Transport Tycoon Forums

The place to talk about Transport Tycoon
It is currently Tue May 23, 2017 3:15 am

All times are UTC




Post new topic  Reply to topic  [ 77 posts ]  Go to page 1 2 3 4 Next
Author Message
 Post subject: AuzObjects
PostPosted: Mon Jan 02, 2017 10:55 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Feb 14, 2015 12:44 am
Posts: 1730
Location: Newcastle, Australia
AuzObjects

Is a combination of Auz_Lineside_Objects, Auz_Roadside_Objects, Auz_Water_Objects, Auz_Landscape_Objects, AuzFakeRailwayLines and AuzFakeRailwayLines-Add-ons.

Those files are getting to large and complicated. Running out of room to add more to them. So I going to split them up into several smaller files so easy to find and allow more to be added. Hope this will also make it easier for you to decide what you want loaded and what you would not use in your games..

So that the original files will always be available I be renaming the new sets.

EDITED: 9th January 2017

The sets are:

AuzObjects_BridgesAndEmbankments (has Fake bridges, Embankments and Culverts)
AuzObjects_FakeRailwayLines (Fake railway sidings .. basically designed for scenario building so can map out where you intend railway lines should go. Also good for game play as also has fake sidings with rolling stock)
AuzObjects_Farms (Has farm buildings, animals, farm machinery and some vehicles (trucks))
AuzObjects_Fences (Has variety of fences suitable for town, farms, and security fences to place around business etc)
AuzObjects_Landscape (Has a variety of landscape, terrain tiles and fake rivers, creeks and lakes. Most are slope away. If your plating Temperate and like a little snow on those high mountains, or maybe some of your hills want more rocks.
AuzObjects_Rail (Has signal boxes, water towers, coal stage, fettlers sheds, stations, and other buildings and infrastructure that you will find associated with rails)
AuzObjects_FakeTrains (Use with AuzObjects_FakeRailwayLines) .. has Fake rolling stock, passemger Carriages, DMUs and some Locomotives/
AuzObjects_Roads - (Has fake UK roads that run north-south and east west and also Rest areas. I intend to add some other road designs and anything else that is associated with roads).
AuzObjects_Towns - (Here I putting houses, shops and other buildings you find associated with towns and cities .. when I get a good collection here I hope to use them to make a Town Set)
AuzObjects_LandAndWater - (Has Wharves, ships (sailing ships and fishing trawler .. will add more), Dams and Storm Water Drains, Electricity Poles and Wires, Tents, Caravans, Sporting, Log Cabins.

If any one would like to contribute to these sets your more then welcome to send me your ideas and designs.

Going back through the forums there are many projects started but never finished. Some have just one or two objects that they made and never been used. If these are you projects and like to see them put to use, please send them to me or send me the link to your project and permission to use.

_________________
Soot Happens
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


Last edited by GarryG on Mon Jan 09, 2017 9:54 am, edited 1 time in total.

Top
   
 Post subject: Re: AuzObjects
PostPosted: Mon Jan 02, 2017 11:01 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Feb 14, 2015 12:44 am
Posts: 1730
Location: Newcastle, Australia
AUZOBJECTS CREDITS.

Credits .. where do I start as so many people have helped me with all my projects.

I started out back in May 2015 using sprites from many sources to practice with.

You will find some of their work in my projects unaltered and almost every other item in my projects are highly based on what you will find in their work.

So to start with like to give credit and thanks to the makers of the following NewGRFs.

FRISS-STATIONS
DUTCH ROAD FURNITURE
FARM OBJECTS
FIRS INDUSTRIES
SPI INDUSTRIES
INDUSTRIAL STATIONS RENEWAL
ISR/DWE
BEACH OBJECTS
MARICO
CHIPS
WIRED
NUTRACKS
FAKE BRIDGES
CITY OBJECTS
VAST
DUTCH STATION SETS
POLROAD
LOGGING CAMP
DWE
OPENGFX + LANDSCAPE
SWEDISH HOUSES SET
SAILING SHIPS
AUSTRALIAN STANDARD GAUGE SET
GENERIC AUSTRALIAN RAIL SET
2CC TRAINS IN NML

These People who have helped me in one form or another:

Kamnet
Coalroads_Artist
DanMacK
Quast65
Eddy Arfik
McZapkie
Pyoro
SAC
SwissFan91
Planetmaker
Transportman
Emporer Jack
ISA
Timeflyer
Dave, GameR and Bad Hair Day
3iff
Wallyweb
Andythenorth
romazoon
Pingaware
V453000
PikkaBird
Supercheese
Alberth
athanasios
Michael Blanchard
Nekomaster
paulicus25

Sorry if I left any one out, if your name should be listed and it is not, please let me know so I can add you too.

Thank you all ever so kindly for helping me in ideas and using your projects.

_________________
Soot Happens
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


Top
   
 Post subject: Re: AuzObjects
PostPosted: Tue Jan 03, 2017 5:17 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Feb 14, 2015 12:44 am
Posts: 1730
Location: Newcastle, Australia
Now I have the objects separated into their own files for now .. gives me plenty room to add to them.

Start with the Fences seeing if I can make a stone fence that I seen in movies and documentaries in the UK and European countries and may also be in other countries too.
They are 4 pixels high the 5th pixel suppose to represent the top of the stones.

Those of you who live in the countries with stone fences can let me know if you think these are ok. They have some green moss (grass) growing on them to give a old effect.
Attachment:
Stone Fences.png
Stone Fences.png [ 119.79 KiB | Viewed 2360 times ]

These fences courtesy of OpenGFX + Landscape.

If you want a sample of what I doing here is 5 NewGRF files for Bridges And Embankments, Electricity, Farms, Fences and Rail.
Attachment:
Completed NewGRF files.rar [1.79 MiB]
Downloaded 64 times

Before these get to Banana will wait till I finish the other sets and then I like to add something new to each set before officially releasing them.

In the previous version of AuzFakeRailwayLines I have a coal stage, water tower, goods sheds and some other buildings. There are already some of these in AuzObjects_Rail so be no need for 2 lots. So I hope to transfer these to AuzObject_Rails. The had a good look at pictures of the coal Stage that used to be at Broadmeadow NSW, Australia so hope to alter the Coal Stage to match it as close as possible. The Coal Stage at Broadmeadow had at one end a place for Locomotives to load sand and a short distance beyond the coal stage was a de-ashing pit where they dropped the ash into a 4 wheeled wagon underneath.

_________________
Soot Happens
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


Top
   
 Post subject: Re: AuzObjects
PostPosted: Tue Jan 03, 2017 1:16 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Feb 14, 2015 12:44 am
Posts: 1730
Location: Newcastle, Australia
Here's the next AuzObject set .. AuzObjects_Towns.

Has a few new houses .. more will be added later.
Attachment:
NewHouses2.png
NewHouses2.png [ 17.81 KiB | Viewed 2320 times ]

The old house comes with its ownThunder Box (Sorry sound affects not included)

This set so far has 14 types of house, Motor-Inn, Pub (Hotel), FastFood Outlet, Churches, schools, 18 types of other buildings which shops with flats (units) upstairs, commercial, office buildings and a Post Office, Rear laneways and car parking, Playground and parks and phone booths on some corners.

Here's sample 1 of this set.
Attachment:
AuzObjects_Towns.grf [1.44 MiB]
Downloaded 39 times


EDIT: The pic and file I had short time ago on this page was wrong ones.

_________________
Soot Happens
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


Top
   
 Post subject: Re: AuzObjects
PostPosted: Wed Jan 04, 2017 7:42 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Feb 14, 2015 12:44 am
Posts: 1730
Location: Newcastle, Australia
Finished making the different AuzObjects sets and unfortunately there is 12 sets .. wayyyy to many ,.. especially if your like me and load as many NewGRF files into your game as possible.

There are several small sets which I will combine and call them AuzObjects_LandAndWater.

In this set can go the Electricity, RecreationAndLeisure and WaterFeatures.

_________________
Soot Happens
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


Top
   
 Post subject: Re: AuzObjects
PostPosted: Wed Jan 04, 2017 9:23 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Feb 14, 2015 12:44 am
Posts: 1730
Location: Newcastle, Australia
The NewObjects Sets now are:

AuzObjects_BridgesAndEmbankments
AuzObjects_FakeRailwayLines
AuzObjects_FakeRoads
AuzObjects_FakeTrains
AuzObjects_Farms
AuzObjects_Fences
AuzObjects_LandAndWater
AuzObjects_Landscape
AuzObjects_Rail
AuzObjects_Towns

Fences are a small set, but fences can be used in many areas so will keep that set for now.

_________________
Soot Happens
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


Top
   
 Post subject: Re: AuzObjects
PostPosted: Thu Jan 05, 2017 8:58 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Feb 14, 2015 12:44 am
Posts: 1730
Location: Newcastle, Australia
Hi All,

I got 10 sets made for the AuzObjects sets .. slowly adding new objects to these sets. Be a few more days or more before I put them on Bananas as want to add something new to each set.

These replace the following: Auz_Lineside_Objects, Auz_Roadside-Objects, Auz_Landscape_Objects, Auz_Water_Objects, AuzFakeRailwayLines and AuzFakeRailwayLines_Add-ons.

Here they are if you like to try them.

Part 1 of 4

Attachment:
AuzObjects_BridgesAndEmbankments.rar [412.79 KiB]
Downloaded 27 times

It has Embankments, Fake Bridges and Culverts

Attachment:
AuzObjects_FakeRailwayLines.rar [161.52 KiB]
Downloaded 28 times

It has Fake railway lines to map out where you want you railway lines to go and also fake railway line to make sidings and marshalling yards.
The is also a Survey Markers set (places white posts where you wish to survey for road and rail) or maybe your building a scenario to scale and can use this pegs to messure distance beteen places.

Attachment:
AuzObjects_FakeRoads.rar [117.67 KiB]
Downloaded 28 times

Has Fake UK Sealed Roads, Gravel Roads, dirt Roads and dirt tracks. Also has rest stops. The reason making this a separate file is so I can make other fake road types. Asked several months ago to make North American set, not I have the room to make them.

_________________
Soot Happens
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


Top
   
 Post subject: Re: AuzObjects
PostPosted: Thu Jan 05, 2017 9:03 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Feb 14, 2015 12:44 am
Posts: 1730
Location: Newcastle, Australia
Part 2 of 4

Attachment:
AuzObjects_FakeTrains.rar [168.25 KiB]
Downloaded 24 times

Has fake railway sidings with Freight Wagons, Passenger Carriages, Shunting Locomotives and some DMUs .. I hope to be able to add more Locomotives and EMUs.

Attachment:
AuzObjects_Farms.rar [439.26 KiB]
Downloaded 32 times

Has Farm Buildings, Animals, Vehicles, Machinet and Crops.

Attachment:
AuzObjects_Fences.rar [212.73 KiB]
Downloaded 28 times

Has a variety of fences such as Farm Fences, Security Fences, Wooden Fences, Brick Fences and more.

_________________
Soot Happens
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


Top
   
 Post subject: Re: AuzObjects
PostPosted: Thu Jan 05, 2017 9:09 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Feb 14, 2015 12:44 am
Posts: 1730
Location: Newcastle, Australia
Part 3 or 4

Attachment:
AuzObjects_LandAndWater.rar [428.31 KiB]
Downloaded 31 times

Has has 3 differerent objects sets:

WaterFeatures: Wharves, Ships, Dams and Storm Water Drains.

Electricity: Different types of Electrical power poles with wires and sub-stations. Also has some telephone wires that can be used with McZapkie's WIRED.

Recration/Leisure: Golf Course and other sports, and Tents, Caravans and Log Cabins.

Attachment:
AuzObjects_Landscape.rar [1.02 MiB]
Downloaded 28 times

Has a variety of landscape and terrain tiles, many of them are slope aware.
Also has Fake Rivers, Creeks and Lakes

Attachment:
AuzObjects_Rail.rar [610.08 KiB]
Downloaded 27 times

These are railway related objects such as: Coal Stage, Turntables, Water Towers, Signal Boxes, Railway Stations and Freight Facilities, also some overhead carparking.

_________________
Soot Happens
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


Last edited by GarryG on Thu Jan 05, 2017 9:13 am, edited 1 time in total.

Top
   
 Post subject: Re: AuzObjects
PostPosted: Thu Jan 05, 2017 9:12 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Feb 14, 2015 12:44 am
Posts: 1730
Location: Newcastle, Australia
Part 4 of 4

Attachment:
AuzObjects_Towns.rar [420.65 KiB]
Downloaded 27 times

Has houses, shops, Parks and Playgrounds, Schools, Churches and more.

Hope to have source files available soon.

Please any comments good or bad appreciated.

Anyone like to chip in and make some objects for these sets your welcome to do so.

Cheers

_________________
Soot Happens
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


Top
   
 Post subject: Re: AuzObjects
PostPosted: Thu Jan 05, 2017 9:26 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Feb 14, 2015 12:44 am
Posts: 1730
Location: Newcastle, Australia
Pic of new Locomotive Workshops that been added to the AuzObjects_Rail above.
Attachment:
LocoWorkshops.png
LocoWorkshops.png [ 26.09 KiB | Viewed 2182 times ]


They designed to go with the AuzObjects_FakeRailwysLines.
Attachment:
locoworkshops1.png
locoworkshops1.png [ 6.53 KiB | Viewed 2182 times ]


Each shed covers 2 tracks and can be used to make the shed as long or as wide as you like.

_________________
Soot Happens
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


Top
   
 Post subject: Re: AuzObjects
PostPosted: Thu Jan 05, 2017 1:02 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Fri Oct 17, 2008 12:17 pm
Posts: 2048
Location: Virgo Supercluster
At this pace you'll also hit the GRF limit at some point ^^;

Love those sandstone block tiles. Some of your landscape tiles look too ... 3D-ish or something to me; kinda hard to pinpoint exactly what bothers me about them, but, anyway, those sandstone ones I really like ;)


Top
   
 Post subject: Re: AuzObjects
PostPosted: Thu Jan 05, 2017 9:37 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Feb 14, 2015 12:44 am
Posts: 1730
Location: Newcastle, Australia
Pyoro wrote:
At this pace you'll also hit the GRF limit at some point ^^;


A bit concerned about this happening again too ..

It is using codes like this that interfered before so been removing many as possible:
Code:
switch (FEAT_OBJECTS, SELF, switch_add_text_STR_RoadsGravel1, view) {
1: string(STR_RoadsGravel1_purchase_view2);
2: string(STR_RoadsGravel1_purchase_view3);
3: string(STR_RoadsGravel1_purchase_view4);
default: string(STR_RoadsGravel1_purchase_view1);
}



One of the reasons I like putting them in the forum first for members to try and see if they have any problems as we all play the game that little bit different and we use different NEWGRFs in our games.

Might work perfect my style of play but not necessary work good for other players.

Pyoro wrote:
Love those sandstone block tiles. Some of your landscape tiles look too ... 3D-ish or something to me; kinda hard to pinpoint exactly what bothers me about them, but, anyway, those sandstone ones I really like


Thanks for complement .. if you figure out what it is that bothers you with some of the landscapes let me know, maybe they can be changed a bit if need.

Cheers

_________________
Soot Happens
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


Top
   
 Post subject: Re: AuzObjects
PostPosted: Fri Jan 06, 2017 10:43 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Feb 14, 2015 12:44 am
Posts: 1730
Location: Newcastle, Australia
What my plans for more objects:

AuzObjects_BridgesAndEmbankments:

Make some small wooden culverts same size as the concrete and brick one.

AuzObjects_FakeRailwayLines:

There a few combinations still to be made.
Also hope to make some fake sidings with Catenary and wires.

AuzObjects_FakeRoads:

Make some US Road designs.
The game has car parking lots but no Bus Terminal Parking lots.
Fake service stations (Petrol Stations) big enough to allow buses and trucks to use. (If successful might make a good Industry for AuzInd160 to).

AuzObjects_FakeTrains:

Make some Fake EMUs and add some more Locomotives so you be able to make up a train n the sidings as if it ready to depart.

AuzObjects_Farms:

Add Fruit Trees

AuzObjects_Fences:

Make some low stone fences.
Also thinking the idea to move the fences into the middle of the tiles instead being on edge .. put them in the middle so the tile space not wasted. Also think they will look better if you want security fences around Industries.

AuzObjects_LandAndWater:

The Utility Power Poles .. like to make another set lower then these and the arms not so wide .. make them look like telephone poles .. also want this idea for use along side railway lines. Those of you who seen the wires that follow railway lines would has seen masses of wires for working safe working instruments and phones.

Also been asked if I could make a Hydro Power station.

WaterFeatures: Like to add some more Fake ships. Add some pleasure craft to water tiles. Add Warehouses and some other buildings found in Ports and Harbours to store Import and Export cargos. The Wharves I have made, so some weathered ones too.

Recreation/Leisure: Add some more Sport fields.

AuzObjects_Landscape:

Add some transition tiles.

AuzObjects_Rail:

Add a few buildings that are found in Locomotive Depots such as repair shops, Crew Barracks, office buildings.
Make a few more railway stations and see if I can make some old style cranes for loading and unloading freight wagons.

AuzObjects_Towns:

Add old style buildings found in towns back in the 1800s and early 1900s.

That list is some of the main things I like to add.

Cheers

_________________
Soot Happens
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


Top
   
 Post subject: Re: AuzObjects
PostPosted: Sat Jan 07, 2017 2:05 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Feb 14, 2015 12:44 am
Posts: 1730
Location: Newcastle, Australia
Seeing if I can make a set of Safeworking and Telephone wires to follow the railway lines.
Attachment:
Safeworking and Telephone Wires1.png
Safeworking and Telephone Wires1.png [ 58.46 KiB | Viewed 2035 times ]


Only done the wires along the flats running NW to SE and SW to NE at moment. These are overlap wires. This to allow placing of a signal box or a staff hut near the wires.

Problem I having is if Signal Box placed at over end like this.
Attachment:
Safeworking and Telephone Wires2.png
Safeworking and Telephone Wires2.png [ 30.02 KiB | Viewed 2035 times ]

The post is sitting on the roof at the overlap section.

Hope I can find the problem to fix this.

Intend to make a set of slope aware for these wires so should be able to follow the railway line almost anywhere.

_________________
Soot Happens
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


Top
   
 Post subject: Re: AuzObjects
PostPosted: Sat Jan 07, 2017 10:52 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Tue Dec 03, 2002 10:36 am
Posts: 13156
Location: The Netherlands
That looks really cool :).

_________________
Image
Dutch Trainset for OpenTTD | Dutch Trainset Topic | Combined Roadset v0.10


Top
   
 Post subject: Re: AuzObjects
PostPosted: Sat Jan 07, 2017 8:49 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Fri Oct 17, 2008 12:17 pm
Posts: 2048
Location: Virgo Supercluster
The problem with the signal box and the poles might be due to bounding boxes. Have you set them correctly?

GarryG wrote:
Thanks for complement .. if you figure out what it is that bothers you with some of the landscapes let me know, maybe they can be changed a bit if need.

I really don't know how to explain it precisely. Like:
Attachment:
Aesthetic Tranports, 3. Nov 1968.png
Aesthetic Tranports, 3. Nov 1968.png [ 254.42 KiB | Viewed 1987 times ]

Those for example. I know people have vastly differently aesthetic senses when it comes to things like that, but to me the rocks look almost like someone glued a photograph on the cliff. A bit like 90-style graphic when some games tried being "photorealistic", but the graphics weren't yet good enough to pull it off. In any case, it kinda clashes with the default TTD styles (classic TTD more so than OpenGFX+ I think. Err. Even if this is Japanese landscape, but that's fairly similar to the OTT style), which are much less "realistic".

I think for me, they'd actually need to be less plastic, less vivid to fit with the others, but I wouldn't even know where to start ^^;


Top
   
 Post subject: Re: AuzObjects
PostPosted: Sat Jan 07, 2017 10:09 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Feb 14, 2015 12:44 am
Posts: 1730
Location: Newcastle, Australia
Pyoro wrote:
The problem with the signal box and the poles might be due to bounding boxes. Have you set them correctly?


I got no idea on the coding how to set the bounding boxes, I thought I put this question over in the NML - a Newgrf Meta Language section .. now I know why been no answer as it not there.

I changed the sprite layouts

Code:
    building {
        sprite: spriteset_telephone_wires(0);
        hide_sprite: nearby_tile_height(0, 0) >= snowline_height;
        xoffset: 0; //from NE edge
        yoffset: 0; //from NW edge
        zoffset: 0;
        xextent: 16;
        yextent: 32;
        zextent: 0;
    }

building {
        sprite: spriteset_telephone_wires_SNOW(0);
        hide_sprite: nearby_tile_height(0, 0) < snowline_height;
        xoffset: 0; //from NE edge
        yoffset: 0; //from NW edge
        zoffset: 0;
        xextent: 16;
        yextent: 32;
        zextent: 0;
    }

}


Thinking by setting the zextent to 0 might have worked. But unfortunately it didn't.


Pyoro wrote:
I really don't know how to explain it precisely. Like:


Those rocks are cloned from photos I took of ballast stones and just re shaded the colours so they don't flash. So maybe they too realistic looking or maybe the rocks are too big.

_________________
Soot Happens
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


Top
   
 Post subject: Re: AuzObjects
PostPosted: Sat Jan 07, 2017 10:36 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Fri Oct 17, 2008 12:17 pm
Posts: 2048
Location: Virgo Supercluster
Hrm, that's unfortunately not something I'm particularly familiar with either. zextend should be the height in pixels though, so technically all you need to do is count pixels and set it to that. x/yextend are given in 1/16th fraction of the tile. Not sure the item property height changes things about drawing; I think that should be set to 1/8th the actual pixels (so a 16 pixel pole would be height 2).

But in any case I'd think the problem in the case of the screenshot would be the signal box in front, not the pole in the back. You could try turning on the bounding boxes ingame and see if that helps figuring it out ^^;


Top
   
 Post subject: Re: AuzObjects
PostPosted: Sat Jan 07, 2017 10:42 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Mon Sep 28, 2009 5:15 pm
Posts: 5561
Location: Eastern KY
I think the main problem with the rocks is the fact that it's all just cut off right at the edge of the tile. Only real way to fix that is to make another set of tiles that feathers/thins them out so that the ground sprite comes through. Quast65's Beach Objects does this for sand, for example. The downside is that it's a whole 'nother mess of tiles that have to be made in order to get the aesthetics looking right.

_________________
Do you like drones, quadcopters & flying toys? Check out Drone Strike Force!
Image

Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | RoadTypes?


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 77 posts ]  Go to page 1 2 3 4 Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000-2017 phpBB Limited

Copyright © Owen Rudge/The Transport Tycoon Forums 2001-2017.
Hosted by Zernebok Hosting.