Australian Railway Stations

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GarryG
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Re: Australian Railway Stations

Post by GarryG »

ISA wrote:Wondering if You are able to code Coal Stock Piles in actual size (2*3 and 3*2) so we don't have to put tiles together 1 by 1?
Like this?

Empty bins:
Coal Cargo1.png
Coal Cargo1.png (154.05 KiB) Viewed 2330 times
Loaded Bins:
Coal Cargo2.png
Coal Cargo2.png (148.69 KiB) Viewed 2330 times
I forgot I did these over a week ago.

You find them in this file in the "AuzFreight: Mining" section.

They are cargo aware ,, but you need to be qualified in Lego building.

Build them 2 tiles wide, but as long as you like.

Cheers
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Re: Australian Railway Stations

Post by GarryG »

Experimenting with some sheds suitable for EMUs, DMUs, or Carriage Sheds.
EMU and DMU Sheds.png
EMU and DMU Sheds.png (258.99 KiB) Viewed 2323 times
Depends on how many tracks and Platform length you choose to how they will be built.

Hope to make some overlaps for them so these will hide a depot, switches and signals.

The sheds have inspection platforms and pits to carry out maintenance work.
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Re: Australian Railway Stations

Post by Silverx50 »

I like the look of those, and that greenish color you've chosen for the roofs is very nice.
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Dutch landmark Object Set Workshop viewtopic.php?f=26&t=75071
My stations workshop viewtopic.php?f=26&t=74749
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Re: Australian Railway Stations

Post by GarryG »

Silverx50 wrote:I like the look of those, and that greenish color you've chosen for the roofs is very nice.
The building I designing from has the galvanized roof, but that colour and white walls just not look good.

The hardest part was getting the angle for these roofs as didn't want them to steep. Just a shallow look.
ShallowRoof.png
ShallowRoof.png (4.06 KiB) Viewed 2279 times
If you or any one else want the sprite for the shallow roof. I saved it in .psd format as each roof is in 4 sections.
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Re: Australian Railway Stations

Post by kamnet »

GarryG wrote:But be WARNEDmake sure all old versions of "AuzWaypointsAndMoreFreightStations" has been removed from your "newgrf" folder other wise when starting a saved game with previous versions of this file, for some reason it find a older version and instead of this newer version.
1) You do not need to delete old versions of the files, each version carries a different MD5SUM hash in order to differentiate themselves.
2) You should neither delete old versions of NewGRFs nor update NewGRFs that are needed in a saved game.
3) It is only possible for players to update a NewGRF in a saved game, or in the middle of a current game, if they explicitly change a hidden option in OpenTTD. Doing so will always trigger a warning with a giant red box that modifying settings in a saved or current game may corrupt their game beyond repair.
4) You should always start a new game if you wish to use an updated NewGRF.
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Re: Australian Railway Stations

Post by Quast65 »

This problem could also have another reason...
It might depend on where you have your GRFs on your computer.
For example in my case, GRFs downloaded ingame from Bananas go to a different folder (a general Openttd-folder, one where my config-files are stored) than the ones I have made myself (those go into a folder of the Openttd-version I am currently using and that is where I test out my GRFs I am currently making). These two folders are placed apart, one is on my C: drive, the other on my D: drive.
When I start up a save-game, OpenTTD prefers the version of the GRF that I downloaded from Bananas (that I sometimes do to check if the upload to Bananas was correct), rather than the more current version I have made (but not yet downloaded from Bananas).
So, I think this issue is more for people who are developing GRFs (and test them out a lot in a running game), than for the regular user who downloads GRFs from Bananas.
Except when they manually insert GRFs (like when they download them from this forum) as well as download them ingame from Bananas....
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Re: Australian Railway Stations

Post by GarryG »

Quast65 wrote:This problem could also have another reason....
My game files go in the My Documents/OpenTTD/content_download/newgrf even the ones I test.

Your idea having them different locations might be the go with my test files.

----------------------------

Still playing around with the EMU and DMU sheds.

The long slope roof for 2 tracks look nice, but when trying to do multi tracks end roof was long and others short. So that they be all same I re-did them so all short roofs.

The sheds up front are the overlaps to far end (NE) I done so far. Yet to do to the side (NW).

Hope do more to it tomorrow.

Cheers
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EMU and DMU Sheds2.png
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Re: Australian Railway Stations

Post by Quast65 »

I am continuing the discussion: viewtopic.php?f=26&t=82691&start=100#p1206153 we had about stationtiles that can overlap a depot over at your auztrack-thread here, as I think it is a bit offtopic for that thread and better suited here ;-)


You were indeed close with the code for the SWSE overlaps, the only thing you had to do was enlarging/extending the boundingboxes.

With regards to the NWNE overlaps, those can have an issue:
Example411.png
Example411.png (43.1 KiB) Viewed 2249 times
As you can see, the NW overlap covers up a building that is in front of it.
That also can be fixed by the boundingboxes:
Example412.png
Example412.png (103.91 KiB) Viewed 2249 times
To get those boundingboxes you need to change the offsets of those (as normally a boundingbox will not extend to that direction).

1926 * 66 00 04 04 01 26 08 "AS07" 11 FF 14 00 09 02
F4 03 00 00 F0 00 00 20 05 30 2D 84 00 00 F0 0B 00 20 05 30 2E 84 00 00 80
F3 03 00 00 00 F0 00 05 20 30 2F 84 00 00 0B F0 00 05 20 30 30 84 00 00 80

But then you also need to change the offsets of the graphics (as changing the offsets of boundingboxes will also place the graphics somewhere else and you need to put those back again).

To make a long story short (I need some sleep :mrgreen: ), here are the codes you need for SWSE and NWNE overlaps, with the correct placement and length of the boundingboxes (you can adjust the hight to what you want ofcourse):

Code: Select all

 1910 * 6	 01 04 01 FF 04 00
 1911 c:/grfcodec603/auzstations/gfx/template_platformoverlaptoswse_8bpp_EMPTY.png  8bpp   10  40   96  122  -63  -75 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_platformoverlaptoswse_32bpp.png  32bpp   10    40   96  122  -63  -75 normal chunked
 1912 c:/grfcodec603/auzstations/gfx/template_platformoverlaptoswse_8bpp_EMPTY.png  8bpp   122  40   96  122  -85  -86 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_platformoverlaptoswse_32bpp.png  32bpp   122    40   96  122  -85  -86 normal chunked
 1913 c:/grfcodec603/auzstations/gfx/template_platformoverlaptoswse_8bpp_EMPTY.png  8bpp  234  40   96  122  -31  -75 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_platformoverlaptoswse_32bpp.png  32bpp   234   40   96  122  -31  -75 normal chunked
 1914 c:/grfcodec603/auzstations/gfx/template_platformoverlaptoswse_8bpp_EMPTY.png  8bpp  346  40   96  122  -9  -86 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_platformoverlaptoswse_32bpp.png  32bpp   346   40   96  122  -9  -86 normal chunked
 1915 * 66	 00 04 04 01 25 08 "AS07" 11 FF 14 00 09 02 
                 F4 03 00 00 00 00 00 20 05 30 2D 84 00 00 00 0B 00 20 05 30 2E 84 00 00 80
                 F3 03 00 00 00 00 00 05 20 30 2F 84 00 00 0B 00 00 05 20 30 30 84 00 00 80
 1916 * 7	 02 04 00 00 01 00 00
 1917 * 7	 02 04 01 00 01 00 00
 1918 * 10	 03 04 01 25 01 FE 01 00 00 00
 1919 * 42	 04 48 FF 01 25 C5 "TEMPLATE PLATFORMS, OVERLAP TO SWSE" 00
 1920 * 37	 04 48 FF 01 25 C4 "AuzStations: Overlapping Tiles" 00



 1921 * 6	 01 04 01 FF 04 00
 1922 c:/grfcodec603/auzstations/gfx/template_platformoverlaptonwne_8bpp_EMPTY.png  8bpp   10  40   96  122  -63  -75 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_platformoverlaptonwne_32bpp.png  32bpp   10    40   96  122  -63  -75 normal chunked
 1923 c:/grfcodec603/auzstations/gfx/template_platformoverlaptonwne_8bpp_EMPTY.png  8bpp   122  40   96  122  -85  -86 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_platformoverlaptonwne_32bpp.png  32bpp   122    40   96  122  -85  -86 normal chunked
 1924 c:/grfcodec603/auzstations/gfx/template_platformoverlaptonwne_8bpp_EMPTY.png  8bpp  234  40   96  122  -31  -75 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_platformoverlaptonwne_32bpp.png  32bpp   234   40   96  122  -31  -75 normal chunked
 1925 c:/grfcodec603/auzstations/gfx/template_platformoverlaptonwne_8bpp_EMPTY.png  8bpp  346  40   96  122  -9  -86 normal chunked
    | c:/grfcodec603/auzstations/gfx/template_platformoverlaptonwne_32bpp.png  32bpp   346   40   96  122  -9  -86 normal chunked
 1926 * 66	 00 04 04 01 26 08 "AS07" 11 FF 14 00 09 02 
                 F4 03 00 00 F0 00 00 20 05 30 2D 84 00 00 F0 0B 00 20 05 30 2E 84 00 00 80
                 F3 03 00 00 00 F0 00 05 20 30 2F 84 00 00 0B F0 00 05 20 30 30 84 00 00 80
 1927 * 7	 02 04 00 00 01 00 00
 1928 * 7	 02 04 01 00 01 00 00
 1929 * 10	 03 04 01 26 01 FE 01 00 00 00
 1930 * 42	 04 48 FF 01 26 C5 "TEMPLATE PLATFORMS, OVERLAP TO NWNE" 00
 1931 * 37	 04 48 FF 01 26 C4 "AuzStations: Overlapping Tiles" 00
These should be ok for the graphicstemplates you made (except for their names ofcourse ;-) ).
My game files go in the My Documents/OpenTTD/content_download/newgrf even the ones I test.
So there you have the versions you download from Bananas (the .tar's) as well as the versions of the regular/test .grf's of the same GRF?
If so, then I think that OpenTTD will always prefer to choose the .tar first, when opening a save-game... It doesnt matter then if you split up to different locations.
Just doublecheck the GRF-list of that save-game when you open it (old versions show up with a yellow/orange square in front of the name, I believe) and manually replace GRFs (by removing the old one from the list and then insert the most current version) and then re-save, that works for me with my old games.
The long slope roof for 2 tracks look nice, but when trying to do multi tracks end roof was long and others short.
I actually liked the look of that ;-)
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Re: Australian Railway Stations

Post by kamnet »

Quast65 wrote:
GarryG wrote:My game files go in the My Documents/OpenTTD/content_download/newgrf even the ones I test.
So there you have the versions you download from Bananas (the .tar's) as well as the versions of the regular/test .grf's of the same GRF?
If so, then I think that OpenTTD will always prefer to choose the .tar first, when opening a save-game... It doesnt matter then if you split up to different locations.
Just doublecheck the GRF-list of that save-game when you open it (old versions show up in yellow/orange I believe) and manually replace GRFs (by removing the old one from the list and then insert the most current version) and then re-save, that works for me with my old games.
First, you should never mess with anything in content_download/, that should be exclusively for content downloaded from the in-game content download service. Instead you should put your own files in My Documents/OpenTTD/newgrf/

Still, the fact of the matter is that each NewGRF file, if changed in any way, has a unique MD5SUM value. When the game loads up a saved game, it doesn't know what the "newest" NewGRF is. It only looks for that unique hash, and if it finds a file with that hash then it loads. If it cannot find that file, then it will look for any file with the same GRFID, and return "compatible" if it can be ran. If it finds neither, then it reports the NewGRF as missing.

What may help GarryG in this case is enabling OpenTTD to show all versions of files. In the console, run the command
set newgrf_show_old_versions 1.

Although, again, one should never replace a NewGRF in a running or save game unless you accept the likely risk of corrupting your game. And if you're trying to develop a NewGRF this is the worst way to test that it's functioning as expected. It is best to do a thorough test using a new game.
Last edited by kamnet on 29 Apr 2018 04:02, edited 1 time in total.
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Re: Australian Railway Stations

Post by GarryG »

Quast65 wrote:You were indeed close with the code for the SWSE overlaps, the only thing you had to do was enlarging/extending the boundingboxes.
Good I learning something even if miss a few bits .. but it how I like to learn .. try to do it first and see what happens.

Thanks again for your help.

I'll change those codes before I make next issue.
I actually liked the look of that ;-)
Was that the long roof you liked?

Even when multi track wide at ends?

-------------------------------

Something I tried some time ago when making the Suburban Platforms. Wonder how a over lap platform would be?

It allows a set of points at the platforms. Didn't work with Normal platforms and Island ones real well, but seems ok for single sided platforms.
OverlapPlatform.png
OverlapPlatform.png (71 KiB) Viewed 2242 times
Some stations in my country do have points along the platform so wonder if I should make a few more of these.
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Re: Australian Railway Stations

Post by Quast65 »

kamnet wrote:Although, again, one should never replace a NewGRF in a running or save game unless you accept the likely risk of corrupting your game.
I totally agree with that.
kamnet wrote:And if you're trying to develop a NewGRF this is the worst way to test that it's functioning as expected. It is best to do a thorough test using a new game.
Well.... Yes and no... ;-) If I only change a simple value, for example the hight of a boundingbox, then I do that in a running game. Starting up a new game each time I change a little thing just takes too much time :mrgreen:
I must say though that I test out my GRFs in a new game with no other GRFs running, not in saved games.
Also, after I am done with changing/testing/tweaking a GRF in that game a couple of times, I do doublecheck it in a fresh new game, to check if everything is indeed working as it should, before I release it publically.
GarryG wrote:Was that the long roof you liked?
Even when multi track wide at ends?
Yes
GarryG wrote:It allows a set of points at the platforms. Didn't work with Normal platforms and Island ones real well, but seems ok for single sided platforms.
How does it look electrified? I am curious how the pylons then look...
And what happens with signals? Do those poke through? That would be nice ;-)
Would you mind checking that out? As well with NWNE and SWSE overlaps (as that may have a different effect on what pokes through or not).
EDIT: and probably you should keep the hight of the boundingbox low (3 pixels), that may also effect it differently.

Because if that doesnt look too bad, then you can split up a platform. So Platform-1 becomes Platform-1a and Platform-1b, but still looks like a single continuous platform.
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Re: Australian Railway Stations

Post by GarryG »

Quast65 wrote:I totally agree with that.
Shall change them back to that idea.
Quast65 wrote:How does it look electrified? I am curious how the pylons then look...And what happens with signals? Do those poke through? That would be nice Would you mind checking that out? As well with NWNE and SWSE overlaps (as that may have a different effect on what pokes through or not).EDIT: and probably you should keep the hight of the boundingbox low (3 pixels), that may also effect it differently.
Not real good unfortunately.

This results of some of those ideas.
OverlapPlatform2.png
OverlapPlatform2.png (30.36 KiB) Viewed 2226 times
Signals stick up in middle of platform and Catenary poles don't turn off with the overlap section.

The idea just seems to benefit switches.

This idea might not be worth the hassles.
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Re: Australian Railway Stations

Post by Quast65 »

Well, call me a stubborn s.o.b. but I had to see it with my own eyes :mrgreen:
Example413.png
Example413.png (105.71 KiB) Viewed 2219 times
And I am pleasantly surprised! :D
The SW and SE overlaps pretty much do the trick.
NW is pretty useless, NE also for signals, but is rather ok for pylons.

Note, that I did disable pylons for the actual stationtiles, that also helps, but I do think it might work! (does glitch, but hey, they are overlaps).

Here is code & graphics (you can make them singlesided ofcourse by deleting the graphics of one of the sides):
PlatformExtensions.rar
(16.7 KiB) Downloaded 55 times
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Re: Australian Railway Stations

Post by GarryG »

Quast65 wrote:Well, call me a stubborn s.o.b. but I had to see it with my own eyes
I think be worth continuing on with this idea as in some places these overlap platforms will work.

With single platforms and Island platforms signal can be placed on opposite side of platform.

If you lay the catenary line first and put platforms opposite side to the stanchions might look a bit better too.

Something like this:
OverlapPlatform3.png
OverlapPlatform3.png (17.79 KiB) Viewed 2199 times
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Re: Australian Railway Stations

Post by Quast65 »

I think be worth continuing on with this idea as in some places these overlap platforms will work.
Yep, I agree. And it is something I am going to impliment in my sets.
I have always wanted to get switches inside stations, as some of the reallife stations we made have those (for example Roosendaal).
I first thought about faking them, by making pieces that have fake switches drawn over them, but apart from that those wont line up with every railtype (for example with normal gauge and narrow gauge, you would need two versions already), you would even get bigger problems when they are electrified, so you would also have to make a version with and without wires.
Because of that I abandoned that idea, but using overlaps can work, not just by looking good, but actually working!
So, thnx for this idea!! :bow:
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Silverx50
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Re: Australian Railway Stations

Post by Silverx50 »

GarryG wrote:Yep, I agree. And it is something I am going to impliment in my sets.
I was out and about this afternoon but had a second and checked the forums on my phone and saw the post where Garry posted the idea, i turned to my girlfriend and set i hope Quast65 likes the idea and wants to implement it in the Dutch set as well...I reach home and read all the above and you guys have made me very happy. good work guys.
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KeldorKatarn
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Re: Australian Railway Stations

Post by KeldorKatarn »

Seeing how you put so much work into these you might want to see them in action. My coop stream partner re-did a lot of his stations using this stuff yesterday :)





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GarryG
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Re: Australian Railway Stations

Post by GarryG »

Quast65 wrote:So, thnx for this idea!!
Much welcome ..
Quast65 wrote:I have always wanted to get switches inside stations, as some of the reallife stations we made have those (for example Roosendaal).
There are a lot of stations in my country that has switchers inside the stations too. At the end of terminal stations had them to allow engines to run around the trains.

I'll get these Depot buildings finished and than I see if can make some overlaps for each of the platform designs I used.
Silverx50 wrote:I was out and about this afternoon but had a second and checked the forums on my phone and saw the post where Garry posted the idea, i turned to my girlfriend and set i hope Quast65 likes the idea and wants to implement it in the Dutch set as well...I reach home and read all the above and you guys have made me very happy. good work guys
Good to know others like what Quast65 and I are planning.
KeldorKatarn wrote:Seeing how you put so much work into these you might want to see them in action. My coop stream partner re-did a lot of his stations using this stuff yesterday
Had a quick look so far and looks good. Hope to to watch them through when get chance. Thanks you for those.

Thanks all.

Cheers
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Re: Australian Railway Stations

Post by GarryG »

Still fiddling around with the EMU and DMU Sheds.

To save having overlaps to the side or at a angle to hide the depots, I experimenting on Office Buildings and some with overlaps to do this job, but they don't hide some of the Depots successfully yet.

Either I make a depot to match or I make the office buildings taller. Maybe both.

Could be a few days before I get another chance to do to much work to coding and drawing due to other personal commitments next few days.

If you like to try what I done in the mean time and that might help you suggest some ideas for me here the file ..
Attachments
EMU and DMU Sheds3.png
EMU and DMU Sheds3.png (34.74 KiB) Viewed 2063 times
AuzWaypointsAndMoreFreightStationsV4.grf
(2.1 MiB) Downloaded 49 times
Soot Happens
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GarryG
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Re: Australian Railway Stations

Post by GarryG »

Hi all,

I didn't think I get time to do any more to the EMU and DMU sheds until Wednesday afternoon or Thursday, but plans changed. What I was suppose to do this evening didn't eventuate.

So I worked on the set again and come up with this idea.

I heightened the Office Buildings that have the overlap and I think results are good.
EMU and DMU Sheds4.png
EMU and DMU Sheds4.png (33.03 KiB) Viewed 2040 times
EMU and DMU Sheds5.png
EMU and DMU Sheds5.png (41.28 KiB) Viewed 2040 times
The depot is hiding.

See if I can do some paving and gardens to go with the office buildings.

See how you like this.
Attachments
AuzWaypointsAndMoreFreightStationsV4.grf
(2.1 MiB) Downloaded 34 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
Auz Eyecandy TramTracks: viewtopic.php?t=89908
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