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 »

Gadg8eer wrote: 01 Oct 2020 00:34 No problem! Yeah, they only have the glitch in the purchase menu.
I not getting that problem in purchase menu either. The other communication tower that in that lot with the discs .. does that do the same? As they both using same templates?

What I done .. I change the 2 communication towers so they go into their own menu. There are more communication towers in the AuzRoalAndRailObjects as well .. if you have both object sets they will now be all together in same menu.

See if this works ok.
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AuzPowerAndTelephoneObjects.grf
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Re: AuzObjects

Post by GarryG »

Been looking at the screenshots for this months competition and getting some ideas on the way they used some of my objects.

(It not to late for you to enter the competition, you don't need to make anything special, you can use a screenshot from one of your previous saved games as long as it showing a beach).
viewtopic.php?p=1236513#p1236513

See many like Cobble Stones so wondering if I should change the concrete paths in the AuzTownObject to Cobble Stone? This should also match it up better with the VAST and other object sets as well.

And maybe the Newcastle Seawalls in the AuzBeachObjects the top path, especially where it is wide could also be cobble stone. The bottom path not sure cause in when they get high tides and especially when get King tides and during storms, that path gets pounded by the waves and some times goes under water.

I not been doing much graphic and coding for a few days due to change in medication, got to get used to a few side effects which should go away in a few days.

So whatcha think should I change the paths to cobble stones?
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Re: AuzObjects

Post by GarryG »

Started working on AuzBeachObjects and I will be changing a lot of IDs and descriptions.

Be adding some Multi-select menus so that I be able to do more to the beaches.

Done a set for rocks that include people and rock fishermen. also another lot with sand and rocks and more people and beach fishermen.

Some previews.
Rocky Beaches01.png
Rocky Beaches01.png (45.87 KiB) Viewed 3384 times
Rocky Beaches02.png
Rocky Beaches02.png (35.66 KiB) Viewed 3384 times
Not sure when I get them finished and upload as still having problems with medication. Just do a bit at a time when able to.
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Auz Road Sets: viewtopic.php?f=29&t=87335
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Re: AuzObjects

Post by GarryG »

Still working on AuzBeachObjects .. hope later to work on the Heathrow Cargo terminal when I finish getting the beach set organized.

fridaemon came up with idea of swimmers in water so I tried some in shallow water and also some on surfboards.

This a sample.
surfin.png
surfin.png (53.58 KiB) Viewed 3300 times
You can't have the game file yet, be several days at least before it ready.
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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 »

Just read in "Object NewGRF Organiser"
viewtopic.php?p=1236549#p1236549
Where JohnFister made some object organizers .. terrific idea.

I also been think how to do the 'Object Selection Menu" better.

Shortening them like I did works good, but I think could be a little better as it still confusing finding things.

The AuzBeachObjects I working on now.

At the moment in the Object Selection Menu is has
Auz: Newcastle Seawalls
Auz: Rocks Sand Surf
Auz: Sandy Beaches

I plan to change it to:
Auz: Beaches Seawalls
Auz: Beaches Rocky
Auz: Beaches Sandy

Do Similar with other object sets. Try just give them 3 names. 1st will be "Auz:" 2nd be object name (such as; Towm, Road, Beach, Water, Power). and 3rd would be a description (houses, signs, creeks, Poles).

Using what JohnFister has done and if I can also organize my menu a bit better, the two would make life a lot easier to find things.

Hope you like this idea.

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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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
JohnFister
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Re: AuzObjects

Post by JohnFister »

Great stuff Garry,

Feel free to suggest name changes and additions. :D
My Stuff
UK Objects - viewtopic.php?f=26&t=87779
Object Headers - viewtopic.php?f=26&t=87609
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GarryG
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Re: AuzObjects

Post by GarryG »

Still working on AuzbeachObjects.

These some images to what I done.
Newcastle Seawalls 01.png
Newcastle Seawalls 01.png (52.54 KiB) Viewed 3114 times
In this image I made the top path to go over the top of bottom path to see how it looks. I hope tomorrow make a few more and finish the fencing on it.
Newcastle Seawalls 02.png
Newcastle Seawalls 02.png (47.81 KiB) Viewed 3114 times
All the rocks you see are credit to Romazoon .. I just adjusted a few to fit all directions and angles. Some need adjusting more as can be seen in those images.

There be 4 menus in this set now.
Auz: Beach Seawalls
Auz: Beach Rocky
Auz: Beach Sandy
Auz: Beach Sand Hills

Cheers
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Auz Road Sets: viewtopic.php?f=29&t=87335
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Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
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GarryG
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Re: AuzObjects

Post by GarryG »

I think the AuzBeachObjects can be uploaded now.

If you have a game in progress using previous AuzBeachObjects
.. sorry to say but this version will upset a lot of your graphics as made lots of changes.

Some of the Changes:
* Change wording in the Menu.
* Changed a lot of IDs which will interfere with previous games.
* Add some Multi-Select Menus
* Added fisherman to the beaches and rocks.
* Added people swimming and surfing in the shallow surf
* Various Autolay slope Aware Seawalls
* Almost all, but not all, objects have choice with out without people.

The Multi-select Menu Items will show this in their purchase menu. For instance this one show you that it is a "Multi Select Menu 4 items"
Menu.png
Menu.png (53.34 KiB) Viewed 3035 times
This allows me to give a better description below the image .. in this case these have a Wide Top Path. First one shows "Path Widens" to let you know you in this one you will find the pieces need to make the top path wider.

This image shows some of the pieces for the Beach Seawalls. I got these seawall designs from the beach in Newcastle, New South Wales, Australia.
Newcastle Seawalls 04.png
Newcastle Seawalls 04.png (43.75 KiB) Viewed 3035 times
For better sand beach effect use with Beach Objects. There are some sand transition pieces in that set.

Hope you like and if you have idea of some pieces that could be added, let me know.
AuzBeachObjects.grf
(8.67 MiB) Downloaded 140 times
-------------------------------------------------------------------------------------
One fault I discovered, and I not sure how to prevent it .. when you use a Multi-Select Menu object .. you only pay a small fee once for the first piece and each time you click to find the piece you want you do not get charged for additional pieces.

However when you build on slope, even with purchase cost set to zero (0) it changes you every time you click to find piece you want. I have no idea why.
-------------------------------------------------------------------------------------

Plan to work on a few other projects for a while and come back to this set later. So in mean time give me a list of ideas to add to this set.

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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Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
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Re: AuzObjects

Post by temporal8 »

Great work pal. :bow:

Do not worry about it, at this point one is already resigned, it is impossible to keep the saved games updated. :lol: :D

Keep it the good work.
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Re: AuzObjects

Post by GarryG »

temporal8 wrote: 08 Oct 2020 12:50 Great work pal.
Glad you like it.

For the next few days or more working on 2 projects.

Looking at changing the paths in AuzTownObjects so you can choose concrete or cobble stone paths.

This something to how they would look.

The concrete path has modern lighting and the Cobble Stone has a older type of lighting. (Just not sure yet with the older style lighting .. if use this type, or keep the other style I had in previous paths).
Cobble Stone Paths.png
Cobble Stone Paths.png (35.25 KiB) Viewed 2938 times
The Heathrow Terminal looking at putting the side stair into a alcove of the building instead of them sticking out the side like they do in real.
HeathrowIdea.png
HeathrowIdea.png (13.02 KiB) Viewed 2938 times
I think should look good once I put in the office windows on side as well.
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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
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 GarryG »

Trying another idea with the paths .. give you a choice of seat colours.

This image shows all 9 selections that will be available in the Multi-select menu.
Cobble Stone Paths2.png
Cobble Stone Paths2.png (64.81 KiB) Viewed 2923 times
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Re: AuzObjects

Post by GarryG »

This is what I done so far to Heathrow cargo terminal.
Heathrow 02.png
Heathrow 02.png (29.76 KiB) Viewed 2866 times
The spiral stairs on the side I sunk them into the wall. Thought that be simpler then sticking them out on their own taking up a whole tile.

Still to add some elements to the roof and going to see if I can make the attached office block to join bottom corner.

Also see if I can make the triangle shape roof bit that goes above the side spiral stairs.
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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 Quast65 »

The sunk spiral stairs are good, but maybe better if those stairs are placed against the back.
Then you can also see a bit more of the windows on the inside, prettier to see I think than that white wall at the back.

The roof maybe would be nice if its not thin (1 pixel now) but two or three pixels. Somekind of rim at the edge over the sunk spiral stairs.
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Re: AuzObjects

Post by GarryG »

Quast65 wrote: 09 Oct 2020 16:38 The sunk spiral stairs are good, but maybe better if those stairs are placed against the back.
Then you can also see a bit more of the windows on the inside, prettier to see I think than that white wall at the back.
The roof maybe would be nice if its not thin (1 pixel now) but two or three pixels. Some kind of rim at the edge over the sunk spiral stairs.
Trying something combing your ideas with some of my ideas :roll: .

I've thickened the roof to 2 pixels and it looks better like that.

Also lifting the roof a few pixels where the skylights or solar panels are.

Now looking at idea of have the roof overhanging by about 2 maybe 4 pixels. In over words push the wall back a bit.
This image has a 4 pixel overhang of the roof.
Heathrow 03.png
Heathrow 03.png (14.3 KiB) Viewed 2786 times
The stair well wondering now if I can shorten the spiral stair case by 2 to 4 pixels so that the glass wall behind it will display a bit more.

See what I can experiment with during the day.
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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
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
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GarryG
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Re: AuzObjects

Post by GarryG »

Just had a look at what need to do when I flipped the Heathrow Terminal and it has thrown some of my ideas out the window.

As the photo shows how the stairs go.
Front_03.jpg
Front_03.jpg (74.64 KiB) Viewed 2761 times
The 3rd level goes into the building and so do 5th and final. Then the curved roof starts.

I don't need all those stairs, but to get a fairly nice look I need at least 4 levels and that means the roof will be at least another 7 pixels higher.
Heathrow 04.png
Heathrow 04.png (9.62 KiB) Viewed 2761 times
So back to the drawing board for the other direction.
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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
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 »

I been experimenting with the coding that Pyoro gave me many moons ago for the animated car Parks.

I think I found a problem in the coding as I feel that I have fixed it.

It the menu there are 2 to choose from and each one would then give you 4 options.
However the one of right when place tiles in game they would glitch.
MenuforMultiselect.png
MenuforMultiselect.png (26.14 KiB) Viewed 2691 times
these lines was left out of the second option.

Code: Select all

//calculate ground sprite for object
switch (FEAT_OBJECTS, SELF, switch_path01_2_object, [
        //tile slope offset in storage register 0
        STORE_TEMP(slope_to_sprite_offset(tile_slope), 0),
        //terrain type in storage register 1
        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_path01_2_view;
}

    graphics {
        default:            		switch_path01_2_object;
Since I added them no more glitching.

So now we can have multiple sections.

With the pathways I did in AuzTownObjects I hope to change all these so have a choice of path types.

Can now have 4 paths types to choose from as shown in this image.
NewPaths04.png
NewPaths04.png (36.87 KiB) Viewed 2691 times
Or if like can have all the paths the same and 4 different types of lighting.

Or you can have 2 types of paths and each path type have 2 different types of lighting.

probably be other combinations as well.

Any way, if your doing any object coding and like to use multi-select choices with some of your objects here the code and templates.

I colour coded some .png files so can see what connects with what. Also a sample of the paths so can see how it works.

Now I have some pathways to do.

Cheers
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AuzTestMultiSelectMenu.rar
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GarryG
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Re: AuzObjects

Post by GarryG »

Now that I can add some different pathways and lighting to the AuzTownObjects.

I need to make a decision what paths and lighting to use.

I been thinking to have concrete and cobble stone with choice of 2 different lighting. like in this image.
NewPaths01.png
NewPaths01.png (25.4 KiB) Viewed 2644 times
At moment the difference in the lighting for the concrete paths is the height. If you have a suggestion of a different light for one of the concrete paths let me know.

Some images I seen on internet of old path lights that used t be gas, the poles was green and some dark grey or black. Green be no good for game as it will blend in with back ground.

So do I stick to the reddish colour for both lamps, or change one to the dark grey look?

Also had idea if one concrete path was made to match the VAST pathways. Difference being mine is narrower.
Pathways01.png
Pathways01.png (31.03 KiB) Viewed 2644 times
I will ponder on these ideas for a day or two before I start on them to make sure that how they should be. Suggestions appreciated.

Cheers
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Re: AuzObjects

Post by GarryG »

A slight misalignment been found in one of my "AuzBeachObjects" objects.

So while fixing it, I received a suggested if I had fishermen fishing from the slopes.

So done some of these as well.

In the Auz: Beach Sandy .. you will find the fishermen fishing from the sandy sloped beach and from normal slope ground.

In the Auz: Beach Rocky .. you will find the fishermen fishing from the sloped rocks.

I think the fishermen fishing from normal slope ground will be excellent to fill a odd tile along those long normal slopes.
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Lets go Fishing.png
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Re: AuzObjects

Post by GarryG »

Working on more pathways.

Past few days experimenting with different types and chosen the cobble stone for now. Later will no something different when the cobble stone is finished.

Changes made:
* Lights moved to other side of the path so they will look better and not blend into the flowers.
* Can choose between no lights and have lights.
* (Light can be used every tile, spaced apart or no lights at all)
* Can choose between kerosene/Gas Lights and Electric Lights.
* (kerosene lights should be refilled every 7 days, but if need will last 10 days).
* Can choose between blue seats and brown/red seats.
* (I tried other colours but they blend in too much with flowers and the grass).
* Can choose 2 different flower colours. (Stole these from VAST Objects)
* can use all those ideas together.

* One minor problem I still to work on .. where the seats are, the far side light pole is on wrong side of the seat.

So this is what I done so far (unless I change my mind again).

Can mix and match .. can have lights every tile,

The pathway on left is using the old Kerosene Lights used hundreds years ago and later changed to gas.

Path on right have the old style Electric Lights.

When I get the lights working properly with the seats will start doing more.

Cheers
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Cobble Stone Pathways 01.png
Cobble Stone Pathways 01.png (43.42 KiB) Viewed 2465 times
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Re: AuzObjects

Post by GarryG »

Still experimenting with Cobble Stone paths and now added gardens to the experiments.

I removed the gardens from the Cobble Stone Paths and probably do this to all future paths and maybe ones done previous.

Paths will just have the paving and some will have lights, seats and people. The seats not be opposite to each over like previous path ways.
Where ever possible lighting with be on southern side of pathways so they not blend in to the gardens.

Add a Garden section .. the gardens I separated them like they did in VAST Object set. Also stole many of the flowers from the VAST set as well :twisted: My idea is so VAST and what I do can be used together.

Also looking at idea some gardens on slopes like in this image.
Slopped Gardens 02.png
Slopped Gardens 02.png (62.04 KiB) Viewed 2365 times
They have stairs to help people negotiate the slope to next garden levels.
Also in some of the garden beds are seatings.
Also some gardens are on flat ground so they can be used between slopes.

This image shows some pathway with just people, lights and single seats.
Slopped Gardens 04.png
Slopped Gardens 04.png (67.89 KiB) Viewed 2365 times
The gardens are separate pieces.

Not sure when these will be finished. With the cobble stone paths only done straights, curves and T-Junctions so far.
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
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Auz Tracks: viewtopic.php?f=26&t=82691
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