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 »

3iff wrote: 28 Mar 2023 13:10 Enclosed are the screenshots you wanted.
Thank you!
What happens with the graphics if you use the most up to date version of that GRF? (version 17)
I believe it should be here:
viewtopic.php?p=1257879#p1257879

EDIT:
Also, Kamnet has made a page where you should be able to find the most up-to-date versions of Garry's GRFs
viewtopic.php?t=89180
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Re: AuzObjects

Post by GarryG »

3iff wrote: 28 Mar 2023 13:10 Apologies for the 'funfair' confusion. I've been trying various grfs and obviously mixed them up...As regards the funfair file (whichever that one is) the funfairs mostly
show but most of the other graphics options are just green tiles)
Hi pal,

I can't seem to figure out where the problem is .. just wonder is it possible that computer don't have enough memory to load them properly?

On Page 1 of this forum has list of object sets and what page you will find the latest version.

Hope can solve problem soon.

Cheers
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Auz Road Sets: viewtopic.php?f=29&t=87335
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Re: AuzObjects

Post by 3iff »

Quast,

I'll check the latest file (I thought I had it...possibly not). I did see the Kamnet page. I'll double check that.

I've 16Gb in my box so that should be enough...

Some investigation suggests that I'm having problems with the 32bpp graphics. I did a grfcodec decode of the graphics for the AuzIndObjects.
I get png files with names like ..obj.00.png and ...obj.00-32.png and so on. (exactly what I expected)
The 00.png pictures are just full of blue squares for each image, although a few have some graphics.
The 00-32.png pictures are full of graphics (the objects I'm not seeing) on black backgrounds.

I get the same effect with fridaemons objects 6 but I haven't yet checked the decoded graphics for this.

I did the same for CityObjectsv14 (created by someone else), the graphics are all 8bpp and I have no issues at all with those.
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Re: AuzObjects

Post by Quast65 »

3iff wrote: 30 Mar 2023 09:17 The 00.png pictures are just full of blue squares for each image, although a few have some graphics.
The 00-32.png pictures are full of graphics (the objects I'm not seeing) on black backgrounds.
That is completely normal.
This is not the official explanation, someone else may be able to do that, but this is how I see it:
OpenTTD always requires 8bpp graphics, even though nothing is drawn in them.
So, you can have 8bpp graphics on their own.
But you cant have 32bpp graphics without (only blue boxes) 8bpp graphics.
Further more, for animated colors to be active within 32bpp graphics, you need to add another 8bpp MASK graphics (as an overlay so to say.
And finally, it is possible to mix 32bpp and 8bpp-only within one GRF.
So, that is why you mostly see the graphics within 32bpp and a few within 8bpp.

The issue you are having is possibly code-related.
First of all, updating GRF's to their most recent versions is extremely important.
Because for a couple of GRF's, things have been moved from one GRF to the other.
And when you then still use old GRF's, things (like class-labels) may conflict, causing the sprite-sorter to use the wrong graphics (or not finding them at all).

So, lets take it on step by step, Auzindobjects first.
Is the issue you shown in your screenshot fixed when you update to version 17?
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Re: AuzObjects

Post by 3iff »

I wasn't sure if the *.png pics were right, but I guessed that was the intended structure...fair enough.
I'll have to get home to try the new files, can't run ottd on this library computer!
I've downloaded a few other auz.grfs using the Kamnet guide to get the right ones.

Agreed, 1 step at a time. That's also why I just try one grf when I'm having problems. It eliminates any chance of conflicts with other files.
It's a weird problem that I'm determined to solve.

Thanks for your continued support...I'll have results to report next Tuesday.
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Re: AuzObjects

Post by Quast65 »

3iff wrote: 30 Mar 2023 09:56 It's a weird problem that I'm determined to solve.
And we are very happy to help you solve it.
As you may not be the only one with this issue, so it's handy to know how to solve it.
Hopefully updating is the easiest way ;-)
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Re: AuzObjects

Post by 3iff »

Quast65 wrote: 30 Mar 2023 10:09
3iff wrote: 30 Mar 2023 09:56 It's a weird problem that I'm determined to solve.
And we are very happy to help you solve it.
As you may not be the only one with this issue, so it's handy to know how to solve it.
Hopefully updating is the easiest way ;-)
It's exactly my attitude too, happy to help others with problems when I know the answers.
However, if it was a common problem I would have thought others might have said so...ah well.
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Re: AuzObjects

Post by Quast65 »

Maybe not right now, possibly also in the future.
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Re: AuzObjects

Post by fridaemon »

Sometimes I use grfwizard to edit some existing graphics. BUT you can edit only 8bit files! Any change in 32bit png file broke all graphics there - all will be invisible. Garry adds source codes to his masterpieces, so you can replace png file there and recode it. 8) If you don't know how, I can show you.
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Re: AuzObjects

Post by 3iff »

Maybe that's what happening...certainly most/all 32bit graphics is invisible to me.
But if that's the case, then perhaps it should be fixed at source...?
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Re: AuzObjects

Post by fridaemon »

3iff wrote: 30 Mar 2023 10:38 Maybe that's what happening...certainly most/all 32bit graphics is invisible to me.
But if that's the case, then perhaps it should be fixed at source...?
I put question about this on Discord few weeks ago but they replied with "GrfWizard was made for 8bit graphics". This time there weren't 32bit version and this tool came 15 years ago.
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Re: AuzObjects

Post by Quast65 »

dont get too carried away, first update

As I dont believe that you recompiled Garry's GRFs before you got your issues.
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Re: AuzObjects

Post by 3iff »

Don't worry, I'm not going to tackle grfwizard...certainly not yet.

Just found some info about 32bit graphics...relating to the blitter setting.
I 'think' mine is set to 8bpp while it 'should be' 32bpp-anim (or -optimized or -simple)
So, I think that will be the first thing I change...what's the odds that works?

But...still one thing at a time. That's how I beta-test. Back Tuesday.
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Re: AuzObjects

Post by Quast65 »

Well, maybe...
Its certainly something to doublecheck if updating doesnt work.
Here is a part of my config file, that relates to blitter settings (one early on and a couple a bit further down):
[+] Spoiler

Code: Select all

[misc]
display_opt = SHOW_TOWN_NAMES|SHOW_SIGNS|FULL_ANIMATION|FULL_DETAIL
news_ticker_sound = true
fullscreen = false
graphicsset = "OpenGFX"
soundsset = "OpenSFX"
musicset = 
videodriver = 
musicdriver = 
sounddriver = 
blitter = 
language = dutch.lng
resolution = 1920,1057
screenshot_format = 
savegame_format = 
rightclick_emulate = false
small_font = 
medium_font = 
large_font = 
small_size = 8
medium_size = 10
large_size = 16
small_aa = false
medium_aa = false
large_aa = false
sprite_cache_size = 64
player_face = 3058084888
transparency_options = 3
transparency_locks = 0
invisibility_options = 254
keyboard = 
keyboard_caps = 
mono_font = 
mono_size = 10
mono_aa = false
max_sprite_cache_size = 64
last_newgrf_count = 2304
sprite_cache_size_px = 128
support8bpp = no
blitter-32bpp-aa-level = 2
blitter-32bpp-aa-anim-slots = 4
blitter-32bpp-aa-anim-threads = 0
gui_zoom = 2
font_zoom = 2
zoning_overlay_inner = 0
zoning_overlay_outer = 0
extra_display_opt = SHOW_MONEY_TEXT_EFFECTS
video_hw_accel = true
video_vsync = false
cargo_payment_x_mode = 0
extra_transparency_options = 0
extra_transparency_locks = 0
gui_scale = -1
To be sure, maybe test it also out with a GRF that totally relies on 32bpp graphics, like one of the extra-zoom GRF's that uses extremely realistic graphics (like the Czech ones).

But try updating first.
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
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Re: AuzObjects

Post by GarryG »

Hi 3IFF and Quast65,

My graphics have mixture of both 8 bit and 32 bit.

I just tried AuzIndObjects on it own and have no problems.

I do have a few object sets I use for testing that just show coloured tiles .. just wonder if I might accidentally uploaded that file at one stage. But strange no one else mentioned the problem your having.

I using 64 bit OpenTTD 13.0

This is the latest AuzIndObject set and source file. See if get same problem with these.

Cheers all
Attachments
AuzIndObjects.grf
(19.49 MiB) Downloaded 116 times
AuzObjectsIndustrySource.rar
(19.34 MiB) Downloaded 60 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 »

We'll get to the bottom of this Garry!!


I have something different to ask.

As you may have noticed, Kruemelchen has a frozen river road in his roadset.
This road stays permanently frozen, also when the snowline is higher in summer.

I was wondering if you could add a couple of tiles to the AuzWaterObjects to have this in summer:
Example780.png
Example780.png (122.37 KiB) Viewed 1783 times
But instead of the reef(color)graphics, the frozen water to match Kruemelchens iceroad.
I believe you have that for a couple of your lake-graphics, those freeze in winter.
If possible two versions:
- One that stays like this all year round (to be placed in seawaterlakes that are non-frozen all year round, as in above picture).
- One that switches to full tile frozen in winter (to be placed in object lakes, that can freeze in winter).

I think the 4 graphics (shape) you used for the reefs are perfect:
Example782.png
Example782.png (20.57 KiB) Viewed 1783 times
So, it would take 2 ID's with 4 graphics each.
I hope there is still room for that in an AuzWaterObject GRF....



While looking for a good shape of that partially frozen water, I noticed that one of the full-tile reefgraphics is a bit offset:
Example781.png
Example781.png (50.51 KiB) Viewed 1783 times
Its just full-tile Reefs-D, I believe everything else is ok.
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Re: AuzObjects

Post by GarryG »

Quast65 wrote: 30 Mar 2023 23:55 As you may have noticed, Kruemelchen has a frozen river road in his roadset.
This road stays permanently frozen, also when the snowline is higher in summer.

I was wondering if you could add a couple of tiles to the AuzWaterObjects to have this in summer:
I think we can do something about those. I had 6 spare IDs in AuzWaterObjects and 70 in AuzWaterbjectsAddOns.

Hope get a chance over the weekend.

Do you want just the transition look or maybe some complete ice tiles as well? Complete ice tile set might go nice for those who like to have iced over lakes :D .

Back in January 2022, I was experimenting fake rivers that iced over an looked like ice roads but got side tracked and not got back to it. Might be good if I did them again and allow for the wider rivers that now appear in OpenTTD 13.

Here that test game file if any one like to try it along with the source.
Attachments
AuzIceRoadTest.grf
(112.51 KiB) Downloaded 45 times
AuzTestIceRoadSource.rar
(402.95 KiB) Downloaded 39 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 »

GarryG wrote: 31 Mar 2023 00:50 Hope get a chance over the weekend.
Cheers! :bow:
maybe some complete ice tiles as well? Complete ice tile set might go nice for those who like to have iced over lakes
Certainly!

I think the handiest way, is to do that as a slope-aware and snow-line aware set.
So with snowy grass in winter (and frozen water) and regular grass (with still frozen water) in summer.
You are very welcome to use these graphics for wintertime:
AlpineCoastSnow.png
(19.81 KiB) Not downloaded yet
Just replace water with ice and Bob's your uncle ;-)

EDIT:
Possibly a good idea to give Frozen stuff a separate submenu ;-)
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
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Re: AuzObjects

Post by GarryG »

Quast65 wrote: 31 Mar 2023 10:20Certainly
Your awaking and I about to go to dream world.
Quast65 wrote: 31 Mar 2023 10:20 I think the handiest way, is to do that as a slope-aware and snow-line aware set.
I forgot I did do a ice water slope aware set before .. but looks like I forgot to code them in :oops:
icelakes.png
(18.39 KiB) Not downloaded yet
Quast65 wrote: 31 Mar 2023 10:20 You are very welcome to use these graphics for wintertime:
Will use what you done too.
Quast65 wrote: 31 Mar 2023 10:20 Possibly a good idea to give Frozen stuff a separate submenu
We could do that. See how many object sets need to be made and then I decide what water object set they can go in.

Cheers .. good night
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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 »

Good night and I wish you a very goodmorning when you wake up and read this ;-)

GarryG wrote: 31 Mar 2023 10:56 See how many object sets need to be made and then I decide what water object set they can go in.
That doesnt matter too much, you could start in regular AuzWaterObjects and fill that up and then continue in AuzWaterAddOns.

A couple of other things I noticed (both in Water Objects v15):
Example783.png
Example783.png (21.78 KiB) Viewed 2346 times
1. The 7 items I put in the red box are snow-line aware and change to ice in winter, however none of the other tiles in that menu do that.
I think it is best to remove snow-awareness from them, so no change in winter.
And then put all new snow-aware water objects in a new separate sub-menu


2. I noticed that there are 2 Water Objects sub-menu's.
I think you can safely give them the same objectclass and combine them in one submenu.

3. Something weird happens to people fishing when it is winter ;-)
Example784.png
Example784.png (55.25 KiB) Viewed 2346 times
All is fine in summer, but I think that when winter comes, suddenly the base-graphic changes... ?(
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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All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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