"ARPANet" in 1965 with 10 bags,
"Internet" in 1990 with 100 bags.
I propose this because it gives a fairly even distribution of speed and technology that parallels history. But instead of doing it as a railtype, I'd suggest as a roadtype since you don't have to mess with signals, you can saturate the line and everything will automatically queue without crashes. Plus, if you stack it on a road with no tramtype on it, or bury it in tunnels you can save tilespace. You can even combine it with my prior idea of using roadtypes for electricity/oil/fuels/water and make it an all-around utility newgrf.

If you wanted another idea, we already have at least one NewGRF that does horses, but how about pigeon mail? Airplane/helicopter that looks like a flock of birds, a hangar that looks like an aviary?
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