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 Post subject: Re: AuzObjects
PostPosted: Sat Jan 07, 2017 10:46 pm 
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Tycoon
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Location: Virgo Supercluster
In Garry's defense, there's some tiles for that - not for all cases, but for the sides - and it does help a bit. I mean, that example was just me slapping them randomly in the first place I thought about ;) I wouldn't do this with the OTTD ones either, they'd look too repetitive too.

But the "photographic" graphics aren't quite my taste either way. Or, well, don't fit with the GRFs, in my eyes. They otherwise look great ^^;


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 Post subject: Re: AuzObjects
PostPosted: Sat Jan 07, 2017 10:55 pm 
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Tycoon
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Location: Newcastle, Australia
The rocks something I need to experiment with some more .. that why I did so many trying to get some that look good.

Hope to go train spotting and riding again in a few weeks time so see if can get a few more stone pictures that might look better to work with.

Cheers fellas

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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


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 Post subject: Re: AuzObjects
PostPosted: Sun Jan 08, 2017 5:18 am 
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Tycoon
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Joined: Mon Feb 09, 2004 10:02 am
Posts: 2731
GarryG wrote:
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.


Yeap, it's your sprite layout that defines the bounding box. zextent of 0 is going to cause you problems. I was always reccomended to set the X/Y/Z extents as close to the actual size of the sprite as possible and then fiddle with it to optimise performance afterwards.

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Former NewGRF Coder and Sprite Artist

14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!


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 Post subject: Re: AuzObjects
PostPosted: Sun Jan 08, 2017 6:12 am 
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Tycoon
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Joined: Sat Feb 14, 2015 12:44 am
Posts: 1497
Location: Newcastle, Australia
I think the problem is that the pole is part of the overlap section and that what it doing overlapping what ever is on that tile.
Attachment:
Safeworking and Telephone Wires3.png
Safeworking and Telephone Wires3.png [ 39.73 KiB | Viewed 301 times ]

Pic on left has post of roof .. that post is part of the overlap .. the post to left of it is actual tile.

I deleted it on the right pic. The brown mark is where the first pole was.

Players can place these wires either way have overlap to the left or the right.
As shown here.
Attachment:
Safeworking and Telephone Wires4.png
Safeworking and Telephone Wires4.png [ 18.83 KiB | Viewed 301 times ]


I almost finished the telephone wires including a slope aware set .. but I not happy with the wires following the railway lines heading North-South and the East-West as they are too far from the railway lines. And some poles on the slopes don't line up with poles on the flat sections.
Attachment:
Safeworking and Telephone Wires5.png
Safeworking and Telephone Wires5.png [ 95.24 KiB | Viewed 301 times ]


If all goes well finish it tonight

_________________
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


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 Post subject: Re: AuzObjects
PostPosted: Mon Jan 09, 2017 3:02 am 
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Tycoon
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Posts: 1497
Location: Newcastle, Australia
Now got the telephone wires hogging the railway line.
Attachment:
Safeworking and Telephone Wires6.png
Safeworking and Telephone Wires6.png [ 255.78 KiB | Viewed 260 times ]

I've included some Telegraph wires as well if want to connect a signal box or a staff hut to the main telephone wires. .. they can be used as dummy wires with McZapkie's WIRED too.

If you like to try here the file.
Attachment:
File comment: Version 2
AuzObjects_Rail.grf [2.71 MiB]
Downloaded 7 times


I going to do a few tests with it see if any other wire combination will be handy.

_________________
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


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 Post subject: Re: AuzObjects
PostPosted: Mon Jan 09, 2017 3:24 am 
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Tycoon
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Joined: Mon Feb 09, 2004 10:02 am
Posts: 2731
GarryG wrote:
I think the problem is that the pole is part of the overlap section and that what it doing overlapping what ever is on that tile.


Yeap. Exceeding your tile boundaries will confuse the hell out of the sprite-sorter, getting your z-extent right can help to mitigate problems but if the sprite is larger than the tile then you'll always be struggling.

I think I saw a patch talking about getting support for NewObjects being buildable over other objects which will hopefully one-day sidestep the need for such tricks if it ever makes trunk.

Love your work mate, it was a pleasant surprise after being away from the community for so long :)

_________________
Former NewGRF Coder and Sprite Artist

14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!


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 Post subject: Re: AuzObjects
PostPosted: Mon Jan 09, 2017 10:19 am 
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Tycoon
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Joined: Sat Feb 14, 2015 12:44 am
Posts: 1497
Location: Newcastle, Australia
Here's the source files to all the AuzObject sets.

They are coded in NML and they include sprites, NML files documents and the NewGRF file.

I hope to put the NewGRF files on Bananas shortly.

Part 1


Attachments:
AuzObjects_BridgesAndEmbankmentsSource.rar [3.26 MiB]
Downloaded 8 times
AuzObjects_FakeRailwayLinesSource.rar [2.44 MiB]
Downloaded 5 times
AuzObjects_FakeRoadsSource.rar [5.33 MiB]
Downloaded 5 times

_________________
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
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 Post subject: Re: AuzObjects
PostPosted: Mon Jan 09, 2017 10:21 am 
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Tycoon
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Joined: Sat Feb 14, 2015 12:44 am
Posts: 1497
Location: Newcastle, Australia
Part 2


Attachments:
AuzObjects_FakeTrainsSource.rar [2.24 MiB]
Downloaded 5 times
AuzObjects_FarmsSource.rar [4.04 MiB]
Downloaded 5 times
AuzObjects_Fences.rar [2.83 MiB]
Downloaded 6 times

_________________
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
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 Post subject: Re: AuzObjects
PostPosted: Mon Jan 09, 2017 10:22 am 
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Tycoon
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Joined: Sat Feb 14, 2015 12:44 am
Posts: 1497
Location: Newcastle, Australia
Part 3


Attachments:
AuzObjects_LandAndWaterSource.rar [4.58 MiB]
Downloaded 8 times
AuzObjects_LandscapeSource.rar [7.83 MiB]
Downloaded 5 times
AuzObjects_RailSource.rar [10.59 MiB]
Downloaded 5 times

_________________
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
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 Post subject: Re: AuzObjects
PostPosted: Mon Jan 09, 2017 10:56 am 
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Tycoon
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Joined: Sat Feb 14, 2015 12:44 am
Posts: 1497
Location: Newcastle, Australia
Part 4


Attachments:
AuzObjects_TownsSource.rar [3.64 MiB]
Downloaded 7 times

_________________
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
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 Post subject: Re: AuzObjects
PostPosted: Thu Jan 12, 2017 12:17 am 
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Tycoon
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Joined: Sat Feb 14, 2015 12:44 am
Posts: 1497
Location: Newcastle, Australia
Wonder if I be able to do Fencing at the next Olympics.

First is suppose to be a weatherboard Fence and after I put this pic here see that front fence is basically wrong as most houses I know with the weatherboard fences only have along the side sand back .. they usually have a low white picket fence at front.

The other fence suppose to be a stone fence that usually found in UK and Europe countries .. maybe other places too. Suppose to be 3 pixels high and 2 pixels wide.

Haven't done any gates for the stone fences yet.


Attachments:
File comment: Weatherboard Fence
weatherboardFence1.png
weatherboardFence1.png [ 26.91 KiB | Viewed 143 times ]
File comment: Stone Fence with Moss
Stone Fences2.png
Stone Fences2.png [ 456.75 KiB | Viewed 143 times ]

_________________
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
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 Post subject: Re: AuzObjects
PostPosted: Thu Jan 19, 2017 4:07 pm 
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Tycoon
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Joined: Sat Feb 14, 2015 12:44 am
Posts: 1497
Location: Newcastle, Australia
Added these buildings to AuzObjects_Towns.

As I update the AuzInd160 set any new buildings I make will be added to this object set too.

Will be included in Version 2.

Can have a early look if like as I've included the NewGRF .. will add this to Bananas later when I finish the updates to the Industry set.


Attachments:
Outer Suburbs2.png
Outer Suburbs2.png [ 10.04 KiB | Viewed 40 times ]
ButcherandBaker.png
ButcherandBaker.png [ 6.54 KiB | Viewed 40 times ]
AuzObjects_Towns.grf [1.48 MiB]
Downloaded 6 times

_________________
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
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