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 »

Think I will finish the AuzBeachObjects that I started as a 8 bit version first while I learn how to make things noisy for the 32 bit idea.

I might need a new set or different type of speakers to cope with the different noises :D

When I finish the 8 bit I try releasing what object sets I have on Bananas as 8 bits.

Then future changes to graphics and new additions try make them all 32 bit.

Also I still haven't decided the best way to do those seawalls with the 2 pathways. Not sure if make the Bottom Path a flat tile to include beaches and Top Path be part of the slopes OR the bottom path be part of the slope and the top path be flat tile at top and include parks. If you have access to Google Earth and find Newcastle they have a Street View along the bottom path way at Newcastle Beach .. you will see what I trying to do.
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AuzObjects: viewtopic.php?f=26&t=75657
AuzBridges: viewtopic.php?f=26&t=75248
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GarryG
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Re: AuzObjects

Post by GarryG »

Ahoy Matys,

Did you see what this month Screenshot comp is about?
viewtopic.php?p=1233153#p1233153
Quote from Wallyweb
We have a theme for June 2020 from our current winner, Fredinho. :bow:

AHOY MATY! THAR SHE BLOWS! A SHIPSHAPE THEME ...

HARBOURS
A harbour needs ships and boats so I added some more to the AuzWaterObjects.

I sent the pirates out and managed to hijacked some from Unsinkable Sams set without sinking them.

So hope these help get your mind thinking of what you can do and you have a go at the comp.
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Ships Ahoy.png
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AuzWaterObjects.grf
(3.61 MiB) Downloaded 26 times
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All my projects are GPLv2 License unless stated.
AuzProjectReleases: viewtopic.php?f=67&t=84725
AuzTrains: 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
AuzObjects: viewtopic.php?f=26&t=75657
AuzBridges: viewtopic.php?f=26&t=75248
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GarryG
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Re: AuzObjects

Post by GarryG »

Its a beach.

Having a look at making beaches found out of the city. Often have to walk along sand tracks burning your feet in the hot sand to get to the beach. Some places had to follow these sand tracks through the scrub which in some locations was fenced to protect the environment.

Been transferring pieces from Quast65 Beach Objects to the Auz Beach Set.

The sand road he has in his set .. I made it auto lay and added 3 more designs.
SandRoads-4.png
SandRoads-4.png (32.2 KiB) Viewed 999 times
Also added a set of walking trails.

And I added some scrub to walk through to get to the beach.
Sand Hills.png
Sand Hills.png (56.42 KiB) Viewed 999 times
Not let you try yet as still more to do.

EDIT: Wondering if to remove the spots of sand in the scrub and just have sand along the fence lines. That way if you happen to have trees there they not need to be cut down. Whatcha think?
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AuzProjectReleases: viewtopic.php?f=67&t=84725
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Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
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temporal8
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Re: AuzObjects

Post by temporal8 »

GarryG wrote:
15 Jun 2020 09:17
Wondering if to remove the spots of sand in the scrub and just have sand along the fence lines. That way if you happen to have trees there they not need to be cut down. Whatcha think?
Many beaches are flat and others have a dune that separates them from the city, in these dunes there are usually bushes that help protect the dunes from the wind so that they do not disappear.

I think it would be a good idea to do something like this as a transition.

Image
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GarryG
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Re: AuzObjects

Post by GarryG »

temporal8 wrote:
15 Jun 2020 10:40
Many beaches are flat and others have a dune that separates them from the city, in these dunes there are usually bushes that help protect the dunes from the wind so that they do not disappear.
Not sure if I could add bushes to those areas using 8 bit. I see what buses I can pinch from :ogfx-landscape" set that might look good.

When I finish AuzBeaches in 8 bit will look at a 32 bit version later.

I been using Google Earth exploring the New South Wales coast line getting some idea. One place I like is called Iluka. .. It northern side of river to a place called Yamba. A short distance north of there is a place called Woody Head. That location and another place just south of it .. about half way between Iluka and Woody Head are walking trails that the Google Earth Street View allows you to follow to the beach at various locations. Very nice ideas I getting from those places.

Keep ideas coming.

Cheers all
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All my projects are GPLv2 License unless stated.
AuzProjectReleases: viewtopic.php?f=67&t=84725
AuzTrains: 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
AuzObjects: viewtopic.php?f=26&t=75657
AuzBridges: viewtopic.php?f=26&t=75248
AuzStations: viewtopic.php?f=26&t=76390
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GarryG
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Re: AuzObjects

Post by GarryG »

I went wrong somewhere a few weeks ago and only found the error today. Some objects I left in AuzWaterAddOns when I thought I empties them all, some I transferred to the wrong object set.

Guess those things happen like that when your tied and try to continue the work.

So there will be actually 4 sets for the water objects.

AuzWaterObjects .. AuzWaterAddOns .. AuzCreekAndDrainObjects .. and .. AuzBeachObjects.

AuzWaterObjects uploaded a few posts back is unchanged.

AuzWaterAddOns has:
AuzWaterAddOn: Seawalls (this has the new boat ramps)
AuzWaterAddOn: Parklands (This has the Caravans, Picnic Areas, and parking area for Cars and Boat Trailers)

This is some of what you will find in AuzWaterAddOns.
New Addons.png
New Addons.png (79.26 KiB) Viewed 853 times
The boats that are in the water are in AuzWaterObjects. The dirt road is in AuzBeachObjects which I will up loaded in next post I do.
Attachments
AuzWaterAddOns.grf
(693.45 KiB) Downloaded 20 times
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All my projects are GPLv2 License unless stated.
AuzProjectReleases: viewtopic.php?f=67&t=84725
AuzTrains: 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
AuzObjects: viewtopic.php?f=26&t=75657
AuzBridges: viewtopic.php?f=26&t=75248
AuzStations: viewtopic.php?f=26&t=76390
AuzTracks: viewtopic.php?f=26&t=82691
AuzSubwayStations: viewtopic.php?f=26&t=85335

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GarryG
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Re: AuzObjects

Post by GarryG »

This is from the AuzBeachObjects set.
beaches and dunes.png
beaches and dunes.png (129.46 KiB) Viewed 843 times
You will find some sections from Quast65's Beach Objects and I been making some more pieces for it.

You can choose between no people, just a few people or a crowd of people.

It has a actual sand road that RV can use. Also 4 different object sand roads and 4 walking trails that are auto lay.

Trying to get an effect of scrub that has grown in the sand. Fences some of it to protect it from people walking on it.

The fences have not done any corner pieces yet and probably need a few other fence designs.

This set is not finished as there is much to add, but you can try and maybe have some suggestions.

Cheers
Attachments
AuzBeachObjects.grf
(2.58 MiB) Downloaded 14 times
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All my projects are GPLv2 License unless stated.
AuzProjectReleases: viewtopic.php?f=67&t=84725
AuzTrains: 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
AuzObjects: viewtopic.php?f=26&t=75657
AuzBridges: viewtopic.php?f=26&t=75248
AuzStations: viewtopic.php?f=26&t=76390
AuzTracks: viewtopic.php?f=26&t=82691
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GarryG
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Re: AuzObjects

Post by GarryG »

I'm experimenting again .. the image that temporal8 put in the forum and what I been viewing using google earth I came up with this idea.

I planted some bushes (shrub) in the sand and has this effect.
Sandy hills with scrub.png
Sandy hills with scrub.png (146.86 KiB) Viewed 773 times
Sandy hills with scrub 2.png
Sandy hills with scrub 2.png (112.72 KiB) Viewed 773 times
Proposed changes:
* Remove all the objects that have the spotty sand.
* Add some shrub with fences.
* The walk ways with spotty sand .. make these all sand with some shrub each side of the walkway.
* Make some walk ways through the shrub without fences.

Cheers all
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AuzProjectReleases: viewtopic.php?f=67&t=84725
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AuzObjects: viewtopic.php?f=26&t=75657
AuzBridges: viewtopic.php?f=26&t=75248
AuzStations: viewtopic.php?f=26&t=76390
AuzTracks: viewtopic.php?f=26&t=82691
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GarryG
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Re: AuzObjects

Post by GarryG »

Got the bulldozer out and cleared a track through the shrub.
Sandy hills with scrub 3.png
Sandy hills with scrub 3.png (112.46 KiB) Viewed 750 times
Already people have found it and can see walkers and some motor vehicles using it.

The tracks are slope aware on a straight line .. but if you want to change directions or put in a junction need some flat ground.

Would you like to try over the weekend and let me know which is better .. the shrubby (bushy) sand hills or previous version with the spotty sand hills?

Unless you want me to keep both I will remove all the spotty sand ones after the weekend.

Enjoy
Attachments
AuzBeachObjects.grf
(3.41 MiB) Downloaded 40 times
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All my projects are GPLv2 License unless stated.
AuzProjectReleases: viewtopic.php?f=67&t=84725
AuzTrains: 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
AuzObjects: viewtopic.php?f=26&t=75657
AuzBridges: viewtopic.php?f=26&t=75248
AuzStations: viewtopic.php?f=26&t=76390
AuzTracks: viewtopic.php?f=26&t=82691
AuzSubwayStations: viewtopic.php?f=26&t=85335

temporal8
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Re: AuzObjects

Post by temporal8 »

" the shrubby (bushy) sand hills or previous version with the spotty sand hills"

Maybe keep both? one for more urban environments and one for more natural?

Great job. :bow:

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Re: AuzObjects

Post by GarryG »

temporal8 wrote:
19 Jun 2020 20:38
Maybe keep both? one for more urban environments and one for more natural?
Could be good idea .. but still need to be improved .. have an idea this morning that might work better with the spotty ones .. use one of the farm crops might give me a grassy look?

Plan to change the fences .. instead of them being part of the spotty hills and I have to do another lot for the shrubs .. I see f I can make one set for both.

Shall see what idea I can come up with.
temporal8 wrote:
19 Jun 2020 20:38
Great job.
Thanks for the compliment.
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AuzProjectReleases: viewtopic.php?f=67&t=84725
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GarryG
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Re: AuzObjects

Post by GarryG »

Playing around with more Caravans.

They are coded in 32 bit.

Some can be placed anywhere like some secluded location and there are some designed for a caravan park with mowed lawns and amenities.

The Caravans with annex, you will find them with the annex on both side to suit what ever country your in.

I re-did the Parklands pathways as well .. coded them in 32 bit read for improvements later.

You will have to wait a few more days before I can upload the game file as more to be added.

Cheers
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Caravaning.png
Caravaning.png (147.46 KiB) Viewed 616 times
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All my projects are GPLv2 License unless stated.
AuzProjectReleases: viewtopic.php?f=67&t=84725
AuzTrains: 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
AuzObjects: viewtopic.php?f=26&t=75657
AuzBridges: viewtopic.php?f=26&t=75248
AuzStations: viewtopic.php?f=26&t=76390
AuzTracks: viewtopic.php?f=26&t=82691
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GarryG
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Re: AuzObjects

Post by GarryG »

Added some tents and houses to the AuzWaterAddOns.

I put some tents in the sand dunes .. some under the trees and some out in the open on the sand.
Camping.png
Camping.png (101.6 KiB) Viewed 539 times
One big problem coding them in 32 bit .. the flames of the fires no longer animate nor do water objects. They can be coded to animate, but I don't intend to learn that coding for some time.

Water based objects like surf I will leave those coded as 8 bit same as the sand as some places the sand and surf join.

The houses I did can be placed on land and water. So I made a few boats that can be added to the houses you place on water.
Houses.png
Houses.png (34.78 KiB) Viewed 539 times
Want to try?

Here the game file. Anyone wanting the source just let me know and I will upload it here.
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AuzWaterAddOns.grf
(1.45 MiB) Downloaded 38 times
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All my projects are GPLv2 License unless stated.
AuzProjectReleases: viewtopic.php?f=67&t=84725
AuzTrains: 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
AuzObjects: viewtopic.php?f=26&t=75657
AuzBridges: viewtopic.php?f=26&t=75248
AuzStations: viewtopic.php?f=26&t=76390
AuzTracks: viewtopic.php?f=26&t=82691
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SwissFan91
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Re: AuzObjects

Post by SwissFan91 »

Great graphics as always Garry.

My one comment would be regarding the green grass. I personally prefer graphics that use the original OTTD grass underneath rather than painting new grass over the top. I personally do not enjoy having the transition like this:
Untitled.png
Untitled.png (5.53 KiB) Viewed 484 times
Some sets have made transition tiles from their grass to the base graphic grass but then you waste a tile around the edge when laying these transitions.

Please don't take this as a criticism of your grass graphics at all. This could just be my opinion and everyone else enjoys having a different type of grass in their games.
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GarryG
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Re: AuzObjects

Post by GarryG »

SwissFan91 wrote:
22 Jun 2020 16:03
Great graphics as always Garry.

My one comment would be regarding the green grass. I personally prefer graphics that use the original OTTD grass underneath rather than painting new grass over the top. I personally do not enjoy having the transition like this:
Some sets have made transition tiles from their grass to the base graphic grass but then you waste a tile around the edge when laying these transitions.
Thanks for compliment.

You could be right with the grass .. if others agree can remove them .. maybe look better without that grass when players use other climates as well.

So what you think all .. would you too like the grass removed.?
SwissFan91 wrote:
22 Jun 2020 16:03
Please don't take this as a criticism of your grass graphics at all. This could just be my opinion and everyone else enjoys having a different type of grass in their games.
No problem at all

EDITED
Experimenting with your idea SwissFan91 removing the lawn from around the caravans not a bad idea at all. Makes them all available to be placed anywhere and suit basically all climates and locations..

I'll will remove the lawn grass from all the camping objects so that these can then be used anywhere.

In case anyone wants the source from previous release here the source. It has some items coded for 32 bit graphics.
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AuzWaterAddonsSource23June2020.rar
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All my projects are GPLv2 License unless stated.
AuzProjectReleases: viewtopic.php?f=67&t=84725
AuzTrains: 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
AuzObjects: viewtopic.php?f=26&t=75657
AuzBridges: viewtopic.php?f=26&t=75248
AuzStations: viewtopic.php?f=26&t=76390
AuzTracks: viewtopic.php?f=26&t=82691
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GarryG
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Re: AuzObjects

Post by GarryG »

SwissFan91 wrote:
22 Jun 2020 16:03
My one comment would be regarding the green grass. I personally prefer graphics that use the original OTTD grass underneath rather than painting new grass over the top. I personally do not enjoy having the transition like this:
I took away the green grass see how it looks with Temperate
mowed grass removed01.png
mowed grass removed01.png (36.2 KiB) Viewed 414 times
and with Sub-tropical
mowed grass removed02.png
mowed grass removed02.png (65.2 KiB) Viewed 414 times
I think it does look better in many ways as they can be used anywhere now.

So what you all think .. would this look better in your games? Also works with "sub-arctic" but I haven't put snow on the roof of things.

I'll remove the green grass from other object too so they all can be used together better.

Will upload the game file when done.

Cheers
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AuzBridges: viewtopic.php?f=26&t=75248
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GarryG
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Re: AuzObjects

Post by GarryG »

Tried something different with the seawalls .. seeing if these concrete pathways be better then the green grass.

They match up with the narrow paths.
Seawalls with pathways.png
Seawalls with pathways.png (33.76 KiB) Viewed 375 times
The seawall facing you (South direction) does have water but it does not animate. Unless you have some one who wants to surf there, then I don't think it will matter.

If you find a path combination that does not align how you want let me know, especially some overlap pieces I made.

Will not get chance to do much to coding for a few days due to family commitments so any changes be at least Friday or later.
Attachments
AuzWaterAddOns.grf
(2.09 MiB) Downloaded 49 times
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All my projects are GPLv2 License unless stated.
AuzProjectReleases: viewtopic.php?f=67&t=84725
AuzTrains: 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
AuzObjects: viewtopic.php?f=26&t=75657
AuzBridges: viewtopic.php?f=26&t=75248
AuzStations: viewtopic.php?f=26&t=76390
AuzTracks: viewtopic.php?f=26&t=82691
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GarryG
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Re: AuzObjects

Post by GarryG »

Beaches are on hold for the moment as been experimenting again on something different .. thanks to "fridaemon" and his screenshot for this months cmpetition .. he given me a idea.

He used part of my service station as a bus terminal .. so I having a go making some bus terminals and possible some truck loading bays.

Now I be taught how to do 32 bit graphics and coding should be able to have a lot of fun with these.

Made 2 bus terminals so far.

This one is basically finished. Decided to put in see through glass so can see the people inside waiting for their bus.
BusTerminal03.png
BusTerminal03.png (41.62 KiB) Viewed 298 times
This one still at experimental stage .. So that can have the terminal as long as want and not really want a building the full length as well .. so looking at ideas what to replace the dummy bus bays to right of building. Maybe car park or a outside waiting area.
BusTerminal04.png
BusTerminal04.png (49.96 KiB) Viewed 298 times
When these are ready probably put them with the AuzTownObjects unless someone has a better suggestion.

Tell you more in a few days or so.
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ASide8
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Re: AuzObjects

Post by ASide8 »

Hello everyone,

For anyone that doesn't know me, I am (obviously) ASide8, anyone involved in Reddit might know me as u/ohlookanedgymeme, and I've been working on sprites for AuzTrains for about a year now on-and-off. Garry and I recently got back in touch and he said he wanted to talk about me starting to sprite for the AuzObjects GRFs. I jumped on the chance and I'm working on a station building currently (design A1, for anyone knowledgeable about NSW railway infrastructure). This is really just a chance for me to get to know the difficulties of doing objects before I start going all out in about a week, as I'm going on a family trip to the country (I live in an Australian suburb) and I'll get the chance to take photos of some infrastructure and buildings in town.

Cheers,

Anthony
Don't touch me, I'm spriting!

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AuzTrains: viewtopic.php?t=74193
AuzObjects: viewtopic.php?f=26&t=75657&start=560

All views are my own and aren't that of Garry or anyone else who's helped with AuzTrains, AuzObjects or any of his other projects.

temporal8
Engineer
Engineer
Posts: 51
Joined: 17 May 2019 14:15

Re: AuzObjects

Post by temporal8 »

GarryG wrote:
26 Jun 2020 05:21
He used part of my service station as a bus terminal .. so I having a go making some bus terminals and possible some truck loading bays.
Great idea!!, how about something like fake airport objects? Something modular with several different objects that allows the design and construction of large bus terminals: parts of buildings, parked buses, buses carrying people, parts of the street, entrance gate, a service area.

Welcome ASide8!

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