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 »

Another Bus Terminal. this one with black glass roof .. give it a more modern futuristic look. Whatcha think?
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Bus terminal 26.png
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Re: AuzObjects

Post by GarryG »

Slight alteration to the Truck terminals.

Added doors to the brick ones so can place platforms for trains down that side.
Truck Bay 4.png
Truck Bay 4.png (26.57 KiB) Viewed 2928 times
The yellow container crane is from my AuzFreightStations .. going to see if I can make new set so each second railway track be replaced by a road. Should add some fun to game and use it as a transfer station or the industry so busy you need both road and rail to transport the containers.

Hope to work on that idea tomorrow afternoon.

Cheers all
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Re: AuzObjects

Post by Master Trams »

Can I just ask if there is a reason why you have to make these as objects or non-track stations? Why is it that you haven't made them as bus stations, so that you can build them with the road menu in the game. There must be a reason, but I'm unaware of what that reason is...
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Re: AuzObjects

Post by Gadg8eer »

Master Trams wrote: 07 Jul 2020 17:46 Can I just ask if there is a reason why you have to make these as objects or non-track stations? Why is it that you haven't made them as bus stations, so that you can build them with the road menu in the game. There must be a reason, but I'm unaware of what that reason is...
There's two layers to OpenTTD modding. The "shallow" layer is NewGRFs, like these NewObjects made by GarryG. The deep layer is patches. To make bus depots have more than one variety, a patch will need to be written and then get through the hoops that the OpenTTD developers (not the NewGRF developers) set for any new patch to be included in the base game.

Fortunately, someone seems to be working on it.
GarryG wrote: 04 Jul 2020 12:04 Been experimenting .. again .. seeing if I can overlap the bus stations where large terminals not required.

Overlapping them no problem and they could look like this.

Made a old wooden bus stop
Bus Stops 01.png

But the problem is when bus some it goes behind the bus stop .. very inconvenient to the passengers. So far I not found a answer how to stop that.
Bus Stops 02.png

also the yellow square is where something else needs to go to allow the overlap .. maybe a small shop or house.

So I think I have to throw this idea out the window for now.
Can't you use the tile to the northeast of the bus stop to provide the northeast bus stop without overlapping the bus?
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Re: AuzObjects

Post by GarryG »

Master Trams wrote: 07 Jul 2020 17:46 Can I just ask if there is a reason why you have to make these as objects or non-track stations? Why is it that you haven't made them as bus stations, so that you can build them with the road menu in the game. There must be a reason, but I'm unaware of what that reason is...
Unfortunately I don't think we can make them as actual bus stations. Only Railway Stations to my knowledge can be made different sizes. RVs, ships and airports seem to have restrictions.

But hope some one can prove me wrong.
Gadg8eer wrote: 07 Jul 2020 19:14 Can't you use the tile to the northeast of the bus stop to provide the northeast bus stop without overlapping the bus?
I tried that, but the building on the default bus station will build on top of it.
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Re: AuzObjects

Post by GarryG »

Experimenting with Container Cranes and see who many transport types can be linked.

In AuzFreightStations there already is a Container Crane set that was designed to go with some of the Industries I made at that time .. can not add any more to that set as it is full.

So I made 3 sets of Container Cranes. Can link Rail, road and dock. The far end piece can overlap what ever you like. Maybe even a airport.

From left: First few pieces are for railways only.
Middle section: Main piece for railway lines and then a overlap piece for a road and the Tuck Loading Bay.)
End Pieces: Not sure yet if this is needed. It has the blank concrete slab and the piece I used can overlap a dock.
Container Terminal 1.png
Container Terminal 1.png (62.87 KiB) Viewed 2759 times
Hope the grf file be ready for upload in a few more days.
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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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Re: AuzObjects

Post by STD »

I like all your ideas about creating bus terminals. I have often thought about this myself, and it would be a good idea to add sets of objects to OpenTTD that allow you to build your own bus terminal. And last month, you decided to do it. This is great news :bow: . I can now add this to my new games :D .

And what is no less pleasant is that you are also engaged in creating various types of cargo terminals. This is also important for various productions in the game.
Now it will be possible to organize a conveyor system (a new set from Andrew350) to the cargo terminals. This will make it more realistic :wink: .

Regards, STD (Aleksey).
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Re: AuzObjects

Post by GarryG »

I like all your ideas about creating bus terminals. I have often thought about this myself, and it would be a good idea to add sets of objects to OpenTTD that allow you to build your own bus terminal. And last month, you decided to do it. This is great news :bow: . I can now add this to my new games :D .
Thank you for the compliment.

I adding a few buildings that belong to the Sydney Station set .. a few minor alterations needed to them so they can be used with the bus terminals.

Only got them coded for the object set so far. Will add them to the non-tracks stations as well. They come in 5 pieces for each direction so can decide how short or long you want them.
Office Buildings 1.png
Office Buildings 1.png (93.59 KiB) Viewed 2647 times
Hope tomorrow night have them ready to upload so can use on weekend.

Cheers
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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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Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
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Re: AuzObjects

Post by Quast65 »

I think I have spotted a tiny mistake:
Example529.png
Example529.png (74.02 KiB) Viewed 2585 times
All of the towers in the picture in your post above this one have that mistake.
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Re: AuzObjects

Post by GarryG »

Quast65 wrote: 09 Jul 2020 16:41 I think I have spotted a tiny mistake:
Thanks for that .. strange as same mistake is in the original one as well. Fixed now

Good that I keeping you employed :D
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All my projects are GPLv2 License unless stated.
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Re: AuzObjects

Post by Fredinho »

Great work, as always.

I was thinking about your beaches objects (being summer and all), and a screenshot I once saw as an entry in the competition with shallow beaches that was photoshopped. It would be really cool to have a tile for shallow water, allowing for creating long shallow beaches. What do you think? I'll see if I can find the reference screenshot.
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Re: AuzObjects

Post by GarryG »

Fredinho wrote: 09 Jul 2020 23:37 I was thinking about your beaches objects (being summer and all), and a screenshot I once saw as an entry in the competition with shallow beaches that was photoshopped. It would be really cool to have a tile for shallow water, allowing for creating long shallow beaches. What do you think? I'll see if I can find the reference screenshot.
That might be a nice idea and can put people in the water too. Hope when I finish the Bus terminals (hope be within a week if not sooner) I can get back to doing the beaches. Main reason I stop doing the beaches as give me chance think of some ideas for them and how to do those ideas.
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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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Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
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Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
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Re: AuzObjects

Post by Master Trams »

GarryG wrote: 07 Jul 2020 23:03
Master Trams wrote: 07 Jul 2020 17:46 Can I just ask if there is a reason why you have to make these as objects or non-track stations? Why is it that you haven't made them as bus stations, so that you can build them with the road menu in the game. There must be a reason, but I'm unaware of what that reason is...
Unfortunately I don't think we can make them as actual bus stations. Only Railway Stations to my knowledge can be made different sizes. RVs, ships and airports seem to have restrictions.

But hope some one can prove me wrong.
I guess we're not counting the drag and drop feature of OpenTTD then...
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Re: AuzObjects

Post by GarryG »

Master Trams wrote: 10 Jul 2020 11:30 I guess we're not counting the drag and drop feature of OpenTTD then..
To my knowledge that will not work either. To get the effect the shelter sheds are what we call overlaps .. when the overlap is northern part of the main tile it will go over the top of what ever is in the tile above.

But overlap southern direction doesn't always work because any thing placed in the tile the overlap suppose to cover will go over the top of the overlap piece.

OpenTTD is a old DOS game and bit hard to do some of the fancy things we can go in modern games today.

I can make these bus stops to cover part of the shelter shed such as the roof as it is higher then most vehicles, so there for not glitch.

I got a few ideas up my sleeve to try .. but first want to catch up on a few other things first.

I'm about to up load the latest Object set here and the non-track station set I'll put it where it should be shortly in my AusStations section.
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Re: AuzObjects

Post by GarryG »

Here the latest AuzObjectsAddOns.

It has:
AuzAddOns: Communication Towers
AuzAddOns: Bus terminals
AuzAddOns: Office Buildings
AuzAddOns: Truck Terminals

There is a set of communication Towers that can be used with any thing.

There are 13 different styles of Bus Terminals .. hope to add a few more next week. Many can be made as wide and.or as long as you like.

There are some Office Buildings that can be used with the Bus Terminals.

There is 3 Truck Terminals. They can be made wider and longer if like.

I will place over in my Australian Railway Stations forum.
viewtopic.php?f=26&t=76390

Here the game file for the object set.
AuzObjectsAddOns.grf
(2.09 MiB) Downloaded 105 times
And here the source file if any one wants to use any of it for their own projects.
AuzObjectAddOnsSource10July2020.rar
Source
(2.56 MiB) Downloaded 66 times
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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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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
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Re: AuzObjects

Post by GarryG »

Looking for ideas how to make bus terminals and buses can nose into the passenger waiting area.

I came up with this idea using Kamnet's Truck and Bus Parking Lots.
Bus terminal 27.png
Bus terminal 27.png (12.75 KiB) Viewed 2375 times
3 of the bus bays are objects with buses parked in them. The 4th empty one is for your actual buses to arrive and depart from.

The buses I using are from Polroad Road set.

I need to remember now how Pyoro taught me to do the animated car parks and see if I can do that with these bus bays as well.

If this idea works could do same with Truck Terminals too where the trucks reverse into sections to load.

I might be able to do similar with the non-track stations as well. Could make them cargo aware? Problem with that will be when no or not many passengers waiting all bus bays be empty and if lots of passengers all bus bays be full. So need the thinking cap on for to work out a idea for this.

If you have a idea please let me know.

Cheers
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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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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
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Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
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Auz Eyecandy TramTracks: viewtopic.php?t=89908
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Re: AuzObjects

Post by kamnet »

From the bottom to the top, make the 1st and 3rd as overlays where you can build the road underneath. Make 2nd and 4th as the place to plop down a station tile. Don't put buses in the overlays, find another kind of object, like flower planters or something, that way it doesn't look like your bus is running over things.
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Re: AuzObjects

Post by GarryG »

kamnet wrote: 11 Jul 2020 05:10 From the bottom to the top, make the 1st and 3rd as overlays where you can build the road underneath. Make 2nd and 4th as the place to plop down a station tile. Don't put buses in the overlays, find another kind of object, like flower planters or something, that way it doesn't look like your bus is running over things.
Hi Kamnet, are you referring to the image above or the bus stop idea I like to do.

The image above with the buses there are no overlaps in that except the overhanging roofs of the building.
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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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Auz Stations: viewtopic.php?f=26&t=76390
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Re: AuzObjects

Post by Quast65 »

GarryG wrote: 11 Jul 2020 04:00 I might be able to do similar with the non-track stations as well. Could make them cargo aware? Problem with that will be when no or not many passengers waiting all bus bays be empty and if lots of passengers all bus bays be full. So need the thinking cap on for to work out a idea for this.
Loading-stages are just shown as a sequence of graphics, where each stage has its own graphic.
So this should work:

stage-1 - no passengers - graphics with many busses
stage-2 - couple of passengers - graphics with a couple of busses
stage-3 - loads of passengers - graphics with no busses

You can add as many stages as you have bus bays ;-)
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Re: AuzObjects

Post by GarryG »

Quast65 wrote: 11 Jul 2020 08:37 Loading-stages are just shown as a sequence of graphics, where each stage has its own graphic.
I was thinking something like that to .. maybe make about 1/2 dozen cargo aware and make each one a bit different.

What you taught me and in your tutorial at http://www.simuscape.net/simutalk/viewt ... f=45&t=859
it shows 6 stages of cargo aware so have a good variety to work with.

Your idea gives me more ideas. :roll:
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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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Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
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Auz Eyecandy TramTracks: viewtopic.php?t=89908
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