Parking ... Things

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GarryG
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Re: Parking ... Things

Post by GarryG »

Here a bit more I done this morning.

animated the bus stops for the people and Bus Zones for buses.
Bus Zones-2.png
Bus Zones-2.png (94.81 KiB) Viewed 3426 times
Bus Stops have choice with or without the shelter.

The Bus Zones have choice of large bays or the smaller bays and with or without the lamp posts.
Only 2 colour buses used as those the ones I catch.

Lamp Posts strategically placed so people using their cell phones while walking and texting can bump into them :D

Credit for the buses goes to the PolRoad vehicle set.

If like to try what I animated so far here the latest TestParking file.
TestParking.grf
(1.28 MiB) Downloaded 66 times
And here the sauce if like to see the coding and graphics.
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AuzParkingLotsSourceDec06.rar
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Re: Parking ... Things

Post by GarryG »

Still animating things.

Done some Loading Zones this afternoon.
Loading Zones-3.png
Loading Zones-3.png (492.92 KiB) Viewed 3411 times
Added a Taxi Rank.

The grass either side of the parking lots now has some kids playing there and also some Kangaroos.

When I finish the Loading Zones (hope tomorrow) will provide the next test file so I can test over the weekend.
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Re: Parking ... Things

Post by GarryG »

Looking at adding some double decker buses to the Bus Zones for the novelty.

These buses used to operate in Newcastle Australia very long time ago .. use to ride them when I in my teens.

Glendale Shopping Centre wasn't even built when these buses used to operate.
Double Decker Buses-6.png
Double Decker Buses-6.png (4.35 KiB) Viewed 3381 times
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Re: Parking ... Things

Post by GarryG »

Hi Pyoro,

Found a minor error in your coding. :D

The animation wasn't cycling through all the sprites. There are 9 but didn't show the 9th one. (Far right)
parking01_cars.png
parking01_cars.png (14.59 KiB) Viewed 3336 times
Found out in the code: You show % 8 )

Code: Select all

        sprite: spriteset_parking01_cars_1((animation_frame + nearby_tile_random_bits(0,0)) % 8 );
So I changed them all to % 9 )

Code: Select all

        sprite: spriteset_parking01_cars_1((animation_frame + nearby_tile_random_bits(0,0)) % 9 );
and now all 9 will cycle through the animation work.

Cheers
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Re: Parking ... Things

Post by GarryG »

Went into town today and while there watched a truck arrive at a Loading bay, a man open the rear doors, unloaded some packages, closed the doors and departed.

I thought why can't the trucks in my Loading Zones do same.

So I found one of the Polroad trucks that I was able to open the doors and fill with packages. Also found a flat top that also carries packages.
Images of one of the trucks.
Animated Trucks-1.png
Animated Trucks-1.png (3.37 KiB) Viewed 3315 times
These images are those that I had some fun animating.
Animated Vehicles-1.png
Animated Vehicles-1.png (23.84 KiB) Viewed 3315 times
I hope to do same with all the other Loading Zones by having a vehicle do similar tasks.

Also add some double decker buses to the Bus Zones.

You will find them in the Object Selection Menu under Animated Buses and Loading Zones.

If I get time will do some more over the weekend.

Can try these if like.
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TestParking.grf
(1.52 MiB) Downloaded 78 times
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Re: Parking ... Things

Post by GarryG »

Thought some might like the source and updated TestParking file of where I up to.

This been updated to the one above by changing the buses .. each bus has its own menu.

At Glendale there are 7 bus bays. The first 2 bus stops are for the yellow buses, stops 3 to 5 for the blue buses, and 6 and 7 is where the empty buses waiting for their next job.
AuzParkingLotsSourceDec07.rar
(1.38 MiB) Downloaded 69 times
The sprite for the buses are:
parking21 (Yellow Bus)
parking28 (Blue Bus)
parking29 (Double Decker bus)

and

parking23 is the animated trucks.
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Re: Parking ... Things

Post by STD »

Beautiful project - Parking :D . I really liked the realization of the new sets. Really looks very good :bow: .
Last edited by STD on 08 Dec 2018 07:02, edited 1 time in total.
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Re: Parking ... Things

Post by GarryG »

Added more animated trucks unloading.
Animated Trucks-3.png
Animated Trucks-3.png (31.97 KiB) Viewed 3235 times
First 2 both rows are the ones I did yesterday and shown in above post.

3rd on both rows is a truck of fruit being unloaded by fork lift.

4th is a semi-trailer. The doors swing right around so flash with the sides.

The person in the 1st imagine living dangerously as he not working to Workplace Health and safety .. he did not swing his doors right around to side of truck .. if it gets windy could blows the doors shut on him.

When I finish the other Loading Zones will make next test available.

Question for you all :?:

As I been making the animated pieces I been deleting the corresponding non-animated pieces .. but wonder if you prefer to have both available to use .. animated and non-animated :roll: ?
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Re: Parking ... Things

Post by GarryG »

Animation that has been completed so far.
Animation completed so far-1.png
Animation completed so far-1.png (71.66 KiB) Viewed 3211 times
The 4 roads near the blue dots have not been animated yet.

The buses now have a choice is want Yellow, Blue or the Double Deckers or use them all.

all the loading bays NW edge all the trucks they arrive, start unload (some by hand and some by Fork Lift) and when completed they leave.

I am retiring from coding and drawings for rest of the day. Not sure if any will get done on Sunday due to family commitments.

Here the updated Test file.
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TestParking.grf
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Re: Parking ... Things

Post by STD »

Excellent work. Attaboy :bow: . I think the use of animation depends on the specific situation. And you yourself see where it is necessary to apply animation, and where it is better to do without it. That's my opinion :wink:

Regards, STD (Aleksey).
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Re: Parking ... Things

Post by Pyoro »

Number of objects IMO shouldn't go to insane levels, so I wouldn't separate animated and non-animated ones. Gotta draw the line somewhere ;)
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Re: Parking ... Things

Post by GarryG »

Pyoro wrote:Number of objects IMO shouldn't go to insane levels, so I wouldn't separate animated and non-animated ones. Gotta draw the line somewhere
Thanks Pyoro .. That makes a lot of sense.

I think just the parking, bus and loading zones should all that be needed as animated. I feel that the exit/entry roads could stay non-animated.

Just a few to do and should be finished.

Something I been thinking to do it combine the Bus shelters and bus zones as one tile. If I do that could animate it so people start arriving at the bus shelter and bus arrives and collect them all.

Wonder if show the doors of the buses and animate them to open and close as well.

Cheers
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Re: Parking ... Things

Post by kamnet »

Maybe some blinking lights, but I don't see any need to go overboard with animations. I really think just having cars and people that adjust with the amount of cargo nearby is more than enough.
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Re: Parking ... Things

Post by GarryG »

kamnet wrote:Maybe some blinking lights, but I don't see any need to go overboard with animations. I really think just having cars and people that adjust with the amount of cargo nearby is more than enough.
Not sure where to put the blinking lights, unless I put some on a vehicle as if they blinking to turn, or the trucks often have their hazard lights on when loading/unloading supplies.

These what I doing in objects don't adjust pending on cargo available.

Hope to do a set to go with my AuzStations that will adjust depending on cargo available there.

The ones I do with cargo Aware I think 2 varieties could be made. One to go near railway stations and those more suitable for employees parking lots at a Industry.

The ones I done so far in the TestParking .. I think I have way too many pieces, so be experimenting next few days see where I can reduce them a bit.

Where I have 2 types of parking.
Parking-1.png
Parking-1.png (4.42 KiB) Viewed 2995 times
To help reduce the number of pieces I thinking of removing the one on the right and just have the one choice, at least for the object sets. Pyoro has already done a set of those on the right and available back on page 1 of this Topic.

This photo I took of the Bus Shelter and bus bays at Glendale.
Glendale Bus Shelters and Bus Bays1.png
Glendale Bus Shelters and Bus Bays1.png (568.56 KiB) Viewed 2995 times
see if I can change the Bus Zones and Bus shelters and make them one tile to look something like this photo.

This is my first attempt.
Glendale Bus Shelters and Bus Bays2.png
Glendale Bus Shelters and Bus Bays2.png (6.04 KiB) Viewed 2995 times
Each Bus Bay has the Bay Number and timetables when bus is due.

Not sure if any more coding and drawings get done to day as have other things to do.

Cheers
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Re: Parking ... Things

Post by Quast65 »

Not sure where to put the blinking lights
While stopped in the parkingbay, busses have their (turn signal)lights on at the side where the passengers get on/off.
This is so other cars know that the bus is not moving out of the parkingbay.
When the bus is going to move, the other lights will go on.
In my country the bus then has right of way in the city, so other cars have to stop and let the bus merge in (outside city, bus has to wait till road is clear to merge in).
trucks often have their hazard lights on when loading/unloading supplies.
Yep, thats rather common. In this case it depends a bit on if it gives an extra level to the animation, the unloading with parcels/forklifts/etc may already be enough.
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Re: Parking ... Things

Post by GarryG »

Quast65 wrote:While stopped in the parkingbay, busses have their (turn signal)lights on at the side where the passengers get on/off.This is so other cars know that the bus is not moving out of the parkingbay.When the bus is going to move, the other lights will go on.In my country the bus then has right of way in the city, so other cars have to stop and let the bus merge in (outside city, bus has to wait till road is clear to merge in).
Same procedure here too .. but not sure in country .. the buses have a sign on back saying they have right of way when pulling out from a bus stop.

School buses have extra set of flashing lights to warn motorist that they must reduce speed to 40 km/ph. while they pass the bus
GarryG wrote:Yep, thats rather common. In this case it depends a bit on if it gives an extra level to the animation, the unloading with parcels/forklifts/etc may already be enough.
in case kids run out in front of bus.

The truck that just arrived could still have left blinker on .. while unloading have hazard lights on and the truck about to depart could have right blinker on.

Some car drivers don't use their blinkers as I think it will go onto their electricity bill. :D
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Re: Parking ... Things

Post by GarryG »

Not had much to show here recently as been experimenting with the coding and getting some ideas.

When I get the experimenting did how I like will do some more to the parking Sets.

I started changing the bus Zones to include the Bus Shelters or on one tile. You'll see why when I finish.

Been putting blinkers on the buses and hope to do some trucks as well.

The old double decker buses didn't have a blinker at front .. the driver operated artificial arm on side of bus.
Arm on bus-1.png
Arm on bus-1.png (106.96 KiB) Viewed 2812 times
Bit small for me to add to the buses, so will most likely put a blinker there instead as later on these buses did have blinkers installed on the side of the bus.
Hey Quast65 .. the Billboard you added back on page 3
.. it no longer available at the shopping centre. It was there last week and now been pulled down. Not sure yet what will replace it.

I intend to add the old billboard to the set eventually .. just that I not be able to go take my own photos now. I know I can get on Google Like you did, but more fun getting my own photos when ever I can.
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Re: Parking ... Things

Post by GarryG »

Finally sorted out the coding how I want.

This is how I hope the Bus shelters and Bus Bays will look.
New Bus Shelters and Zones.png
New Bus Shelters and Zones.png (24.87 KiB) Viewed 2746 times
You have the Entry and Exit roads at each end. The SW sign if you look really close at it will see the words in red at top saying "STOP" .. the words in black under it reads "BUSES ONLY".

The Exit signs the wording in red say "NO ENTRY".

The Entry and Exit will randomly display either a Yellow, Blue or Double Decker Bus.

All the Bus Bays (only yellow buses done so far), you will get the choice what bus type stops were.
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Re: Parking ... Things

Post by acs121 »

Hey,

Nice bus shelters !
Now I saw a few bus shelters of some other type at an airport :
clicky me
The bus on the right (Roissybus) is an express bus to the city. It's got ticket machines and i think you could make a few. Unless in Australia you buy the tickets on board ?
Here's a pattern of bus parking spaces, too :
clicky me
Here's a better view of the bus station under the roof : clicky me
And here's the bus station in the overall : clicky me
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GarryG
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Re: Parking ... Things

Post by GarryG »

acs121 wrote:Nice bus shelters !Now I saw a few bus shelters of some other type at an airport :
Like to try make some bus shelter like your photos as Station Tiles using the non-track tile with a overlap section. The Non-track tile can be a building to look like ticket office and waiting rooms and the overlap can hide the actual Bus Station and your buses in game.

Been pondering on that idea for some time.

I did something similar to hide Road vehicle depots and Train Depots .. so hope do same for Bus Stations and truck loading bays.
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