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 »

Furthermore:

4. You have navigator markers in Auz Airport & Boating Objects, as well as in Auz Water Objects Addons.
Example785.png
Example785.png (10.79 KiB) Viewed 2334 times
Those in Auz Airport & Boating Objects give more choice.
Keep those, remove the navigators from Auz Water Objects Addons, frees a couple of ID's there again ;-)

5. As you can see in the above picture, there is grass under the menu-graphic of the Navigators Markers.
That should be water, I think that in the code, you need to change the basetile to water.
Same for loads of the boats in Auz Airport & Boating Objects and a couple of boats in Auz Water Objects.

The thing is, that if you want some stuff inside an actual lake to be safe from flooding, you need to place objects with water graphics next to them on DRY cleared land.
Your graphics then stay grassy, if they get a water-base-tile they will look watery even when placed on dry land ;-)
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
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Re: AuzObjects

Post by GarryG »

It's morning here now. A lovely 15 degrees out side and sunny.
A couple of other things I noticed (both in Water Objects v15):
Some of those faults your findings, some I knew about and just not had chance to try fix and when did have chance completely forgot what the problem is. :roll:

Big reason why I not put them on Bananas yet. Some sets need adjustments not just in graphics but also in coding.

Today I'll work on the ice water and then after that see what repairs I can do to all the water sets.

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

Post by Quast65 »

My goal in life is to provide you with a never ending to-do-list :] :twisted: :tongue:
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: 01 Apr 2023 01:45 My goal in life is to provide you with a never ending to-do-list
We'll get to the end of the list tomorrow .. but they say tomorrow never comes ..

EDIT:

You can test these if like. They have straight, outer curve and inner curve transition pieces to do along side ice roads.
Also some people ice skating and some ice water.

There under the Menu heading Frozen Water(Ice)

Tomorrow I see if I can make some river pieces with ice to go with the wide rivers that now available in OpenTTD.
These will be in the AuzWaterObjectsAddOn set as other set now full.
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AuzWaterObjects.grf
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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 »

Nice, exactly what was needed! :bow:

However there are some issues....

1. Ice lakes Slope Aware:
One of the menu-graphics has water on both sides ?(
Example792.png
Example792.png (14.45 KiB) Viewed 2171 times
2. Ice lakes Slope Aware:
The water is not moving...
Could it be that the watergraphics you put in are in 32bpp?
That way it wont recognise that it is animated water colors, recode in just 8bpp then

3. The Ice Transitions:
They all have the same issue I think as a lot of your other water objects, but with a twist..
In summer it looks like this when you place them on freshly demolished land next to a road to keep it from flooding:
Example791.png
Example791.png (57.57 KiB) Viewed 2171 times
Which is good ;-)

But in winter (so when snow-line reaches it), it looks like this:
Example790.png
Example790.png (61.72 KiB) Viewed 2171 times
Not good ;-)

Also when you place these objects on dry land, it doesnt show water under it.
And it should do that, so I think its a code issue.
Could you post the code of one of those objects?
I'll take a look to see if I can spot what needs to change.
I think it may be something like GROUNDTILE_NORMAL to GROUNDTILE_WATER (its been a while since I coded objects in NML)


EDIT:
It may be a good idea though to switch to PM's while we adress these issues.
That way you wont have to keep upping the version-number and also Kamnet doesnt have to keep track of new versions untill we get this fixed ;-)
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: 01 Apr 2023 11:28 The water is not moving...
I forgot that also need a mask in 32 bit if have animation. I'll re-do them as 8 bit as that be easier.
One of the menu-graphics has water on both sides ?(
That is a strange one .. you sure you didn't have a lot of rain and it flooded? Most likely a coding issue.
I get mixed up if I need both or one of these codes in object_flags

Code: Select all

OBJ_FLAG_ON_WATER,   OBJ_FLAG_DRAW_WATER
At moment I only have OBJ_FLAG_ON_WATER. Maybe need the other one as well.
They all have the same issue I think as a lot of your other water objects, but with a twist..
Most likely a coding issue.

Those issues will give me something to work on today.
If your still awake here the source.
The Ice Transitions codes are called
ice01, ice02 and ice03. People on ice is ice04.
The slope aware called icelakes.

Will PM future problems.

Cheers
Attachments
AuzWaterObjectsSource2Apr23.rar
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Soot Happens
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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 »

If your still awake here the source.
Just came home from work, so just before bed ;-)
At moment I only have OBJ_FLAG_ON_WATER. Maybe need the other one as well.
Yes!

I think the other issue (in winter) is here:
This:

Code: Select all

//calculate ground sprite for object
switch (FEAT_OBJECTS, SELF, switch_ice01_object, [
    STORE_TEMP(0, 0),
    STORE_TEMP(GROUNDSPRITE_WATER, 1),
    STORE_TEMP(terrain_type == TILETYPE_DESERT ? GROUNDSPRITE_DESERT : LOAD_TEMP(1), 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_ice01_view;
}
Should become:

Code: Select all

//calculate ground sprite for object
switch (FEAT_OBJECTS, SELF, switch_ice01_object, [
    STORE_TEMP(0, 0),
    STORE_TEMP(GROUNDSPRITE_WATER, 1),
    STORE_TEMP(terrain_type == TILETYPE_DESERT ? GROUNDSPRITE_DESERT : LOAD_TEMP(1), 1),
    STORE_TEMP(terrain_type == TILETYPE_SNOW   ? GROUNDSPRITE_WATER : 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_WATER : LOAD_TEMP(1), 1),
    STORE_TEMP((LOAD_TEMP(255) ==  0) ? GROUNDSPRITE_WATER : LOAD_TEMP(1), 1),
    STORE_TEMP((LOAD_TEMP(255) ==  1) ? GROUNDSPRITE_WATER : LOAD_TEMP(1), 1)
        ]) {
    switch_ice01_view;
}
That may do the trick... Goodnight ;-)
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 alan98 »

Hi Garry,

Would it be possible to take these two objects from Fake Airport Objects set (I hope @Quast65 will not be against this idea), re-paint both objects in dark green color and add it to yours military objects set as a military radar/transmitter as anti-aircraft warfare?
radars.JPG
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Cheers,
Alan
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Re: AuzObjects

Post by GarryG »

alan98 wrote: 02 Apr 2023 12:38 Would it be possible to take these two objects from Fake Airport Objects set (I hope @Quast65 will not be against this idea), re-paint both objects in dark green color and add it to yours military objects set as a military radar/transmitter as anti-aircraft warfare?
We could do that .. are they all green from top to bottom or green and white instead of red and white?

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
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Auz Eyecandy TramTracks: viewtopic.php?t=89908
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Re: AuzObjects

Post by GarryG »

AuzBoatingObjects
Subject: Houseboats

Looking through some of my object sets finding objects that I did but forgot to code.

Found some houseboats and 6 crew canoes.
HouseBoats.png
HouseBoats.png (25.5 KiB) Viewed 1943 times
Also some navigation markers that still in process being finished .. hope to eventually add them too.
Attachments
AuzBoatingObjects.grf
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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
alan98
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Re: AuzObjects

Post by alan98 »

GarryG wrote: 02 Apr 2023 23:11
alan98 wrote: 02 Apr 2023 12:38 Would it be possible to take these two objects from Fake Airport Objects set (I hope @Quast65 will not be against this idea), re-paint both objects in dark green color and add it to yours military objects set as a military radar/transmitter as anti-aircraft warfare?
We could do that .. are they all green from top to bottom or green and white instead of red and white?
That's great! Yes, they should be all green from top to bottom for hiding purposes in contrast to civil radars which are painted in red and white to increase visibility.

Cheers,
Alan
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Re: AuzObjects

Post by GarryG »

alan98 wrote: 03 Apr 2023 06:58 That's great! Yes, they should be all green from top to bottom for hiding purposes in contrast to civil radars which are painted in red and white to increase visibility.
Shall see what Quast65 thinks of the idea and if ok with him shall see what I can do.
Soot Happens
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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: 03 Apr 2023 09:17
alan98 wrote: 03 Apr 2023 06:58 That's great! Yes, they should be all green from top to bottom for hiding purposes in contrast to civil radars which are painted in red and white to increase visibility.
Shall see what Quast65 thinks of the idea and if ok with him shall see what I can do.
Sure, its GPL-licensed!
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 3iff »

Quast65 wrote: 30 Mar 2023 11:13 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.
Well, I just changed the config to read "blitter = 32bbp-optimized" and it worked.

I've a vague feeling I did this a long time ago and hadn't changed it. I suspect I had to recreate the config file at some time and the settings returned to 8bpp defaults.
It's not something I would have changed back on purpose...and all my earlier versions of ottd (I keep a few) had 8bpp-optimized so I didn't realise that was the issue...but I do now.

So, Many thanks Quast for your patience in trying to help me fix this. Your suggestions helped even as I was realising that the issue was with my system, somewhere.

Garry,

Now I can see your graphics in their full majesty, I have spotted a few small issues.

Pre-1900 graphics.
The wagon section, there are a few typos referring to WAHON (obviously should be wagon)
The the churches sectoin, you have a CEMENTARY (instead of cemetary)

Townobjectaddons
There are a few pink walls for shopping malls, car parks, shops and sydney shop.

Just to add, I'm blown away with the depth of your graphics. Absolutely superb.
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Re: AuzObjects

Post by Quast65 »

3iff wrote: 04 Apr 2023 13:14 Well, I just changed the config to read "blitter = 32bbp-optimized" and it worked.
Good to know that that was the issue and that it is fixed now!
There are a few pink walls for shopping malls, car parks, shops and sydney shop.
That is intended behaviour, those are modular parts, buildingblocks so to say.
The pink walls are to show "inside" walls, those that you should not be able to see anymore in a complete building.
Not much use to also draw pretty graphics, if you dont see them anymore ;-)

However, you can also find those blocks (and possibly some more) in the Auz Car Parks and Subway Overlays (and add-ons) GRFs
And those do have "inside" graphics
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 3iff »

Ah, I didn't know. I guessed that you wouldn't have set those to pink and just left them like that unintentionally.

I'll give them a try now I know what's going on. I agree, no point in drawing stuff that can't be seen!
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Re: AuzObjects

Post by GarryG »

3iff wrote: 04 Apr 2023 13:14 Now I can see your graphics in their full majesty, I have spotted a few small issues.
Those spelling mistakes are fault of my keyboard .. keys keep moving and making me hit the wrong letters :D

Appreciate people reporting problems as I seem to miss a few.
Quast65 wrote: 04 Apr 2023 14:29 However, you can also find those blocks (and possibly some more) in the Auz Car Parks and Subway Overlays (and add-ons) GRFs
And those do have "inside" graphics
I need to re-do some of my objects sets and remove some double up. When I first did them I never realized I could give them the same "class: CODE" in both sets.
alan98 wrote: 03 Apr 2023 06:58 That's great! Yes, they should be all green from top to bottom for hiding purposes in contrast to civil radars which are painted in red and white to increase visibility.
How will this look for the tall one?
Wondering about the radars on the ground if should be on towers?
Be a few days before I can work on them again. Shopping day today and train riding Thursday.
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RadarTowers.png
RadarTowers.png (8.38 KiB) Viewed 1708 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 »

Over the past few weeks I Iearn a few things in coding I never understood before or forgotten how to use. One reason I had been double up of some objects. Somew objects you would find the same one it 2 or more object sets. I hope to re-do some objects sets to remove the double ups and combine some sets together to reduce the number of GRF files.

I can reduce the AuzTownObjects, AuzTownObjectsAddOns and AuzObjectsPre1900 into 2 sets instead of 3.

Similar to AuzWaterObjects, AuzWaterObjectsAddOns and AuzBeachObjects .. can be reduced to only 2 sets.

The AuzBoatingObjects I think can stay separate as plan to add more boats and Navigation markets and any thing else I can find that is related to Boating.
This set also includes 6 items of Heathrow Airport which will be placed somewhere else. I don't think I need to make a separate airport set as there are already some great airport object sets already available.

Hope to start working on them over the Easter Break.

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
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alan98
Engineer
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Posts: 38
Joined: 09 Jan 2023 14:31

Re: AuzObjects

Post by alan98 »

GarryG wrote: 04 Apr 2023 21:18
alan98 wrote: 03 Apr 2023 06:58 That's great! Yes, they should be all green from top to bottom for hiding purposes in contrast to civil radars which are painted in red and white to increase visibility.
How will this look for the tall one?
Wondering about the radars on the ground if should be on towers?
Be a few days before I can work on them again. Shopping day today and train riding Thursday.
Would it be possible to make it little bit more dark green? Also would it be possible to paint antennas (white circles) in green too and remove red lights. Hiding first :)
Regarding radar, they frequently are on ground, not on towers. If it possible, please remove fences surrounding radar See picture:
radar.png
radar.png (267.24 KiB) Viewed 1635 times


Cheers,
Alan
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GarryG
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Posts: 5874
Joined: 14 Feb 2015 00:44
Location: Newcastle, Australia

Re: AuzObjects

Post by GarryG »

alan98 wrote: 05 Apr 2023 08:27 Would it be possible to make it little bit more dark green? Also would it be possible to paint antennas (white circles) in green too and remove red lights. Hiding first
Did the antennas and radars.
RadarTowers2.png
RadarTowers2.png (12.69 KiB) Viewed 2865 times
I thought the disks on the antennas had to be white so they would receive signals better?
Never seen any of a different colour.
You will find them in "Security" section of the Object Selection Menu. I also moved the Guards Towers to the Security section as well and wonder if these could be green?

If want any more done to these it be after the Easter break as want to fix some problems that others have reported and get rid of some double up objects .. plus enjoy Easter.

Cheers
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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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