AuzObjects

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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GarryG
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Re: AuzObjects

Post by GarryG »

AuzWaterAddOns

Some more well overdue additions.

I made these Channel Markers back in November but never coded them in due to other commitments then I forgot about them.

Maybe you might like to use them to navigate your ships.
Channel Markers.png
Channel Markers.png (27.17 KiB) Viewed 910 times
If there are any navigation markers you like to see added and not to hard to make, upload a image here and see what can be done.

Cheers
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AuzWaterAddOns.grf
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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: AuzObjects

Post by GarryG »

AuzIndObjects

Update to the Oil and Gas drilling platforms and pumps.
gas and Oil drilling.png
gas and Oil drilling.png (56.57 KiB) Viewed 834 times
As requested I added people to a drilling platforms .. so now have 4 drilling platforms .. 2 with people and 2 without.

The Oil and Gas pumps now have 4 sets. 2 different colours and 2 different directions.

If you have a game in progress with the previous oil and gas platforms and pumps this might upset things a wee bit and you might need to rebuild your oil fields.

enjoy
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AuzIndObjects.grf
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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
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Re: AuzObjects

Post by GarryG »

Fredinho wrote: 05 Apr 2021 11:45 Just out of curiosity: I really like the look of your sawmill on water! Do these parts exist as standalone objects as well?
Just for curiosity I made some objects for the sawmill on water.

I added some buildings with and without sawed timber. The boat ramp will find it in AuzWaterObjects in the Seawalls
Sawmillonwater.png
Sawmillonwater.png (35.95 KiB) Viewed 713 times
Cheers
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AuzIndObjects.grf
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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
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Re: AuzObjects

Post by Quast65 »

Hello Sir,

In your park-overlaps I am missing versions with the same graphics, but overlaps to the other direction, here one example, but I mean all graphics in that sub-menu:
Example625.png
Example625.png (22.49 KiB) Viewed 581 times
I think that would complete the overlap set.
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
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Re: AuzObjects

Post by GarryG »

Quast65 wrote: 13 Apr 2021 16:49 In your park-overlaps I am missing versions with the same graphics, but overlaps to the other direction, here one example, but I mean all graphics in that sub-menu:
You sure we looked properly ... as I have them all.

There overlaps for 2, 3 and 4 tiles. Both northern overlap and southern overlaps.

But when I tested to make sure who got it wrong .. it gave me a idea .. southern overlaps almost always causes a glitch .. so why not get rid of them. Just have overlaps to the northern directions.

This image might give a idea.
Subway Overlaps.png
Subway Overlaps.png (25.55 KiB) Viewed 515 times
1 it main tile and over lap to 2. So it will cover a single track. or I overlap just 1 tile .. and tile 2 be a stand along tile so it will show the foundations like 8 has.

3. Overlap to 4 and 7 be a stand alone tile

5 overlap to 6 and 8 be a stand alone tile.

Then it just a matter of getting the bonding boxes right to cover the wires. Bonding boxes heights don't seem to work real good for the southern overlaps.

So if no object I think a re-build is in order.

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
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Quast65
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Re: AuzObjects

Post by Quast65 »

GarryG wrote: 14 Apr 2021 08:09 southern overlaps almost always causes a glitch .. so why not get rid of them. Just have overlaps to the northern directions.
In your example you have room to place objects on both sides of the tracks, but just imagine that on the south side of the track you already have something there (for example a road).
Then you do need an overlap to the south.. So keep em in ;-)
You sure we looked properly ... as I have them all.
These are in the Parks&Lawns sub-menu of Auz Subway Objects:
Example626.png
Example626.png (17.95 KiB) Viewed 492 times
First row, 2 tile, second 3 tile, third 4 tile.

Now, when I choose the first one, I can get overlaps in these directions:
Example627.png
Example627.png (10.31 KiB) Viewed 492 times
But I would also like the exact same graphics, but with overlaps to the other direction.
Those I cannot find.
Are they in another GRF or am I using an outdated GRF?
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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Re: AuzObjects

Post by GarryG »

It Wednesday and my brain not working to good as it the day my misses spend all my money. :D
Now, when I choose the first one, I can get overlaps in these directions:
Park and lawn Overlaps.png
Park and lawn Overlaps.png (16.58 KiB) Viewed 468 times
If I understand you right .. the section with the numbers to be the main tile and the fence portion to be a overlap section?

Did I get it right this time? :roll:
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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
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Quast65
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Re: AuzObjects

Post by Quast65 »

GarryG wrote: 14 Apr 2021 12:03 Did I get it right this time? :roll:
Yes! :mrgreen:

Basically, you could use the same code (just change ID numbers offcourse) and then just switch the graphics.
So switch the graphics on the left in the group of four, with the graphics on the right:
Example628.png
Example628.png (26.08 KiB) Viewed 446 times
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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Re: AuzObjects

Post by GarryG »

Quast65 wrote: 14 Apr 2021 12:48Yes!
So in other words all I had to do was turn them inside out, upside down and back to front or in other words flip them :D
Quast65 wrote: 14 Apr 2021 12:48 Basically, you could use the same code (just change ID numbers offcourse) and then just switch the graphics.
So switch the graphics on the left in the group of four, with the graphics on the right:
Will work on them today. Will also add those other ideas I had with south slope be a single tile.

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
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Re: AuzObjects

Post by GarryG »

Added the grass lawn overlaps as suggested and also a few others. Also some single.

Does give that extra variety of making the subways .. but remind uses the overlaps do have glitches.

The overheads are 24 pixels high so I set the overlaps at 28, but still glitch.

Have a try and see for yourself.
Attachments
AuzCarParksAndSubwayOverlays.grf
(12.41 MiB) Downloaded 16 times
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
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Quast65
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Re: AuzObjects

Post by Quast65 »

GarryG wrote: 15 Apr 2021 06:50 Added the grass lawn overlaps as suggested and also a few others. Also some single.
Thank you very much! :bow:
but remind uses the overlaps do have glitches.
Overlaps will always glitch, but there are some things you can do that may fix some other issues (like the parts of catenary poking through sometimes)
By the way, I emphasize MAY, no guarantees ;-)

Fist of all check the sizes of your boundingboxes, some are way too large:
Example629.png
(114.29 KiB) Not downloaded yet
Make sure they are the size of the actual object

Second, in some directions the boundingbox does not cover the entire object.
in NML you should be able to give the offsets a negative value, that way the boundingbox will shift to the position so that it will actually cover the object.

That way you can avoid sprite-sorter issues like this:
Example630.png
Example630.png (56.54 KiB) Viewed 324 times
Where the brown wall now covers up trees that are in front of it.

Give it a try ;-)
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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Re: AuzObjects

Post by GarryG »

Quast65 wrote: 15 Apr 2021 09:48 Second, in some directions the boundingbox does not cover the entire object.
in NML you should be able to give the offsets a negative value, that way the boundingbox will shift to the position so that it will actually cover the object.
I got some experimenting to do .. the overlaps and bounding boxes at the moment gives this effect.
offsets.png
offsets.png (22.77 KiB) Viewed 285 times
The northern overlaps bounding boxes go in southerly direction .. so I guess the offset boxes are what needed to align them properly. Bounding boxes with some overlaps also need resized.

So experimenting time for tonight and maybe tomorrow then to re-coding the overlaps in all the object sets with new offsets :oops:
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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
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Re: AuzObjects

Post by Quast65 »

GarryG wrote: 15 Apr 2021 11:22 The northern overlaps bounding boxes go in southerly direction ..
Yes, these with the arrow pointing to the overlap:
Example631.png
Example631.png (30.23 KiB) Viewed 264 times
Those need to get a negative value, I believe for one the x-offset, the other the y-offset.
Just test it out.

And then you need to resize the boundingboxes for all overlaps.

But I would suggest doing this for one set of overlaps first, make sure you get one correct. Fixing the others should be easy then.

I think that if you fix that, that when you use the northern overlaps to cover up catenary, that they wont poke through anymore.
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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Re: AuzObjects

Post by GarryG »

Quast65 wrote: 15 Apr 2021 12:13 Yes, these with the arrow pointing to the overlap:
Got the bounding boxes the correct size now.
offsets 02.png
offsets 02.png (12.91 KiB) Viewed 258 times
offsets 03.png
offsets 03.png (27.29 KiB) Viewed 258 times
But can not get them to cover the northern overlaps.

The xextent: and yextent: did not allow a negative value.

The offsets didn't work properly as the main tile moves and did not align with slopes.

If you like to try your idea here the source.

The objects are called subways1 to subways 32

I be back in about 10 - 12 hours time

Cheers
Attachments
AuzCarParksandSubways02.rar
(9.17 MiB) Downloaded 8 times
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
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Quast65
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Re: AuzObjects

Post by Quast65 »

GarryG wrote: 15 Apr 2021 12:46 Got the bounding boxes the correct size now.
Good!
The xextent: and yextent: did not allow a negative value.
Not the extents, the OFFSETS ;-)

You need to make these changes to the code:

*In Direction-1
Change

Code: Select all

xoffset: 0; //from NE edge
to

Code: Select all

xoffset: -16; //from NE edge
Do that also for the SNOW-version, you do not need to make changes to the PURCHASE-version

*In Direction-4
Change

Code: Select all

yoffset: 0; //from NE edge
to

Code: Select all

yoffset: -16; //from NE edge
Do that also for the SNOW-version, you do not need to make changes to the PURCHASE-version



You then end up with this code:

Code: Select all

/* spritelayouts */

//Direction_1
spritelayout spritelayout_Subways1_1 {
    ground {
      // normal ground sprite - always draw
      sprite: LOAD_TEMP(0) + LOAD_TEMP(1);
   }
    
    building {
        sprite: spriteset_Subways1(0);
        hide_sprite: nearby_tile_height(0, 0) >= snowline_height;
        xoffset: -16; //from NE edge
        yoffset: 0; //from NW edge
        zoffset: 0;
        xextent: 32;
        yextent: 16;
        zextent: 6;
    }

building {
        sprite: spriteset_Subways1_SNOW(0);
        hide_sprite: nearby_tile_height(0, 0) < snowline_height;
        xoffset: -16; //from NE edge
        yoffset: 0; //from NW edge
        zoffset: 0;
        xextent: 32;
        yextent: 16;
        zextent: 6;
    }

}

spritelayout spritelayout_Subways1_1_purchase {
   ground {
        sprite: GROUNDSPRITE_NORMAL;
   }
   building {
      sprite: spriteset_Subways1_PURCHASE(0);
      xoffset: 0; //from NE edge
                yoffset: 0; //from NW edge
                zoffset: 0;
                xextent: 32;
                yextent: 16;
                zextent: 6;
   }
}



//Direction_2
spritelayout spritelayout_Subways1_2 {
    ground {
      // normal ground sprite - always draw
      sprite: LOAD_TEMP(0) + LOAD_TEMP(1);
   }
    
    building {
        sprite: spriteset_Subways1(1);
        hide_sprite: nearby_tile_height(0, 0) >= snowline_height;
        xoffset: 0; //from NE edge
        yoffset: 0; //from NW edge
        zoffset: 0;
        xextent: 32;
        yextent: 16;
        zextent: 6;
    }

building {
        sprite: spriteset_Subways1_SNOW(1);
        hide_sprite: nearby_tile_height(0, 0) < snowline_height;
        xoffset: 0; //from NE edge
        yoffset: 0; //from NW edge
        zoffset: 0;
        xextent: 32;
        yextent: 16;
        zextent: 6;
    }

}

spritelayout spritelayout_Subways1_2_purchase {
   ground {
        sprite: GROUNDSPRITE_NORMAL;
   }
   building {
      sprite: spriteset_Subways1_PURCHASE(1);
      xoffset: 0; //from NE edge
                yoffset: 0; //from NW edge
                zoffset: 0;
                xextent: 32;
                yextent: 16;
                zextent: 6;
   }
}

//Direction_3
spritelayout spritelayout_Subways1_3 {
    ground {
      // normal ground sprite - always draw
      sprite: LOAD_TEMP(0) + LOAD_TEMP(1);
   }
    
    building {
        sprite: spriteset_Subways1(2);
        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: 6;
    }

building {
        sprite: spriteset_Subways1_SNOW(2);
        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: 6;
    }

}

spritelayout spritelayout_Subways1_3_purchase {
   ground {
        sprite: GROUNDSPRITE_NORMAL;
   }
   building {
      sprite: spriteset_Subways1_PURCHASE(2);
      xoffset: 0; //from NE edge
                yoffset: 0; //from NW edge
                zoffset: 0;
                xextent: 16;
                yextent: 32;
                zextent: 6;
   }
}


//Direction_4
spritelayout spritelayout_Subways1_4 {
    ground {
      // normal ground sprite - always draw
      sprite: LOAD_TEMP(0) + LOAD_TEMP(1);
   }
    
    building {
        sprite: spriteset_Subways1(3);
        hide_sprite: nearby_tile_height(0, 0) >= snowline_height;
        xoffset: 0; //from NE edge
        yoffset: -16; //from NW edge
        zoffset: 0;
        xextent: 16;
        yextent: 32;
        zextent: 6;
    }

building {
        sprite: spriteset_Subways1_SNOW(3);
        hide_sprite: nearby_tile_height(0, 0) < snowline_height;
        xoffset: 0; //from NE edge
        yoffset: -16; //from NW edge
        zoffset: 0;
        xextent: 16;
        yextent: 32;
        zextent: 6;
    }

}

spritelayout spritelayout_Subways1_4_purchase {
   ground {
        sprite: GROUNDSPRITE_NORMAL;
   }
   building {
      sprite: spriteset_Subways1_PURCHASE(3);
      xoffset: 0; //from NE edge
                yoffset: 0; //from NW edge
                zoffset: 0;
                xextent: 16;
                yextent: 32;
                zextent: 6;
   }
}

and that does this to the boundingboxes:
Example632.png
Example632.png (15.38 KiB) Viewed 224 times
Those are now in the right place, but the graphics are moved.

We can place them back by changing the template you use for the overlaps, it has to change to this:

Code: Select all

template template_4squares(x,y,filename) {
    [x+18, y+8, 162, 156, -64, -109, filename]
    [x+194, y+8, 162, 156, -128, -77, filename]
    [x+370, y+8, 162, 156, -32, -77, filename]
    [x+546, y+8, 162, 156, -96, -109, filename]
	
}

The changes are to the offsets of the first and fourth row (direction 1 and 4)
And you then end up with this:
Example633.png
Example633.png (29.46 KiB) Viewed 224 times
:D :D :D

Please note that changing the template affects all of the grassy overlaps, so dont forget to make the changes to all of the OFFSETS of direction 1 and 4 ;-)



By the way, I spotted a tiny graphical mistake.
The wall in Direction-4 of Subways1 has to be moved 1 pixel to the left:
Example634.png
Example634.png (71.03 KiB) Viewed 224 times
All other graphics of all of the grassy overlays are fine, its just that one.


Well, that will keep you busy while I sleep ;-)
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
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GarryG
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Re: AuzObjects

Post by GarryG »

Quast65 wrote: 15 Apr 2021 13:59 Well, that will keep you busy while I sleep
I think you will get several sleeps as will take me a while to make changes as there also other overlap objects that I will repair as well.

I better go get some groceries this morning first and start working on these when I get home.

Thanks heaps for your time and effort in helping me.

Cheers
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Re: AuzObjects

Post by Fredinho »

GarryG wrote: 09 Apr 2021 06:15
Fredinho wrote: 05 Apr 2021 11:45 Just out of curiosity: I really like the look of your sawmill on water! Do these parts exist as standalone objects as well?
Just for curiosity I made some objects for the sawmill on water.

I added some buildings with and without sawed timber. The boat ramp will find it in AuzWaterObjects in the Seawalls
Sawmillonwater.png

Cheers
This made me a happy boy. Thank you, GarryG!
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GarryG
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Re: AuzObjects

Post by GarryG »

Fredinho wrote: 16 Apr 2021 00:18 This made me a happy boy. Thank you, GarryG!
Goodie .. enjoy.

=======================================
BOUNDING BOXES

Been fiddling with the park overlaps to get the bounding boxes setting correct.

Tile with 1 overlap successful thank to Quast65.

Having problem with 2 and 3 overlaps so I made a separate AuzOverlapTesting nml to make it easier (I hope) to get the other rights.
bounding boxes 01.png
bounding boxes 01.png (42.48 KiB) Viewed 121 times
I ran out of time as my kids turn at computer for the afternoon .. be at least 5 to 6 hours before I get chance again.

A copy of the source attached.

EDIT source deleted .. update next post which works properly.


I coded it 3 overlap sets and also made 3 templates for each of them.

Code: Select all

template template_squares2(x,y,filename) {
    [x+18, y+8, 162, 156, -64, -109, filename]
    [x+194, y+8, 162, 156, -128, -77, filename]
    [x+370, y+8, 162, 156, -32, -77, filename]
    [x+546, y+8, 162, 156, -96, -109, filename]
	
}

template template_squares3(x,y,filename) {
    [x+18, y+8, 162, 156, -64, -109, filename]
    [x+194, y+8, 162, 156, -128, -77, filename]
    [x+370, y+8, 162, 156, -32, -77, filename]
    [x+546, y+8, 162, 156, -96, -109, filename]
	
}

template template_squares4(x,y,filename) {
    [x+18, y+8, 162, 156, -64, -109, filename]
    [x+194, y+8, 162, 156, -128, -77, filename]
    [x+370, y+8, 162, 156, -32, -77, filename]
    [x+546, y+8, 162, 156, -96, -109, filename]
	
}
Not sure yet is adjustments are needed for squares3 and squares4 or are they needed to be bad in this section.

Code: Select all

/* spritelayouts */

//Direction_1
spritelayout spritelayout_Subways2_1 {
    ground {
      // normal ground sprite - always draw
      sprite: LOAD_TEMP(0) + LOAD_TEMP(1);
   }
    
    building {
        sprite: spriteset_Subways2(0);
        hide_sprite: nearby_tile_height(0, 0) >= snowline_height;
        xoffset: -16; //from NE edge
        yoffset: 0; //from NW edge
        zoffset: 0;
        xextent: 48;
        yextent: 16;
        zextent: 6;
    }

building {
        sprite: spriteset_Subways2_SNOW(0);
        hide_sprite: nearby_tile_height(0, 0) < snowline_height;
        xoffset: -16; //from NE edge
        yoffset: 0; //from NW edge
        zoffset: 0;
        xextent: 48;
        yextent: 16;
        zextent: 6;
    }
}

//Direction_4
spritelayout spritelayout_Subways2_4 {
    ground {
      // normal ground sprite - always draw
      sprite: LOAD_TEMP(0) + LOAD_TEMP(1);
   }
    
    building {
        sprite: spriteset_Subways2(3);
        hide_sprite: nearby_tile_height(0, 0) >= snowline_height;
        xoffset: 0; //from NE edge
        yoffset: -16; //from NW edge
        zoffset: 0;
        xextent: 16;
        yextent: 48;
        zextent: 6;
    }

building {
        sprite: spriteset_Subways2_SNOW(3);
        hide_sprite: nearby_tile_height(0, 0) < snowline_height;
        xoffset: 0; //from NE edge
        yoffset: -16; //from NW edge
        zoffset: 0;
        xextent: 16;
        yextent: 48;
        zextent: 6;
    }
}
Or maybe in both sections adjustments are needed. Will look at these tonight. But if someone out there understands the coding and has the answer your help be appreciated.

Cheers
Last edited by GarryG on 16 Apr 2021 06:13, edited 1 time in total.
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
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GarryG
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Re: AuzObjects

Post by GarryG »

Curiosity got the better in me and I kicked my son off computer for a few moments while I tried something and it worked.

Now have bounding boxes working properly in all the overlaps.
This is the 3 overlaps.
Bounding Boxes 02.png
Bounding Boxes 02.png (18.46 KiB) Viewed 87 times
Here is updated source as well with the changes.
Attachments
AuzOverlapTests2.rar
(64.76 KiB) Downloaded 7 times
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
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Quast65
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Re: AuzObjects

Post by Quast65 »

GarryG wrote: 16 Apr 2021 06:11 Curiosity got the better in me and I kicked my son off computer for a few moments while I tried something and it worked.
Looks like you figured it out and also what values need multiplying for longer overlaps! :bow:
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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