Australian Railway Tracks

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Pyoro
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Re: Australian Railway Tracks

Post by Pyoro »

GarryG wrote:I tested it with some object fences .. but found a problem .. the grass some of the grass has grown so long that it hides the fences.

Maybe the grass along the track edges to hide the wide ballast not going to work.
There might be glitches, but in this case I gave it a try and there's two things:
a) you forgot to set a height (or really any sort of shape) for this type of fences (in the screenshot you also see another fence of yours which works fine)
b) the railway "fences" (aka the grass overlay) still has the height settings for the fences

At some point you should probably go through your GRFs and check for height and size settings. Most of the time they don't matter ... but occasionally they cause glitches like that one. It decides what's "behind" other when drawing stuff - so things can be "hidden" behind the flat grass, which of course makes no sense.

But basically in this case the fence is bugged, not the rails.

Well. At least that's my conclusion; I could be wrong ;)

(edit: incidentally some of my stuff has that issue too, so do as I say and not as I do :mrgreen: )
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GarryG
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Re: Australian Railway Tracks

Post by GarryG »

Pyoro wrote:There might be glitches, but in this case I gave it a try and there's two things:a) you forgot to set a height (or really any sort of shape) for this type of fences (in the screenshot you also see another fence of yours which works fine)b) the railway "fences" (aka the grass overlay) still has the height settings for the fences
Your right about this .. but problem is I went through the codes but can't find yet where to adjust the heights.

Same as level Crossings where vehicles stick their nose through the gates when the are closed and a train coming.

I have a feeling these are controlled in the main game coding.

But if any one can give me a clue where to look in the coding to adjust height it would be appreciated.

Cheers


EDIT: Just done some tests and the problem is the Slope Aware Fences .. these don't have height adjustments .. have to see if I can add them.
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Re: Australian Railway Tracks

Post by GarryG »

Here what level crossing I done so far.

These are early 1800s.

The Pioneer Siding starts with just the Cross Arms.
The Pioneer Main Line starts with the Cross Arms and Stop Signs
1 LevelCrossing early 1800s.png
1 LevelCrossing early 1800s.png (39.26 KiB) Viewed 3772 times
These later in 1900s.

Main and Branch Lines and the Sidings at the moment only have the Gates (which I haven't put the lights on top of the gates yet)
In 1930 the Main Lines become available and have boom gates with the extension underneath the boom.
And in 1970 the Main Line High Speed comes available with the double boom gates with out the extension hanging underneath.
2 LevelCrossing later.png
2 LevelCrossing later.png (44.36 KiB) Viewed 3772 times
All of them in late 1900s

The Pioneer Sidings changes to Cross Arms and Stop Signs after 1865.
The Pioneer Main Line changes to Gates after 1865.
3 LevelCrossing All late 1900s.png
3 LevelCrossing All late 1900s.png (64.16 KiB) Viewed 3772 times
The boom gates are double booms (half a boom on each side the road) .. these days in real many level crossings have just a single boom over all the roads .. but like to keep using the double so it suits all road types and no mater what side the vehicles drive on in the game.

As soon as I put the lights on the Gates I will make this set available here for those who like to test for me.

Cheers all
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Re: Australian Railway Tracks

Post by GarryG »

Here the game file and also the source if anyone like to give what I done so far a try.
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Re: Australian Railway Tracks

Post by GarryG »

Been talking with a friend and getting some ideas.

He suggest that all the tracks be available by 1950.

Each Track has 2 sets of Level Crossings .. one set being available when track comes available and I can arrange second set to be come available later .. maybe in 1970.

I looking at also changing some speeds as most train sets the trains are already set to travel at a certain speed.

For instance my AuzTrains and AuzTraihnsNSW maximum speed is 160 and that is the XPT and the Tilt Trains .. the rest are 120 and less.

So it been suggested that the slower tracks, less than 100 keep them as they are but the other makes them all 200 km/h.

If you use these for a different train set that have the higher speeds they be suitable for your use, and also be suitable for players who play more realistic.

At least that the idea I been asked to try.

Speeds can also be adjusted in the "Set Parameters" if want higher speeds.
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Re: Australian Railway Tracks

Post by GarryG »

Here's to images of the Level Crossings

This one before 1965
Pre 1950s.png
Pre 1950s.png (76.98 KiB) Viewed 3710 times
After 1965
After 1975.png
After 1975.png (84.96 KiB) Viewed 3710 times
Some railway systems kept and might still have the gates on lines that are not so busy. When I work for the railways in 1970, 80s and early 90s there was still some of the gates in use.

Some level crossings later just had the flashing lights, but some motorists didn't like stopping when the flashed red and tried to race the train, but often the train run, so the put booms back in use on the busier lines and roads.

Just a little work still to be done and hope it ready for releasing.


The fences in the Object sets .. they work ok along the railway line except the Slope Aware ones. So I intend to make some normal fences as well same as the slope aware types.

Cheers
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Re: Australian Railway Tracks

Post by Pyoro »

GarryG wrote:The fences in the Object sets .. they work ok along the railway line except the Slope Aware ones. So I intend to make some normal fences as well same as the slope aware types.
Much as I'm a "whatever works is fine" person - I really think you should look into fixing this properly instead of just doing this work around. Inevitably it'll cause issues with other objects that have bounding boxes right up to the tile border as well. And it can't be that just because they are tile sensitive they can't have proper boxes.

Even if I personally don't know how to code this I'm sure others do. ^^
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Re: Australian Railway Tracks

Post by GarryG »

Pyoro wrote:Much as I'm a "whatever works is fine" person - I really think you should look into fixing this properly instead of just doing this work around. Inevitably it'll cause issues with other objects that have bounding boxes right up to the tile border as well. And it can't be that just because they are tile sensitive they can't have proper boxes. Even if I personally don't know how to code this I'm sure others do. ^^
Coding is my biggest problem as I don't understand a lot of it.

Much thanks goes to those who made similar things to what I want to do as I use their codes and just change the graphics and a few minor details.

Biggest problem I think I trying to do things the coding not originally intended for.

For instance ..

slope aware was for flat tiles not for fences and power poles.

And the fence part in the railway tracks wasn't intended for what I trying to do.

I got a few other ideas up my sleeve .. so will see what I can do.

In mean time if any one want to try what I did today .. here the file
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Re: Australian Railway Tracks

Post by Pyoro »

GarryG wrote:Coding is my biggest problem as I don't understand a lot of it.

Much thanks goes to those who made similar things to what I want to do as I use their codes and just change the graphics and a few minor details.
Meh, I'm doing the same - personally I'm rather disappointed not more people are doing it. What's then point of having all that open source stuff floating around if nobody dares touching it? ;)

That being said, going by the farm source I found it'd be easy to try two things:
a) "height: 0;" change that to 1 and see what happens. It's set to 0 for your fences, which might already be the problem (clearly they aren't flat).
b) in the spritelayouts, add the x-y-zextend values. For testing purposes maybe just set everything to 16 and see if that helps. Just copy it from your shearingsheds or whatever to your fences childsprites.

Code: Select all

spritelayout spritelayout_palingfences_004_a {
	ground {
		// normal ground sprite - always draw
		sprite: LOAD_TEMP(0) + LOAD_TEMP(1) + slope_to_sprite_offset(nearby_tile_slope(0, 0));
	}
	childsprite {
		sprite: spriteset_palingfences_004_a(slope_to_sprite_offset(nearby_tile_slope(0, 0)));
		xextent: 16;
		yextent: 16;
		zextent: 16;
	}
        childsprite {
                sprite: spriteset_palingfences_004_a_SNOW(slope_to_sprite_offset(nearby_tile_slope(0, 0)));
                hide_sprite: nearby_tile_height(0, 0) < snowline_height;
    }
}
(that basically put the bounding box around the entire tile which presumably isn't ideal either, but whatever ^^)
Something like that, I think.

€: played around a bit with those tracks; I think it's great (in temperate climate). Yeah, so maybe it has some issues, but if you ask me this way to do the ballast is the best I've seen in any trackset. All the others should do it, too *cough* :mrgreen:
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Re: Australian Railway Tracks

Post by Quast65 »

a) "height: 0;" change that to 1 and see what happens. It's set to 0 for your fences, which might already be the problem (clearly they aren't flat).
I dont think that will make a difference regarding the graphics issue, see this taken from NFO-specs:

Code: Select all

Building height (16)

Set the height of the building in heightlevels (8 pixels). For example if the structure is 16 pixels high you set this property to 2. 

Supported by OpenTTD 1.1 (r21455)1.1 Not supported by TTDPatch In OpenTTD this property is used to determine the height of the build object window; the height for the object preview is set to 32 + "value of property 16" * 8. 
The property is also uses to determine how high a bridge must be if it is allowed by the bit in property 10. 
So, that will only affect the size of the purchase-menu window and the minimal allowed hight of a bridge over it.

Your second suggestion will probably do the trick (however, it should be possible to give each sprite its own custom boundingbox, but its been a long time since I worked with NML ;-) ), should be good enough for now...
Worth the try!
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Re: Australian Railway Tracks

Post by Pyoro »

Ah, right, I always forget what that height thing is actually about ...
Quast65 wrote:Your second suggestion will probably do the trick (however, it should be possible to give each sprite its own custom boundingbox, but its been a long time since I worked with NML ;-) ), should be good enough for now...
Worth the try!
Yes, of course, I just posted one spritelayout. There's four; one for each "side". So depending on what kind of fence it is you could set either x-extend or y-extend to 16, z-extend to "number of pixels the fence is high" and then move the box using xoffset, yoffset and zoffset over the actual, visual fence.

But I'm not sure how that works on uneven terrain, to be honest. I *think* you'd have to set the z-extend to basically pixels-the-fence-is-high PLUS pixels-terrain-is-high (as the box won't "tilt" with the terrain"). If you don't want that for your "flat" fences though, you'd have to add some switch or something that changes bounding box height for terrain and that's honestly simply beyond me on how to do (I guess you could adapt the switch that determines which ground-sprite to draw, maybe? I guess? I'm sure somebody knows how to do it ;) ).

So I felt it'd be easiest to just do the crude (...and lazy) version first and see what happens ^^;
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Re: Australian Railway Tracks

Post by GarryG »

Thanks for that information .. shall fiddle around some more with it as soon as get a chance.

Have to go to medical appointment and to physio today.
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Re: Australian Railway Tracks

Post by GarryG »

Thanks guys .. the code worked with just a minor change.

Code: Select all

spritelayout spritelayout_palingfences_004_a {
   ground {
      // normal ground sprite - always draw
      sprite: LOAD_TEMP(0) + LOAD_TEMP(1) + slope_to_sprite_offset(nearby_tile_slope(0, 0));
   }
   building {
      sprite: spriteset_palingfences_004_a(slope_to_sprite_offset(nearby_tile_slope(0, 0)));
      xextent: 16;
      yextent: 16;
      zextent: 6;
   }
        childsprite {
                sprite: spriteset_palingfences_004_a_SNOW(slope_to_sprite_offset(nearby_tile_slope(0, 0)));
                hide_sprite: nearby_tile_height(0, 0) < snowline_height;
    }
}
1st childsprite had to change to building. Gave all the fences a height of 6 as that will cover all of them ..

Slope aware fences work good along side the railway tracks and other objects.
Fences.png
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Re: Australian Railway Tracks

Post by GarryG »

The Depot I built to go with the Modular Locomotive Sheds set .. I made some path aware doors for it.
Depot1.png
Depot1.png (42.84 KiB) Viewed 3510 times
Depot2.png
Depot2.png (38.69 KiB) Viewed 3510 times
Unfortunately they are not designed for company colours like the Modular Locomotive Sheds are.

The Doors with the section of track belong to Auz Waypoint and More Freight Stations which is coded in NFO and is 32 bpp.

The Depot belongs to AuzTracks with coded in NML and is 8bpp.

The Modular Locomotive Sheds provided by D. Erikson.

(Supermop .. see viewtopic.php?f=67&t=48681&hilit=Modula ... tive+Sheds)
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Re: Australian Railway Tracks

Post by GarryG »

I think the AuzTracks are ready for release on Bananas .. but I will check them a again for another day.

These are the non-electrified tracks.
AuzTracksNormal.png
AuzTracksNormal.png (39.14 KiB) Viewed 3456 times
and These the Electrified.
AuzTracksCatenary.png
AuzTracksCatenary.png (47.44 KiB) Viewed 3456 times
Speeds range from 40 km/h to 160 km/h.

If your a speed hog you can adjust the speeds in the parameters before starting your game.

There are 4 types of Train Depots (3 for Steam and Diesel and 1 for electric trains) depending on what track you select. You can select a old depot and join it to modern tracks and Vice versa if want.

The graphics been improved with the grass edging.

If you have double tracks the ballast will fill the centre between the tracks.

Like to try before I release it?
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Re: Australian Railway Tracks

Post by GarryG »

I think I can safely put this on Bananas today.
Track Types.png
Track Types.png (18.49 KiB) Viewed 3403 times
I think those 10 tracks will cover all Australian standards.

CHANGELOG:

This set has wide ballast between parallel tracks.

It also has no fences .. fences been replaced by grass or snow that covers the wide ballast on outer edges replacing the fences.

Much Credit goes to the makers of the following:

Graphics and Ideas are from:
======================
- NuTracks.
- Locomotive Depot from Modular Locomotive Sheds.
- Catenary Poles and Wires from the Dutch Tracks.

Coding from:
======================
- NuTracks.
- Wired
- Dutch Tracks

=================================================
All tracks that was in NuTracks been removed and replaced by the following:

Pioneer Line (Later used for Sidings): Introduce in 1800 speed of 40 km/h. .. these are laid on dirt.
Pioneer Lines Low Speed: Introduce in 1840 speed of 60 km/h .. these are laid on dirt.
Branch Lines, Crossing Loops and Refuges: Introduce in 1870 speed of 40 km/h. .. these are laid on dirt.
Branch Lines, Crossing Loops and Refuges (Catenary): Introduce in 1910 speed of 40 km/h. .. these are laid on dirt.
Main Lines Medium Speed: Intoduced in 1870 with a speed of 60 km. (Catenary Introduced in 1910).
Main Lines Medium Speed (Catenary): Intoduced in 1910 with a speed of 60 km.
Main Line High Speed: Introduced 1920 .. used on all Main Lines. Speed 120 km/h.
Main Line High Speed (Catenary): Introduced 1920 .. used on all Main Lines. Speed 120 km/h.
Main Line Very High Speed: Introduced 1950 .. used on all Main Lines. Speed 160 km/h.
Main Line Very High Speed (Catenary): Introduced 1950 .. used on all Main Lines. Speed 160 km/h.

If you don't like these speeds they can be changed before starting a game.

Go to "NewGRF Settings" and select "Set Parameters" and here you can alter all speeds up to 611 km/h.

Level Crossings are designed what I have seen here in Australia.

I Used double gates so suitable for all road types.

Here the game and source files for those who would like to play and maybe like to try build there own sets.
Attachments
AuzTracks.rar
(80.95 KiB) Downloaded 92 times
AuzTracksSource.rar
(1.99 MiB) Downloaded 80 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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GarryG
Tycoon
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Posts: 5850
Joined: 14 Feb 2015 00:44
Location: Newcastle, Australia

Re: Australian Railway Tracks

Post by GarryG »

Been brought to my attention that some of the GRF files I released on Bananas is confusing to know which one are the newest.

I never looked before as I always copied my files to my game direct. But I did look and yes they are right .. it is confusing.

So what I in process doing is all the ones that are older I putting the words *** THIS GRF IS OBSOLETE *** in the contents.

So when you Check Online Contents and click on a file

.. to the right in "CONTENT INFO" in "Description" if the file is old it will have the words "*** THIS GRF IS OBSOLETE *** "

Hope this helps you find the newest sets.

Cheers
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
KeldorKatarn
Transport Coordinator
Transport Coordinator
Posts: 274
Joined: 13 Apr 2010 21:31

Re: Australian Railway Tracks

Post by KeldorKatarn »

That might help yes :)
Thanks to the higher track set limit in my version I'll just add your trackset to what we already have in our map to get those neat depots. DailyAKI will freak out over that neat roundhouse depot. Thanks for all this stuff :)
KeldorKatarn
Transport Coordinator
Transport Coordinator
Posts: 274
Joined: 13 Apr 2010 21:31

Re: Australian Railway Tracks

Post by KeldorKatarn »

Btw, I noticed some of the maximum speed parameters are not applied correctly. Most of the lower speed tracks use only one of the parameters and one of them doesn't affect any of the tracks. I think one of those uses a wrong parameter.
Also.. is it wanted that one of the lower speed pioneer or siding tracks, I don't remember which one, support electrical trains despite not having catenary?
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GarryG
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Posts: 5850
Joined: 14 Feb 2015 00:44
Location: Newcastle, Australia

Re: Australian Railway Tracks

Post by GarryG »

KeldorKatarn wrote:Btw, I noticed some of the maximum speed parameters are not applied correctly. Most of the lower speed tracks use only one of the parameters and one of them doesn't affect any of the tracks. I think one of those uses a wrong parameter.Also.. is it wanted that one of the lower speed pioneer or siding tracks, I don't remember which one, support electrical trains despite not having catenary?
Thanks you KeldorKatarn much appreciate players having a say in what I do. Helps me improve on things if possible.

The parameters are same used in NuTracks .. so I never changed those as thought they would work with mine without changing anything.

Main reason I left the Parameters in as some players might not like my slow speeds. Shall experiment with them and see what I can do.

The Pioneer line that allows electric trains with out catenary .. will fix that.
Neat, since my version supports 32 track types I'll just add Auz Tracks to our play. I don't like the track ballast that much but I really like the depots :)
(This quote from Australian Railway Stations)

The wide track ballast not sure how I can improve that .. as hard to get a good colour that looks nicer. I tried several and not easy finding a colour so still can see the rails and catenary poles. Maybe the wide ballast bad idea, but will leave it for now and see if I can come up with something better.

Making a different depot for each track type only way I found we can have several choices of depots.

Cheers
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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