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Re: AuzObjects

Posted: 26 Sep 2018 11:49
by GarryG
jimbob wrote:Do you have an up to date source you could share? I could see if I can turn the new objects code into town objects?
That no problem.

Hope all the buildings you want are in this set.

Re: AuzObjects

Posted: 26 Sep 2018 15:18
by jimbob
GarryG wrote:
jimbob wrote:Do you have an up to date source you could share? I could see if I can turn the new objects code into town objects?
That no problem.

Hope all the buildings you want are in this set.
Cheers mate, wish me luck

Re: AuzObjects

Posted: 26 Sep 2018 21:35
by GarryG
jimbob wrote:Cheers mate, wish me luck
Have fun.

If want source of any of the other object sets let me know, but they might not be up to date as some time ago when working on them had power failure and lost a lot of the work, and just haven't had the patience to fix them yet.

Re: AuzObjects

Posted: 27 Sep 2018 11:53
by jimbob
Capture.PNG
Capture.PNG (992.17 KiB) Viewed 1014 times
Had some luck turns out converting objects to houses is not too hard
  • change FEAT_OBJECT to FEAT_HOUSES for the graphic switch
  • remove the view switch and replace it with a hard coded sprite direction, houses don't have a view variable
  • update the item change FEAT_OBJECT to FEAT_HOUSES and update object properties to house properties (see below)

Update the item entry and take out all the object specific properties,

Code: Select all

substitute
is important and useful as it specifies which default building to override while keeping the original properties

Code: Select all

item (FEAT_HOUSES, House9, -1) {
    property {
	substitute: 38;
        name: string(STR_House5);
        availability_mask: [ALL_TOWNZONES & ~bitmask(TOWNZONE_CENTRE), ALL_CLIMATES];
        removal_cost_multiplier: 4;
        years_available: [1800, 1950];
     }
    graphics {
        default: switch_House9_object;
        autoslope: return CB_RESULT_AUTOSLOPE;
      }
}
for more properties: https://newgrf-specs.tt-wiki.net/wiki/NML:Houses

Will continue to work my way through the buildings set and work out how to do the larger buildings
AuzTownObjects.nml
Example of houses coded up
(1.44 MiB) Downloaded 86 times

Re: AuzObjects

Posted: 27 Sep 2018 12:11
by GarryG
Congratulations on working that out.

Not sure if I would have figured that out as my coding skills not that good at understanding things.

I got my codes and buildings from other coders sets to learn from and went from there.

Have you tried making buildings too? All my buildings are based on buildings from FIRS 1.4.3, Chips and ISR sets .. I just obtain photo of buildings I wanted and found a building in those sets that close to what I wanted gave them a face lift.

I going to be busy for another week, maybe a bit longer to try and finish off the bridges after I do that se if can help you with more buildings if like.

Cheers pal

Re: AuzObjects

Posted: 27 Sep 2018 15:41
by jimbob
GarryG wrote:Congratulations on working that out.

Not sure if I would have figured that out as my coding skills not that good at understanding things.

I got my codes and buildings from other coders sets to learn from and went from there.

Have you tried making buildings too? All my buildings are based on buildings from FIRS 1.4.3, Chips and ISR sets .. I just obtain photo of buildings I wanted and found a building in those sets that close to what I wanted gave them a face lift.

I going to be busy for another week, maybe a bit longer to try and finish off the bridges after I do that se if can help you with more buildings if like.

Cheers pal
still got plenty to figure out, the buildings are not snow aware.

I've not made any graphics yet, I've tweaked some vehicles pixels but nothing major, I guess buildings are a little simpler as the houses (unlike new objects) don't have rotations.

That would be awesome, hopefully will be able to work out the snow and how to do the 2x2 buildings.

I've reattached the .nml as the last one had a bug or two

Re: AuzObjects

Posted: 28 Sep 2018 07:54
by GarryG
Hi Jimbob,

Just had a fiddle with what you doing and added "SHOP_1" to see what is involved.

Hardest part for you is finding all the buildings amongst all the other objects.

Here is a spreadsheet with list of all the objects in the AuzTownObject set .. might make it easier for you to find things and as you do each building just mark it on the sheet what has been done.

The sheet has been made in Excel 2013.

As you can see in the Spreadsheet the empty rows. That room for more buildings.

Cheers

Garry

EDIT: See up the top of the NML file where it has Copyright (C) 2018 GarryG, well put your name there too.

Also at top of the file English.Ing in the lang folder:
STR_GRF_DESCRIPTION :{ORANGE}Version 1: Houses, Sporting, Camping, Electricity, OverheadCarParks, Depot Extensions .{}{}{WHITE}Checkout the other Auz Object sets. {}Project of: GarryG {}License:GPLv2 or higher. {}See readme for details.

Can reword that too to include your name and what you doing. Maybe: STR_GRF_DESCRIPTION :{ORANGE}Version 1: Town Buildings and some objects associated with towns .{}{}{WHITE} {}Project of: Jimbob and GarryG {}License:GPLv2 or higher. {}See readme for details.

Re: AuzObjects

Posted: 03 Nov 2018 06:11
by GarryG
Watching screenshots of different players and the screenshot competition and how they use different objects that I and others have made helps to get ideas.

How would these look in your game?

Grass has started to grow up between some of the rocks.
Grassy Rocks-1.png
Grassy Rocks-1.png (181.12 KiB) Viewed 6301 times
Only done 4 lots so far to see how they look.

I think some could do with a bit more grass what you think?

EDIT:

Just removed a few more rocks with one of the sets see if better with Arctic climate. See the update post below.

Re: AuzObjects

Posted: 03 Nov 2018 07:29
by leifbk
Do they work witc Arctic climate?

Re: AuzObjects

Posted: 03 Nov 2018 07:34
by GarryG
Yep.

But I think will work even better if I remove just a few more rocks.

Re: AuzObjects

Posted: 03 Nov 2018 07:52
by GarryG
Just took away a few more rocks.

And test in Arctic climate.
Snow and Rocks-1.png
Snow and Rocks-1.png (167.48 KiB) Viewed 1014 times
Here the file to try

Re: AuzObjects

Posted: 03 Nov 2018 09:14
by GarryG
Need to make a few more changes to the idea of grass amongst the rocks as bit difficult seeing what is slopes and what is not.

Look at more tomorrow.

Cheers

Re: AuzObjects

Posted: 04 Nov 2018 04:37
by GarryG
Not did any more to the rocks and grass tiles yet as fiddling with ideas for them.

I looking at another idea.

When you make the Fake roads and want fences on each side the road, takes long to make as the road and the fences are separate objects .. so what if the roads come with the fences included.

Like in this image.
Road with Fence-4.png
Road with Fence-4.png (58.99 KiB) Viewed 6225 times
As you build the road the fences will be included.

It has 4 purchase icons.
TarRoadFence05.png
TarRoadFence05.png (7.59 KiB) Viewed 6225 times
1st one fences each side and no gates.
2nd has gate on left, next has gate on right and last has gates both sides

The road is auto build just keep clicking where you want the road pieces to go.

I intend to do this with most of the Fake Roads and have at least 2 types of fences.

Only did the road shown above with the farm fence.

Would you like to try ..

Re: AuzObjects

Posted: 04 Nov 2018 10:06
by GarryG
Added fences to 4 fake roads now.
Road with Fence-5.png
Road with Fence-5.png (47.08 KiB) Viewed 6199 times
Hope to do another set of all those roads with a different fence when get chance.

Be busy with other things for a few days.

here the update with those roads with fences.

Re: AuzObjects

Posted: 04 Nov 2018 11:59
by GarryG
Any one like to try making their own Fake Roads?

Here the source of what I have done so far.

Re: AuzObjects

Posted: 05 Nov 2018 08:59
by GarryG
Been fencing some more today.

Each of the 4 road types has choice of 2 types of fences.
Road with Fence-6.png
Road with Fence-6.png (37.05 KiB) Viewed 6124 times
All those roads with fences come with the option of gates along the straights as well as on curves.

I have not designed any fake vehicles to go on these roads yet.

Object fences work nicely with these as well .. making this image gives me the idea that dirt tracks could look nice with fences as well so hope to work on those soon.
Road with Fence-7.png
Road with Fence-7.png (12.5 KiB) Viewed 6124 times
Some times wonder if normal roads we use for the Vehicles to travel on could included fences and guide posts too .. but problem they might have is in towns.

Anyhow here the latest game file for those who like the idea of the roads and fences.

Re: AuzObjects

Posted: 05 Nov 2018 18:11
by STD
I really like all of the above you. Great ideas and their implementation in the screenshots. Attaboy :D .

Great idea with the mountains in different climates in the game. And with roads with fences a great option. Now it will not be necessary to spend more time for separate construction of fences along the road :)) .

I will wait for the further development of the AuzOojects with your new ideas, which always surprise me.

Regards, STD (Aleksey).

Re: AuzObjects

Posted: 05 Nov 2018 23:58
by GarryG
Here the dirt tracks with fences done.
Road with Fence-8.png
Road with Fence-8.png (421.36 KiB) Viewed 6052 times
Going to try another idea other the next few days .. what that will be you just have to wait and see.

Until than here the latest version of AuzRoads.

Re: AuzObjects

Posted: 06 Nov 2018 04:05
by GarryG
Going to try another idea other the next few days .. what that will be you just have to wait and see.
It's annoying when want to lay roads in a north-south and the east-west directions because of the curves wiggle.

So I seeing if when using the Auto-Lay roads I making that it will make roads in those direction be straight.

What I did is the 4th selection in the purchase menu has the ability to do that (although it does not show in the purchase menu).
TarRoad05.png
TarRoad05.png (7.1 KiB) Viewed 6008 times
I changed the 4th piece in all the curved sections like this.
TarRoad03.png
TarRoad03.png (7.4 KiB) Viewed 6008 times
And you can get these effects and well as normal curves.
Road with Fence-9.png
Road with Fence-9.png (79.78 KiB) Viewed 6008 times
Might remove the road vehicles and make those as separate stand alone object pieces.

Re: AuzObjects

Posted: 06 Nov 2018 05:05
by GarryG
I've only done the Tar Road so far with this new idea.

Now you will have a choice is want a zig zag road when building north to south or east to west .. or you can have nice straight ones.

Just the roads going North-South direction is a few pixels out of position which hope to fix soon.

I made all the AuzRoadObjects objects free to build this way if make an error making the roads and need to bulldoze will not waste any money.
Road with Fence-10.png
Road with Fence-10.png (132.02 KiB) Viewed 6000 times
Displaying the roads like in pic gives me another idea .. I might see if can add Horse Racings as objects and the Industry set and make the race track pieces with this same idea. :roll:

If like to try what I done so far here the file.

Be several days before I get chance to do any more to this project.