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 »

Hi all,

I been working on some new Car Parks .. a project that Pyoro started other on this forum "Parking ... Things" back in April 2017.
viewtopic.php?f=26&t=76172

He already has a Car parking set he done back then.

See if we can improve on the graphics.

If interested go to his forum and have a look.
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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
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Re: AuzObjects

Post by GarryG »

Still working on the Animated car parks over on Pyoro's forum.

Learning a lot using his Source files that he used for his sets.

What I learn from doing the car Parks, hope to use these ideas for other objects I did in the past.

Some I think I could animate:

AuzFarm: Animals
AuzFarm: Crops
AuzFarm: Livestock Pens

AuzTowns: Parks and Playgrounds
AuzTowns: Overhead car Parks (Intend to redesign these to match what I making over on Pyoro's Forum)
AuzTowns: Recreation and Leisure

If you think of any others let me know and see what can be done.

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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STD
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Re: AuzObjects

Post by STD »

Hmm. I'd be interested to see what you're up to. Good luck and success :wink: .
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Re: AuzObjects

Post by GarryG »

STD wrote:Hmm. I'd be interested to see what you're up to. Good luck and success
Me two :D .. experimenting with the animation with the trucks giving me lots ideas.
Animated Trucks-2.png
Animated Trucks-2.png (5 KiB) Viewed 5784 times
In that image. Truck arrives, driver goes to back of truck, opens doors, unloads packages, closes doors, truck leaves.

Much thanks to those who made the CHIPS set, there are some nice Fork Lifts in that set, so hope can animate a truck unloading using those too.

So I think I could make a Industry Object set with these animated Trucks with Loading Bays to go with Industries.

Love to start on some object ideas with these now, but I'll keep working with the Car Parks for now and hope after finish the object set of those, get back to finishing my Track and Bridge sets.
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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STD
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Re: AuzObjects

Post by STD »

Looks pretty good. I like it. Very interesting idea :)) .
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My Youtube channel - OpenTTD | Wiki xUSSR set (RU) | Wiki xUSSR set (EN) | Download the latest version of the xUSSR set
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Re: AuzObjects

Post by GarryG »

I see this months Screenshot Of The Month Competition is for a White Christmas.

We don't get snow in Australia. But thought what objects could I add for a White Christmas.

What about Lake that has frozen over.
It down below the snow line, but still cold enough to freeze the balls of a brass monkey as they say.
Icedlakes.png
Icedlakes.png (38.79 KiB) Viewed 5692 times
This one can add your own snow line if the lakes are down to far. Even Santa paid it a visit :D
Icedlakes2.png
Icedlakes2.png (14.94 KiB) Viewed 5692 times
If like to try .. it is a new addition I added to AuzWaterAndLandscapeObjects.

You will find the Ice in AuzLandscapes: Landscaping with the Slope Aware .. you will see a snow tile .. the 4th selection of these is Ice with snow embankments.

The next one below this the 2nd one is the Ice with the Sub-artic Grass embankment.

You will find the people skating in the selection "AuzLandscapes: Lakes"

(Santa not included .. he is in the AuzTownObject set where he been since last Christmas).
Attachments
AuzWaterAndLandscapeObjects.grf
(4.54 MiB) Downloaded 109 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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STD
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Re: AuzObjects

Post by STD »

Thank you for adding all this in the set. Looks very cool :bow: . You can also add other different decorations related to Christmas - ice rink, snow castles, wooden houses covered with snow, snowmen (one or more on the same tile), plywood poles with garlands, small Christmas trees decorated with balls and more :D . This is how to allow the scale of the game and your desire, mood and time :wink: .

And it should also be provided that on the coast there were trees when using ice objects. It will look much more beautiful.

On the topic of ice for rivers and lakes, I had a few ideas - winter fishing with different attributes (tents, people with fishing rods, cars, snowmobiles), ice-holes for swimming, different animals (bears, seals, walruses and others), piers with water vessels (already Marico, only to make a winter version). These are so different thoughts :roll: . Anyway, thanks for reading the message. I would be interested to know your answer to my crazy ideas :mrgreen: .

Regards, STD (Aleksey).
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[OpenTTD] STD saved games - My finished scenarios and saves from the game
My Youtube channel - OpenTTD | Wiki xUSSR set (RU) | Wiki xUSSR set (EN) | Download the latest version of the xUSSR set
TT Screenshot of the Month - the page editor | Screenshot Of The Month Contest Winner: August 2017
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GarryG
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Re: AuzObjects

Post by GarryG »

You do have some crazy ideas :D But don't we all.

I not sure how I'd go making many snow objects as snow isn't my specialty .. but landscaping should be ok .. see if can make frozen rivers and streams.

Funny on TV here now is a show called Ice Road Truckers .. wonder if I make the frozen rivers if could also make frozen roads to cross the frozen lakes.

Not be doing much coding for a few days due to other commitments .. tomorrow medical appointments and some shopping and if weather is ok on Thursday going train riding.

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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STD
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Re: AuzObjects

Post by STD »

All this can be done gradually. I just listed what you can try to implement if you want :roll: .
And home affairs - they will be more important than coding and drawing graphics. Let's not get sick in there. Better strengthen your health :wink: .

Especially now there is a preparation for the coming Christmas. And still have time at home to prepare for a future holiday, have time to congratulate all the relatives, friends and acquaintances on the holiday.

So do everything on the availability of their time :D .

Cheers :D .
[OpenTTD] STD screenshots
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[OpenTTD] STD saved games - My finished scenarios and saves from the game
My Youtube channel - OpenTTD | Wiki xUSSR set (RU) | Wiki xUSSR set (EN) | Download the latest version of the xUSSR set
TT Screenshot of the Month - the page editor | Screenshot Of The Month Contest Winner: August 2017
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GarryG
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Re: AuzObjects

Post by GarryG »

STD wrote:All this can be done gradually. I just listed what you can try to implement if you want
Like what you listed .. hope in time can do something with those ideas :D

Catch up on some other projects first.

Been experimenting with the animation codes and getting some more ideas :roll:

Christmas Cheers to all
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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STD
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Re: AuzObjects

Post by STD »

We will be waiting for your new ideas in the current projects. Good luck :D .

Merry Christmas to all
[OpenTTD] STD screenshots
----------------------------------------------------------------------------------------------------------------------------------
[OpenTTD] STD saved games - My finished scenarios and saves from the game
My Youtube channel - OpenTTD | Wiki xUSSR set (RU) | Wiki xUSSR set (EN) | Download the latest version of the xUSSR set
TT Screenshot of the Month - the page editor | Screenshot Of The Month Contest Winner: August 2017
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GarryG
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Re: AuzObjects

Post by GarryG »

I don't see snow where I live, so never tested my object sets in snow.

But I was going to make the White Christmas screenshot and found that many of my slope Aware Objects don't build properly on the snow.
Alignment Problem with Slope Awares-1.png
Alignment Problem with Slope Awares-1.png (139.31 KiB) Viewed 5212 times
When build these Temperate level ground and hills have no problems, but when build in the snow have the alignment issue as shown in pic above.

Normal fences and objects that are not slope aware .. have no problem.

any suggestions where I gone wrong?

Copy of code for one of the fences .. I've used this for all the objects that are not aligning in the snow.

Code: Select all

/* oldfarmfences slope aware */


//spritesets with 4 views, SNOW-version and the PURCHASE-menu
spriteset (spriteset_oldfarmfences_001_a) {
    template_slopecrops(0,0,"gfx/oldfarmfences_001_a.png")
}

spriteset (spriteset_oldfarmfences_001_a_SNOW) {
    template_slopecrops(0,0,"gfx/oldfarmfences_001_a_SNOW.png")
}

spriteset (spriteset_oldfarmfences_001_b) {
    template_slopecrops(0,0,"gfx/oldfarmfences_001_b.png")
}

spriteset (spriteset_oldfarmfences_001_b_SNOW) {
    template_slopecrops(0,0,"gfx/oldfarmfences_001_b_SNOW.png")
}

spriteset (spriteset_oldfarmfences_001_c) {
    template_slopecrops(0,0,"gfx/oldfarmfences_001_c.png")
}

spriteset (spriteset_oldfarmfences_001_c_SNOW) {
    template_slopecrops(0,0,"gfx/oldfarmfences_001_c_SNOW.png")
}


spriteset (spriteset_oldfarmfences_001_d) {
    template_slopecrops(0,0,"gfx/oldfarmfences_001_d.png")
}

spriteset (spriteset_oldfarmfences_001_d_SNOW) {
    template_slopecrops(0,0,"gfx/oldfarmfences_001_d_SNOW.png")
}

spriteset (spriteset_oldfarmfences_001_PURCHASE) {
    template_slopeaware_purchase(0,0,"gfx/oldfarmfences_001_PURCHASE.png")
}

/* spritelayouts */

//View_a


spritelayout spritelayout_oldfarmfences_001_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_oldfarmfences_001_a(slope_to_sprite_offset(nearby_tile_slope(0, 0)));
      xextent: 16;
      yextent: 16;
      zextent: 6;
   }
        childsprite {
                sprite: spriteset_oldfarmfences_001_a_SNOW(slope_to_sprite_offset(nearby_tile_slope(0, 0)));
                hide_sprite: nearby_tile_height(1, 0) < snowline_height;
    }
}


//View_b


spritelayout spritelayout_oldfarmfences_001_b {
	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_oldfarmfences_001_b(slope_to_sprite_offset(nearby_tile_slope(0, 0)));
      xextent: 16;
      yextent: 16;
      zextent: 6;
   }
        childsprite {
                sprite: spriteset_oldfarmfences_001_b_SNOW(slope_to_sprite_offset(nearby_tile_slope(0, 0)));
                hide_sprite: nearby_tile_height(1, 0) < snowline_height;
    }
}

//View_c


spritelayout spritelayout_oldfarmfences_001_c {
	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_oldfarmfences_001_c(slope_to_sprite_offset(nearby_tile_slope(0, 0)));
      xextent: 16;
      yextent: 16;
      zextent: 6;
   }
        childsprite {
                sprite: spriteset_oldfarmfences_001_c_SNOW(slope_to_sprite_offset(nearby_tile_slope(0, 0)));
                hide_sprite: nearby_tile_height(1, 0) < snowline_height;
    }
}

//View_d


spritelayout spritelayout_oldfarmfences_001_d {
	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_oldfarmfences_001_d(slope_to_sprite_offset(nearby_tile_slope(0, 0)));
      xextent: 16;
      yextent: 16;
      zextent: 6;
   }
        childsprite {
                sprite: spriteset_oldfarmfences_001_d_SNOW(slope_to_sprite_offset(nearby_tile_slope(0, 0)));
                hide_sprite: nearby_tile_height(1, 0) < snowline_height;
    }
}

//decide spritelayout for each of the view
switch (FEAT_OBJECTS, SELF, switch_oldfarmfences_001_view, view) {
    1:  spritelayout_oldfarmfences_001_b;
    2:  spritelayout_oldfarmfences_001_c;
    3:  spritelayout_oldfarmfences_001_d;
    spritelayout_oldfarmfences_001_a;
}

//calculate ground sprite for object
switch (FEAT_OBJECTS, SELF, switch_oldfarmfences_001_object, [
    STORE_TEMP(GROUNDSPRITE_NORMAL, 1),
    STORE_TEMP( (nearby_tile_terrain_type(0,0) == TILETYPE_DESERT) * GROUNDSPRITE_DESERT, 1),
    STORE_TEMP( LOAD_TEMP(1) + (LOAD_TEMP(1) == 0) * 4512 * (nearby_tile_terrain_type( 1, 0) == TILETYPE_DESERT), 1),
    STORE_TEMP( LOAD_TEMP(1) + (LOAD_TEMP(1) == 0) * 4512 * (nearby_tile_terrain_type(-1, 0) == TILETYPE_DESERT), 1),
    STORE_TEMP( LOAD_TEMP(1) + (LOAD_TEMP(1) == 0) * 4512 * (nearby_tile_terrain_type( 0, 1) == TILETYPE_DESERT), 1),
    STORE_TEMP( LOAD_TEMP(1) + (LOAD_TEMP(1) == 0) * 4512 * (nearby_tile_terrain_type( 0,-1) == TILETYPE_DESERT), 1),
    STORE_TEMP( LOAD_TEMP(1) + (LOAD_TEMP(1) == 0) * GROUNDSPRITE_NORMAL, 1),
    STORE_TEMP(terrain_type == TILETYPE_SNOW   ? GROUNDSPRITE_SNOW : LOAD_TEMP(1), 1),
    STORE_TEMP(snowline_height == 0xFF ? 0xFF : nearby_tile_height(0,0) - snowline_height, 255),
    STORE_TEMP((LOAD_TEMP(255) == -1) ? GROUNDSPRITE_SNOW_1_4 : LOAD_TEMP(1), 1),
    STORE_TEMP((LOAD_TEMP(255) ==  0) ? GROUNDSPRITE_SNOW_2_4 : LOAD_TEMP(1), 1),
    STORE_TEMP((LOAD_TEMP(255) ==  1) ? GROUNDSPRITE_SNOW_3_4 : LOAD_TEMP(1), 1)
        ]) {
    switch_oldfarmfences_001_view;
}


spritelayout spritelayout_oldfarmfences_001_1_purchase {
	ground {
        sprite: GROUNDSPRITE_NORMAL;
	}
	building {
		sprite: spriteset_oldfarmfences_001_PURCHASE(0);
	}
}

spritelayout spritelayout_oldfarmfences_001_2_purchase {
	ground {
        sprite: GROUNDSPRITE_NORMAL;
	}
	building {
		sprite: spriteset_oldfarmfences_001_PURCHASE(1);
	}
}

spritelayout spritelayout_oldfarmfences_001_3_purchase {
	ground {
        sprite: GROUNDSPRITE_NORMAL;
	}
	building {
		sprite: spriteset_oldfarmfences_001_PURCHASE(2);
	}
}

spritelayout spritelayout_oldfarmfences_001_4_purchase {
	ground {
        sprite: GROUNDSPRITE_NORMAL;
	}
	building {
		sprite: spriteset_oldfarmfences_001_PURCHASE(3);
	}
}

//calculate ground sprite for purchase menu
switch (FEAT_OBJECTS, SELF, switch_oldfarmfences_001_purchase, view) {
    1:  spritelayout_oldfarmfences_001_2_purchase;
    2:  spritelayout_oldfarmfences_001_3_purchase;
    3:  spritelayout_oldfarmfences_001_4_purchase;
    spritelayout_oldfarmfences_001_1_purchase;
}

item (FEAT_OBJECTS, oldfarmfences_001, 124) {
    property {
        class: "FENC";
        classname: string(STR_FENC);
        name: string(STR_oldfarmfences_001);
        climates_available: ALL_CLIMATES;
        size: [1,1];
        build_cost_multiplier: 0;
        remove_cost_multiplier: 0;
        introduction_date:      date(1111,1,1);
        end_of_life_date: 0xFFFFFFFF;
        object_flags: bitmask(OBJ_FLAG_NO_FOUNDATIONS, OBJ_FLAG_ANYTHING_REMOVE, OBJ_FLAG_ALLOW_BRIDGE, OBJ_FLAG_REMOVE_IS_INCOME);
        height: 0;
        num_views: 4;
     }
    graphics {
        default: switch_oldfarmfences_001_object;
        purchase: switch_oldfarmfences_001_purchase;
        tile_check: return(CB_RESULT_LOCATION_ALLOW);

     }
}
Slope aware ground tiles such as rock do not have this problem.

any suggestions appreciated.

Christmas Cheers to you all.
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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Quast65
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Re: AuzObjects

Post by Quast65 »

I may be wrong here, so if anyone has the right solution please correct me.


- I assume that there is no difference in graphics (except for added snow), so they are all in the same place in both graphic-files

- The issue may be with missing offset information:

Code: Select all

      xextent: 16;
      yextent: 16;
      zextent: 6;
is given for the non-snow versions, but there is no offset info for the snow-versions.

So for example //View-a should be:

Code: Select all

//View_a


spritelayout spritelayout_oldfarmfences_001_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_oldfarmfences_001_a(slope_to_sprite_offset(nearby_tile_slope(0, 0)));
      xextent: 16;
      yextent: 16;
      zextent: 6;
   }
        childsprite {
                sprite: spriteset_oldfarmfences_001_a_SNOW(slope_to_sprite_offset(nearby_tile_slope(0, 0)));
                xextent: 16;
                yextent: 16;
                zextent: 6;
                hide_sprite: nearby_tile_height(1, 0) < snowline_height;
    }
}
Again, I may be totally wrong... ;-)
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GarryG
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Re: AuzObjects

Post by GarryG »

Quast65 wrote:- I assume that there is no difference in graphics (except for added snow), so they are all in the same place in both graphic-files- The issue may be with missing offset information:
I just tried what you suggested about missing offset.

But got this result.
←[Knmlc ERROR: "AuzFarmAndFencesObjects.nml", line 24787: xextent can not be set
for child sprites
So curiosity .. I checked the slope aware coding for the slope aware tiles for the rocks as they not have this problem.

It referenced to 2 childsprites and it did not have any offsets

So I changed the coding:

New code is:

Code: Select all

//View_a


spritelayout spritelayout_oldfarmfences_001_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_oldfarmfences_001_a(slope_to_sprite_offset(nearby_tile_slope(0, 0)));
	}
        childsprite {
                sprite: spriteset_oldfarmfences_001_a_SNOW(slope_to_sprite_offset(nearby_tile_slope(0, 0)));
                hide_sprite: nearby_tile_height(0, 0) < snowline_height;
    }
}


All works perfect now.

I don't write my own codes as don't understand a lot of it .. I find some one who has done something similar to what I want to do and copy their code.

So who ever work I got that first code from they maybe suffering the same problem.

see if I can go back through all the sources different ones have allowed me to use and see where I got it from.

Thanks kindly Quast65 .. you saved my day again :bow:
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Re: AuzObjects

Post by GarryG »

Found errors with slope aware tiles on snow in 3 of my object sets.

Fences, crops, and power poles all had glitches when built on snow.

I hope I fixed them all.

Here's an update to those sets:
Attachments
AuzFarmAndFencesObjects.grf
(3.06 MiB) Downloaded 90 times
AuzRailObjects.grf
(1.89 MiB) Downloaded 91 times
AuzTownObjects.grf
(3.99 MiB) Downloaded 95 times
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Re: AuzObjects

Post by Pyoro »

Well, my unqualified take on this: childsprites take the x, y, z extent etc from their "parent" sprite; so from building or ground. This is basically all about good old, dreaded bounding boxes.

Ground doesn't have any, after all that's supposed to just be the ground tile. If you put your objects as a childsprite of ground, your object won't have a bounding box and might glitch in some situations (probably when you build it in front of something else? I'm never quite sure with this).

So the object should be a building sprite. Now the problem seems to be that the snow sprite here is a childsprite of the non-snow object. You can't hide the non-snow sprite, since if you did hide it, all its childsprites would also be hidden - meaning it'd show nothing. Thus in case of snow it draws both.

Now I don't really see from the code why it draws it in weird positions; but in any case you don't want to draw both sprites at the same time anyway (presumably).

So the objects should be separate building sprites. Then they can both have bounding boxes (which is what xextent etc defines) and you can hide and show them separately. Incidentally, the default values for x-y-z-extent is 16 anyway; so in this case not defining them you really only change the height of the bounding box (which is tricky on sloped tiles anyway as I understand it).

To summarize for objects: ground is the self-explanatory ground tile for each object. childsprites directly after ground are basically also supposed to be parts of the ground, not "sticking up". building is everything that's on top of the ground. childsprite is mostly there I'd say to, um, "compose" a sprite of multiple sprite parts*. If you want to instead have different sprites in different situations, then you should define different buildings.

*so for example think of parking lot and you have sprite car_a, car_b, car_c, then maybe building is the parking lot stuff and then you add each car as a childsprite.
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Re: AuzObjects

Post by GarryG »

Thanks Pyoro ..

Still be interesting for me to find where I got the codes in the first place .. as all I did was copy them over from someone else's source and change the references
to the template, the name and location of the .png file and the name of the object. And a few alterations in the Property and graphics section.

Every thing appeared to be working properly, so I never change anything in the spriteset and spritelayout ..

Just today first time I tried soe of my objects on snow and when I tried to put some fences on the snow I found this problem.

Hope after Christmas I can search through object sets that I have downloaded from other coders and see if I can find where I got mine from.

Thanks for helping.
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Re: AuzObjects

Post by GarryG »

Hope you all had a lovely Christmas.

I been updating the AuzTownObjects putting snow on the roof of many of the buildings. Something I been meaning to do for a long time.

Here's the updated newgrf.
AuzTownObjects.grf
(4.13 MiB) Downloaded 101 times
Back on page 11, Jimbob ask if it could be made into a town set, and he successfully converted some of the houses so they will build in towns.

But they wasn't snow aware so couldn't complete them all.

After snowing the roofs in the AuzTownObject set, I copied those buildings over into a new set which I called AuzTownSet.

The buildings in this set will build in towns when completed.

Jimbob, this a project you started for me and like to know if you would like to continue with it or would you like that I continue your hard work?

I removed all the sprites and references to those that are not buildings such as the Parks, Golf Courses, Power Lines, and some others. Should just be buildings left suitable for in towns.
AuzTownSetSourceDec26.rar
(1.47 MiB) Downloaded 84 times
Tomorrow I be going train riding to a place called Dungog taking video clips and photos along the way of old buildings which I hope to add to these Sets.

Cheers all
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Re: AuzObjects

Post by STD »

Thank you for your work. A beautiful AuzTownObjects set of objects :)) . In the attachment I showed all the objects that are included AuzTownObjects set. You will have to work a little more and add winter sprites in those objects that do not have enough for the current moment :wink: .
Again, I repeat that thank you that decided to start to adapt the sets for the winter. It's really very cool.

Regards, STD (Aleksey).
AuzTownObjects.grf.png
(1.03 MiB) Not downloaded yet
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Re: AuzObjects

Post by GarryG »

Thanks STD for the image of all the pieces.

Looks like I have a coding issue with them in the snow.

The Employee Houses for instance, I actually removed the grass from around the houses in the snow sprite. The 1st tile works fine, but other 3 they have snow on roof, but the grass around them as if they sharing the graphics with the non-snow tile. Seems to be several others doing the same.

Cheers all.
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All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
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