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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kamnet
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Re: AuzObjects

Post by kamnet »

Why not fill that in with parked cars? Most modern stations have 4-6 places for cars to park so that drivers can come in and pay and not block the fueling bays.
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Re: AuzObjects

Post by RoyalExamination9410 »

Why not fill that in with parked cars? Most modern stations have 4-6 places for cars to park so that drivers can come in and pay and not block the fueling bays.
Yes, that sounds like a good idea!
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Re: AuzObjects

Post by Aegir »

Hi Garry,

When you get a moment can you post the updated source for Auz Landscapes? I want to have a bit of a play around with auto-generating some of your fallen trees and your shrubs on map creation and possibly even have a closer look at how newobject spawning works in OpenTTD's code. I'd really like to through either NML/NFO or through a new Patch work on better generation for this objects, possibly generating them in clumps/clusters.

No rush! I've got a lot of free time up my sleeve at the moment.
Currently working under the name 'reldred' on Github, and Discord.
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.

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Re: AuzObjects

Post by GarryG »

AuzLandscapeObjects
Aegir wrote: 24 Nov 2021 07:26 When you get a moment can you post the updated source for Auz Landscapes?
No problem .. here it is .. also includes 2 templates that might be of us to you as well.
AuzLandscapeObjectsSource24thNov2021.rar
(16.79 MiB) Downloaded 82 times
If any one wants any source files of any project I have done, more then happy to provide them.
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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 »

kamnet wrote: 24 Nov 2021 01:05 Why not fill that in with parked cars? Most modern stations have 4-6 places for cars to park so that drivers can come in and pay and not block the fueling bays.
Plan to do something like that .. see how many IDs I will have spare after I do the multi-tile selection for the actual 4 service stations which I started working on this evening.

Cheers
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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 GarryG »

AuzTownObjects


The larger service stations I been working on I re-coded them so the now multi-select objects. 4 different service stations parts to choose from in each object ..

By re-coding them these will now fit in AuzTownObjects. Before they totaled 36 IDs .. was way to many to fit is the Town Object set. By recoding them it reduced them to only 12.

So have room for some extra for the service station such as the air pump, ice container, vehicles parking and some other things we have in mind.

Going to try get them done by Friday evening my time and have it available for the weekend.

Cheers
Attachments
Shotened awnings and concrete slabs.png
Shotened awnings and concrete slabs.png (12.76 KiB) Viewed 1860 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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kamnet
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Re: AuzObjects

Post by kamnet »

*ponders*

Could the service garage be an overlap for the road depot? :)
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Re: AuzObjects

Post by RoyalExamination9410 »

Could the service garage be an overlap for the road depot? :)
Good idea!
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Re: AuzObjects

Post by GarryG »

kamnet wrote: 24 Nov 2021 15:54 *ponders*

Could the service garage be an overlap for the road depot?
I'll have a think about it an try figure a way so the garage will sit over top of the depot.

Probable the gas tanks be main tile and the garage overlap. We shall see.

But first I finish the service station extras.
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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 GarryG »

Service Stations Test Area


I think I basically finished the Service Stations .. just a matter for those who like to test them for me and if think of any item I missed.

These are some of the objects.
Service Station Extras.png
Service Station Extras.png (44.99 KiB) Viewed 1694 times
Some concrete slab overlaps .. the overlap is designed to go over your main roads, and vehicles will drive on the slab. The green represents a blank tile.

All objects have multi-select tiles where it will randomly place a object from that particular set. The number of items that is in that particular set is shown in brackers.

The main Service Stations all have 4. Representing the 4 servos BP, Ampol, Mobil and Shell.

The Extra will have between 6 to 9 items.

Give it a try and se what you think. Feeding most welcome.

Late this evening about 6 hours from now .. see if I can do the garages so they sit over a depot.

Hope tomorrow can transer all this to AuzTownObjects and upload it in time for the weekend.

Cheers
Attachments
AuzTestArea.grf
(1.48 MiB) Downloaded 41 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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Re: AuzObjects

Post by GarryG »

Service Stations Test Area

kamnet wrote: 24 Nov 2021 15:54 *ponders*

Could the service garage be an overlap for the road depot?
kamnet wrote: 24 Nov 2021 15:54Good idea!


How does this look .. it will depend on the actual depot and its height to how well this idea will work.
Depot Overlays.png
Depot Overlays.png (43.56 KiB) Viewed 1650 times
The type of depot tested with is same as the one on its own in image. The roof sticks out the back of the garage a few pixels. I could make the garage a bit higher but that means it will be higher hen the awning over the bowsers.

Had to alter the shop by adding a extra overlap concrete slab and it does sometimes glitch bottom corner.

You could also leave depot un-covered like this.
Depot Overlays 2.png
Depot Overlays 2.png (32 KiB) Viewed 1650 times
Before I continue with it wait see what feed back I get.

Cheers
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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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Re: AuzObjects

Post by Quast65 »

I think its ok-ish ;-)

It does indeed all depend on the size of the Depot you use.
For example there is also this GRF:
viewtopic.php?p=1199855#p1199855
I think you could use that as a base to see how large the opening should be for vehicles to go in and out.
It doesnt have to be as wide as now I think..
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Re: AuzObjects

Post by Quast65 »

Possibly a lot easier is to make a little GRF that changes the depots to look like the garages ;-)
So, AuzRoadDepot ;-) I could code that for ya.
The Overlaps can then be used to match the roof-color to the type of brand of the station.

EDIT:
Let me work on that today (11am up here), Ill have it ready for you in a PM when you wake up.
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Re: AuzObjects

Post by GarryG »

I wonder if the garages are a bit higher as seen images of service stations on line that some garages are higher then the awnings.

My set of roads I did some time back all have different depots.

Will try those depots in image you sent and maybe make the garages several pixels higher then those.

But will wait till tomorrow and see what we have avaialble
EDIT:
Just measure the Depot from ISA .. it is 28 pixels high. My garages only 18 high. So for my garaged to safely hide the depots I need to increase the heights to probably 30 pixels.

EDIT SOME MORE:


If I extended the height of the garage it would look something like this. If I extended the height it will only be for Depot Overlays. The main garages for the set will start the same.
Extended height to Garage..png
Extended height to Garage..png (7.83 KiB) Viewed 1577 times
Been testing garage at its normal height with some depots .. so thought it good idea if you can test it too so here the TestArea game file.
Attachments
AuzTestArea.grf
(1.67 MiB) Downloaded 37 times
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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 Quast65 »

I think it is indeed ok to think of a solution that fits most depots and this one looks fine.
I think its something you can work on, while I have a go at making a depot that looks like the service-station garage.
A low roof depot is probably handy anyway for the game, now that more overlapping stuff is being made also in other sets.

Then later on, a second option with lower overlap would also be nice for those lower depots.
The thing with depots is, is that they are not snow-aware. So they need an overlap anyway to match them with the snowy servicestation.
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
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Re: AuzObjects

Post by GarryG »

Had a thought about the higher garage and to make it look better .. it could be a restaurant above the garage and maybe cold make shops higher with a second level as well.
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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 Quast65 »

As extra options? Could be nice.
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Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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Re: AuzObjects

Post by Quast65 »

Before you go on, some remarks regarding the .grf you gave us for testing:


Example659.png
Example659.png (42.14 KiB) Viewed 1468 times
Two tiles dont have a yellow curb, like the others.


Overlaps:
Example660.png
Example660.png (121.6 KiB) Viewed 1468 times
Example661.png
Example661.png (103.02 KiB) Viewed 1468 times
I dont think there are 8 options, I can only get 7.
The options that are missing, I have made with single tiles and are in the orange circles.
- Grass tile, with concrete overlap + Truck.
- Concrete tile, with concrete overlap WITH NOTHING ON IT, NOT EVEN LIGHTPOST.

With regards to the overlaps grass to concrete.
It's pretty useless to have overlaptiles with something on them that will be on the road.
Make sure that anything you place on them, will only be on the sidewalk next to the grasstile, so no actual vehicles will hit them ;-)
Last edited by Quast65 on 25 Nov 2021 18:42, edited 2 times in total.
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
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Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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Re: AuzObjects

Post by Quast65 »

Sorry for the multi-post... :oops:
But I can only place 3 pictures/attachments in a single post ;-)


Before you go on with the Depot overlaps:
Example663.png
Example663.png (78.28 KiB) Viewed 1459 times
*Red Arrow:
Only in this direction, two white pixels that should not be there in the Shell Garage (all others are ok)

*Yellow Circle/Arrow:
The far pillar (or wall, if you make the entrance narrower) needs to be part of the shop!
Otherwise they will be in front of a vehicle that drives in/out the depot.

In short, all that is above a vehicle is ok to be put completely into the Garage overlap (so the entire roof + garagedoor & the part of the pillar/wall that will not be in front of a vehicle)
Just that little bit needs to be part of the shop.

This is also for the flipped direction.

*Green Circle/Box:
You are only thinking of service-stations that have a J-turn, but your graphics are also very suitable to overlap a straight road.
But the garage-overlap then also needs a concrete tile road-overlap under the gastanks (Illustrated by the brown mud-tile in the green circle and as you can see in the green box).

No issue for the J-turn gasstations either, as anything you place on that overlap, will be completely shown and just covers up the overlap.
So, if you include that concrete road-overlap, you can have multiple roaddirections inside the servicestation.

This is also for the flipped direction.



Everything else is ok I think ;-)
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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Re: AuzObjects

Post by GarryG »

Quast65 wrote: 25 Nov 2021 18:13 Before you go on, some remarks regarding the .grf you gave us for testing:
Two tiles dont have a yellow curb, like the others.
Fixed .. wonder how I missed those :roll:
Overlaps:
How did I not figure that out .. :oops:

I changed them so that main tile is a half tile.

And created a 3rd Concrete set with the main tile blank and just blank, with light and with the ice and air .. no vehicles. It only has 2 num_views: at moment so room for another 2 lots if can think of any?

The full blank meant to be a duplicate of the 1st with lights, but now it has the Gas Tanks and a 9th one been added with the single gas tank.
I dont think there are 8 options, I can only get 7.
Turned out I had 2 the same ..
Quast65 wrote: 25 Nov 2021 18:39 Sorry for the multi-post...
But I can only place 3 pictures/attachments in a single post
Told you all my brain not working good and I keep making mistakes :oops: :roll:
*Red Arrow:
Only in this direction, two white pixels that should not be there in the Shell Garage (all others are ok)
Hope to fix this evening. (Still morning here)
*Yellow Circle/Arrow:
The far pillar (or wall, if you make the entrance narrower) needs to be part of the shop!
Otherwise they will be in front of a vehicle that drives in/out the depot.
Hope to fix this evening. (Still morning here)

Been think of making the garage and shop higher for the Depot Overlays and the top park can be a restaurant something like this.
Extended height to Garage..png
Extended height to Garage..png (7.83 KiB) Viewed 1402 times
*Green Circle/Box:
You are only thinking of service-stations that have a J-turn, but your graphics are also very suitable to overlap a straight road.
But the garage-overlap then also needs a concrete tile road-overlap under the gastanks (Illustrated by the brown mud-tile in the green circle and as you can see in the green box).
Made 2 sets .. one with 2 tanks and 1 with 1 tank. They included in Concrete slab set 2 which now has 9 items instead of 8.
This is also for the flipped direction.
Yet to work on the depot overlay flipped direction. To allow straight through road in flip direction will be fun to plan. They might be a weekend job for me.

Cheers
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