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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Quast65
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Re: AuzObjects

Post by Quast65 »

Thank you for the update! :bow:

Three of the low depot-overlaps have offset issues:
Example674.png
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Example675.png
Example675.png (75.71 KiB) Viewed 3007 times
Example676.png
Example676.png (72.27 KiB) Viewed 3007 times
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Re: AuzObjects

Post by GarryG »

Service Stations


I think I finished with these .. until I get some new ideas.

There is a set of service stations with just the building .. no overlaps. A set for each of th 4 companies.
Non-Overlap Buildings.png
Non-Overlap Buildings.png (53.32 KiB) Viewed 3106 times
If every one happy with these then I will place them in a new GRF called AuzTownObjectsAddOns.

Here the last and hope the last game file and source to the AuzTestArea.

Cheers
Attachments
AuzTestArea.grf
(3.61 MiB) Downloaded 128 times
AuzTestAreaSource30Nov21.rar
(5.16 MiB) Downloaded 99 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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Quast65
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Re: AuzObjects

Post by Quast65 »

Wow, great work!! :bow:

I have three little things regarding menu's



1. Move the last single tile slabs to the other single tile slabs:
Example678.png
Example678.png (10.24 KiB) Viewed 3042 times
I think it is more user-friendly to group these before you code the final GRF.

EDIT:
It may even be better to give the single-tile ones a separate sub-menu apart from the overlaps.
Makes it easier to add stuff in future :mrgreen:


2. Spelling mistake:
Example677.png
Example677.png (25.81 KiB) Viewed 3042 times
Not too important, easy fix ;-)


3. Visual representation of the menu:
Example679.png
Example679.png (71.64 KiB) Viewed 3042 times
A. This is a sub-menu for things that have half-grass/half-concrete as main tile.
So, showing some grass (like with the other half-half ones in another menu) would be better.
I think it should be the graphic like the one straight above it, but then indeed with the two blue direction pointers.

B. In these two sub-menu's you have full-grass or full-concrete as main tile.
The graphic doesnt really make that too clear...
Maybe for the main tile, use a split-tile like I have mocked-up in the Orange rectangle....
I think it will make it a bit more clearer visually.



Everything else looks good to me, really excellent work!! :bow:
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:
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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: 30 Nov 2021 12:39 It may even be better to give the single-tile ones a separate sub-menu apart from the overlaps.
Makes it easier to add stuff in future
Good idea.
2. Spelling mistake:
Bloody computers, you would think they would know how to spell.

3. Visual representation of the menu:

It annoying overlap purchase menus .. probably work better in the menu if I not worry about alignment, but move them so can be viewed better.

Shall work on these tomorrow as my time is limited at computer tonight .. son went to loo, so I getting a go for a few moments.


On another subject:

Ragin1_ sent me a PM wondering if we can have route markers on our roads so he drew up some signs and I coded just a few at moment.

Wanting to actually have a visible number which also means some signs might be a bit big .. so heres a view what he did so far. Comments appreciates and if any nits can be seen.
Route Markers 1.png
Route Markers 1.png (27.98 KiB) Viewed 3034 times
I shall return tomorrow .. good night.
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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wyndbain
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Re: AuzObjects

Post by wyndbain »

GarryG wrote: 30 Nov 2021 12:56 On another subject:

Ragin1_ sent me a PM wondering if we can have route markers on our roads so he drew up some signs and I coded just a few at moment.

Wanting to actually have a visible number which also means some signs might be a bit big .. so heres a view what he did so far. Comments appreciates and if any nits can be seen.
Route Markers 1.png

I shall return tomorrow .. good night.
Ooooooo seggsy road signs.
Been working some motorway's on a server and I've been thinking some auz road signs in the same vain as the Dutch ones would be very interesting for variety. With some reskinned sprites, Just a thought probably not a great idea...

Looking good as always, Keep up the good work :bow:
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Re: AuzObjects

Post by Ragin1_ »

wyndbain wrote: 01 Dec 2021 01:46 Been working some motorway's on a server and I've been thinking some auz road signs in the same vain as the Dutch ones would be very interesting for variety. With some reskinned sprites, Just a thought probably not a great idea...
I've got my uni break coming up soon, maybe I could smash out a bunch of Aussie highway objects with Garryg, since I use them for my private games too.
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Re: AuzObjects

Post by GarryG »

MULTI-SELECT OBJECTS


At the moment all my Multi select objects cycle through the selection randomly .. not in any particular order.

They use the code:

Code: Select all

spriteset_garages01_4((animation_frame + nearby_tile_random_bits(0,0)) % 4);
What do I need to change so that the items will cycle through in order so that items are easier to find?
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 »

GarryG wrote: 01 Dec 2021 03:02 What do I need to change so that the items will cycle through in order so that items are easier to find?
As far as I know, that is sadly not possible... :|
(I had the same question when making the ISR/DWE-GRF, but that's almost 10 years ago, maybe there have been new developments)

EDIT:
After reading back some very old posts when making ISR/DWE-GRF, the long answer (for as far I understand it ;-) )
For the multiple objects you use an animation that doesnt run.
You just trigger a random frame of the animation, each time you build the object on the same spot.
Would it have been an actual running animation, from that point on it would run in sequence.
But it's not ;-) So, each time you build an object again, a totally new animation starts with a random frame from the animation-loop.
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: 30 Nov 2021 12:39 It may even be better to give the single-tile ones a separate sub-menu apart from the overlaps.
Makes it easier to add stuff in future
Done.
Spelling mistake:
Fixed.
Visual representation of the menu:
I separated the overlap with grass and the overlap with the concrete so they easier to find and use.

Also added 4 more to the concrete ones with overlaps .. these have lights facing both directions to see if you like. If not easy removed.

Added a new concrete set with the 1/2 tile and overlaps and those that overlap in 3 directions.

AuzTownObjectsAddOns


I've started this set and added a few extra things to it such as these car parks and a few other odd bits.
Car Parks 01.png
Car Parks 01.png (98.53 KiB) Viewed 2848 times
Car Parks 02.png
Car Parks 02.png (44.88 KiB) Viewed 2848 times
These are from my Station set that I meant long time ago to also do a object set, but forgot about them. Thought this be a nice place to put them and if players want will also add them to the AuzCarPark set as well.

I'll PM the game file to you Quast65 because if any player try using these just yet and I (should I say you) find any nits to fix then it might upset their games.

The first image and set on right, I have another set of these but not as high yet to add.

Hope have these ready by weekend.

Cheers 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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Re: AuzObjects

Post by wyndbain »

Ragin1_ wrote: 01 Dec 2021 01:56 I've got my uni break coming up soon, maybe I could smash out a bunch of Aussie highway objects with Garryg, since I use them for my private games too.
I've done some sprite work b4 so maybe I could have a look at reskinning some at some point but for the code I really am useless lmao
Come join the OpenTTD official Discord!!! https://discord.gg/openttd

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Re: AuzObjects

Post by Quast65 »

wyndbain wrote: 01 Dec 2021 12:55
Ragin1_ wrote: 01 Dec 2021 01:56 I've got my uni break coming up soon, maybe I could smash out a bunch of Aussie highway objects with Garryg, since I use them for my private games too.
I've done some sprite work b4 so maybe I could have a look at reskinning some at some point but for the code I really am useless lmao
Don't let the coding stop you from contributing graphics.
Depending on license, graphics can always later be picked up by a coder and made into a GRF.
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 wyndbain »

Quast65 wrote: 01 Dec 2021 13:11 Don't let the coding stop you from contributing graphics.
Depending on license, graphics can always later be picked up by a coder and made into a GRF.
Yeah I'll have a look and get back to this thread, see if I can make anything meaningful...
Come join the OpenTTD official Discord!!! https://discord.gg/openttd

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Re: AuzObjects

Post by GarryG »

AuzCarParksAndSubwayOverlays


I change my ideas more times then I change my undies .. moved or copied the Multi-Story car Parks from the AuzTownObjectsAddOns
to AuzCarParksAndSubwayOverlays.

The Liverpool set because it also has Shops I thought it should be in both places. The Sydney Set going to see if can fill in the first few lower levels to make it look like shops under and a few car park levels on top.
Those who have access to Google Earth have a look at Liverpool suburb, Sydney Australia. You will find the car park and shops I based this set on. Still need to make the pedestrian more.

In this image. The one on left is a car park based on one in Sydney on the Bankstown line, but forgot actual location.
The other image is a car park in Newcastle, Australia called King Street Parking.
Multi-Story Car Parks.png
Multi-Story Car Parks.png (85.96 KiB) Viewed 2698 times
They was suppose t been placed in the AuzCarParksAndSubwayOverlays long time ago. I made them for the Auz Railway Stations set and forgot to do copies as objects.

Here version 5 of AuzCarParksAndSubwayOverlays. If any one wants the source let me know.
Attachments
AuzCarParksAndSubwayOverlays.grf
(14.27 MiB) Downloaded 148 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 »

wyndbain wrote: 01 Dec 2021 12:55 I've done some sprite work b4 so maybe I could have a look at reskinning some at some point but for the code I really am useless lmao
Why don't you contact Ragin1_ see if you can work together on some ideas. He busy with Uni at moment but has a break comping up soon.

The signs that Ragin1_ did I think look good to mark our main roads and highways and when have junctions by using route markers we will know what road is meant to go where as not all go straight ahead at intersections.

They are a little bit big, but still look good. Got me thinking with the road signs I done with curves and junction if I should make them the same size see if details be clearer. Shall ponder on that idea while I working on some items for the AuzTownObjectsAddOns set.

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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Quast65
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Re: AuzObjects

Post by Quast65 »

Got me thinking with the road signs I done with curves and junction if I should make them the same size see if details be clearer.
Well... For that we have the extra zoom-levels....
Maybe an interesting thing for you to start experimenting with... :twisted:
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 Ragin1_ »

wyndbain wrote: 01 Dec 2021 12:55 I've done some sprite work b4 so maybe I could have a look at reskinning some at some point but for the code I really am useless lmao
Even if you can't code, there are certainly people who'd be willing to help, not everyone is coding inclined the same way not everyone is artistically inclined.
GarryG wrote: 02 Dec 2021 05:33 Why don't you contact Ragin1_ see if you can work together on some ideas. He busy with Uni at moment but has a break comping up soon.
I'm always open to help someone learn how to make stuff. I only started drawing not long ago, and I think I've gotten pretty good so far. I'd like to see more content for openttd as well, so it'd be cool to get more people making it :)
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Re: AuzObjects

Post by GarryG »

AuzRoadObjectsAddOns.


Well here it is .. still more to add but at least you can use it without stuffing a saved games with what I add next.

There are some new buildings that will load under the Menu Buildings in AuzTownObjects if that is loaded first.

Image of some buildings I added that I taken from my Industry set.

Theres a PUB (Hotel), Banks, Store, Brewery to keep the pub supplied, Cereal Factory (this one might be in wrong set), plus some others.
Added buildings.png
Added buildings.png (84.71 KiB) Viewed 2620 times
The also a shopping mall with parking on top .. It is still under construction .. I hunting for shop fronts to place on it
Shopping Centre.png
Shopping Centre.png (74.75 KiB) Viewed 2620 times
Any now.. here the game file .. hope you enjoy.

Cheers
Attachments
AuzTownObjectsAddOns.grf
(11.01 MiB) Downloaded 96 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 wyndbain »

Ragin1_ wrote: 02 Dec 2021 11:02 I'm always open to help someone learn how to make stuff. I only started drawing not long ago, and I think I've gotten pretty good so far. I'd like to see more content for openttd as well, so it'd be cool to get more people making it :)
Yeah would deffo be up for that, gonna get some stuff done at the weekend at some point so sounds good.
Come join the OpenTTD official Discord!!! https://discord.gg/openttd

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Re: AuzObjects

Post by Ragin1_ »

wyndbain wrote: 02 Dec 2021 17:50
Ragin1_ wrote: 02 Dec 2021 11:02 I'm always open to help someone learn how to make stuff. I only started drawing not long ago, and I think I've gotten pretty good so far. I'd like to see more content for openttd as well, so it'd be cool to get more people making it :)
Yeah would deffo be up for that, gonna get some stuff done at the weekend at some point so sounds good.
Feel free to shoot me a message whenever then :)
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Re: AuzObjects

Post by fridaemon »

with this shopping mall ... I miss any bottom line, maybe 2px high...

But, very nice objects ;)
ImageImageImageImageImage
Beach Objects * Shopping Centres * Skyscrapers * Garage Entrances
Modular Warehouses * Trucks & Buses Parking Lots * Bus Depots * Bus Terminals
Road Waypoints * Road Stops * Eyecandy Objects * Building Set

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