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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alan98
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Re: AuzObjects

Post by alan98 »

Hi Garry,

One request for road signs. Would it be possible to add one additional pole (marked it red) on north and east tile (marked white on my picture) to back the overhead signs construction instead of let it hang? Like blue one on south/west side. Two single way roads have at least 20 meters width, so such pole will improve stability of this construction in case of wind :)
road sign.JPG
road sign.JPG (70.27 KiB) Viewed 21544 times
Cheers,
Alan
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Re: AuzObjects

Post by ebla71 »

GarryG wrote: 11 Nov 2023 08:46 Manage to do a bit more to the Bus Interchange and Car Park.
Although I normally prefer games in the 1880s to 1950s era - this looks absolutely beautiful!!!

The only thing I don't completely understand is the "texture" of the top level - some of it is plain grey and other parts are "structured" (not sure how to call this). Is this "just roof"? Because in many car parks I know there are also cars parked on the top level uncovered - but here there does not seem to be any enterance or exit to the top level?!?
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Re: AuzObjects

Post by GarryG »

alan98 wrote: 11 Nov 2023 13:41 One request for road signs. Would it be possible to add one additional pole (marked it red) on north and east tile (marked white on my picture) to back the overhead signs construction instead of let it hang? Like blue one on south/west side. Two single way roads have at least 20 meters width, so such pole will improve stability of this construction in case of wind
They already there called "Road Signs End Supports". There are a separate piece that goes where you place the snow tile.
additional pole.png
additional pole.png (31.6 KiB) Viewed 21450 times
In case people missed it further back in the forum, here the last version of Auz Roads Objects V16 again.
AuzRoadObjectsV16.grf
(8.97 MiB) Downloaded 77 times
ebla71 wrote: 11 Nov 2023 15:24 The only thing I don't completely understand is the "texture" of the top level - some of it is plain grey and other parts are "structured" (not sure how to call this).
That's because it not finished. I originally had it grey until I found some aerial photos of it and see it more of a white roof top. So in process of changing it.
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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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GarryG
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Re: AuzObjects

Post by GarryG »

AuzLandscapeObjectsV8
Subject: Coastal Overlaps.
GarryG wrote: 11 Nov 2023 10:39 I found a bit that I will need to add to the sets. I have nothing to fill corners like this properly.
Fixed.
Quast65 wrote: 11 Nov 2023 09:46 The only thing that would be nice is:
Seawater, with river edges
Lakewater, with coastal/surf edges
Done.

Results:
Coastal and Lake Overlap Pieces.png
Coastal and Lake Overlap Pieces.png (86.91 KiB) Viewed 21418 times
Here the updated Game file and also the source.
Attachments
AuzLandscapeObjectsV8.grf
(14.57 MiB) Downloaded 96 times
AuzLandscapeObjectsV8Source.rar
(18.67 MiB) Downloaded 83 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
alan98
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Re: AuzObjects

Post by alan98 »

GarryG wrote: 11 Nov 2023 22:34
alan98 wrote: 11 Nov 2023 13:41 One request for road signs. Would it be possible to add one additional pole (marked it red) on north and east tile (marked white on my picture) to back the overhead signs construction instead of let it hang? Like blue one on south/west side. Two single way roads have at least 20 meters width, so such pole will improve stability of this construction in case of wind
They already there called "Road Signs End Supports". There are a separate piece that goes where you place the snow tile.
I was blind :) Found it. Thanks a lot!

Cheers,
Alan
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GarryG
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Re: AuzObjects

Post by GarryG »

alan98 wrote: 12 Nov 2023 07:48 I was blind Found it. Thanks a lot!
Done that many times the more we look the harder to see things in front of our face. :D

Like finding a pen on your desk. Can't see for looking. So walk away for a while and come back and see it looking at you. :D
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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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Captain Rand
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Re: AuzObjects

Post by Captain Rand »

GarryG wrote: 12 Nov 2023 08:30 Like finding a pen on your desk. Can't see for looking........
That happens to me all the time. Sometimes I just put something down and it disappears, I literally had it in my hand a second ago and then it's gone.
Do you ever walk into a room and forget why you went there? That happens to me a lot too. It's very worrying because sometimes I find myself standing in the bathroom. :P
Back on topic.... That car park / bus station looks amazing!
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GarryG
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Re: AuzObjects

Post by GarryG »

Captain Rand wrote: 12 Nov 2023 09:43 Do you ever walk into a room and forget why you went there? That happens to me a lot too. It's very worrying because sometimes I find myself standing in the bathroom. :P
There is one room I go to and not forget why I went there for and that the loo. (Toilet). :D
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: 12 Nov 2023 02:42 Done.
Cheers buddy!

Looking closely though...
I think that the last two colors that you use untill the surf reaches land, are not animated watercolors.
They stay a static color
Example932.png
Example932.png (63.93 KiB) Viewed 21316 times

I believe that all other surfs you have in your GRFs are ok regaring colors, so no need to doublecheck those

I did find a couple not animated (probably 32bpp) though...

- Coastal Shrubs (first ones in the Coastal Landscape menu)
- Coastal (first ones in the Ogfx Terrain menu)

EDIT:
These in Auz Creeks & Rivers are also not animated colors:
Example933.png
Example933.png (23.16 KiB) Viewed 21312 times
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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 JohnFranklin523 »

Captain Rand wrote: 12 Nov 2023 09:43
GarryG wrote: 12 Nov 2023 08:30 Like finding a pen on your desk. Can't see for looking........
That happens to me all the time. Sometimes I just put something down and it disappears, I literally had it in my hand a second ago and then it's gone.
Do you ever walk into a room and forget why you went there? That happens to me a lot too. It's very worrying because sometimes I find myself standing in the bathroom. :P
In Chinese we call this memory-loss phenomenon "finding donkey while riding donkey" :D
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alan98
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Re: AuzObjects

Post by alan98 »

Hi Garry,

With respect to water-related object sets. I just upgraded AuzCreekAndDrainObjects to version 15 and noticed that some creeks which were slope-aware before are not anymore. For example this one was for sure slope aware some time ago:
creeks.JPG
creeks.JPG (80.53 KiB) Viewed 21138 times
Did you remove this capability intentionally? I think it's useful to have slope awareness here when creek is in the trench and it flows via center of small village. That way we can same one to two tiles put the creek on the slope and save space. Here is an example how it was before:
creeks_slope_aware.JPG
creeks_slope_aware.JPG (68.76 KiB) Viewed 21138 times
Cheers,
Alan
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GarryG
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Re: AuzObjects

Post by GarryG »

Quast65 wrote: 12 Nov 2023 10:05 I think that the last two colors that you use untill the surf reaches land, are not animated watercolors.
They stay a static color
I think I know why some animations not working. I copied the water from a game and worked with it on a 32 bit template instead of a 8 bit template. :oops:
I should have gotten the water tiles from "ogfx1_base". Silly me. :roll:
JohnFranklin523 wrote: 12 Nov 2023 10:33 In Chinese we call this memory-loss phenomenon "finding donkey while riding donkey"
Is that from sitting on our ass too long?
alan98 wrote: 12 Nov 2023 13:12 With respect to water-related object sets. I just upgraded AuzCreekAndDrainObjects to version 15 and noticed that some creeks which were slope-aware before are not anymore.
Shall have a look at that during the week and also the slope water when entering the oceans.

But today, I going for a train ride into the country. See if I can fix those problems when I get home or later during the week.
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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
RoyalExamination9410
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Re: AuzObjects

Post by RoyalExamination9410 »

GarryG wrote: 12 Nov 2023 02:42
AuzLandscapeObjectsV8
Subject: Coastal Overlaps.
GarryG wrote: 11 Nov 2023 10:39 I found a bit that I will need to add to the sets. I have nothing to fill corners like this properly.
Fixed.
Quast65 wrote: 11 Nov 2023 09:46 The only thing that would be nice is:
Seawater, with river edges
Lakewater, with coastal/surf edges
Done.

Results:
Coastal and Lake Overlap Pieces.png

Here the updated Game file and also the source.
Can you sail on these tiles?
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Re: AuzObjects

Post by Quast65 »

RoyalExamination9410 wrote: 13 Nov 2023 03:52 Can you sail on these tiles?
Ships cannot go over these tiles, as they are object tiles.
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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GarryG
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Re: AuzObjects

Post by GarryG »

Yesterday I went for a train ride out into the country to a place called Dungog. A few years ago I did this ride getting photos of the country, dairy farms, beef cattle and horse studs to get ideas for the game.

Also took some of a few creeks as I had planned to try drawing creeks for the game. Yesterday I took more photos just of creeks and how they were formed.

Now I starting to put those ideas from years ago and yesterday into reality.

Plan to do transitions from creek to river as well. Rivers will start with a little water and sandy river beds and gradually match up with the game rivers..

Tell you more what I get more done.

Cheers
Attachments
The beginning of Creeks and rivers.png
The beginning of Creeks and rivers.png (10.55 KiB) Viewed 20633 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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Mrsunman
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Re: AuzObjects

Post by Mrsunman »

GarryG wrote: 14 Nov 2023 00:21 Yesterday I went for a train ride out into the country to a place called Dungog. A few years ago I did this ride getting photos of the country, dairy farms, beef cattle and horse studs to get ideas for the game.

Also took some of a few creeks as I had planned to try drawing creeks for the game. Yesterday I took more photos just of creeks and how they were formed.

Now I starting to put those ideas from years ago and yesterday into reality.

Plan to do transitions from creek to river as well. Rivers will start with a little water and sandy river beds and gradually match up with the game rivers..

Tell you more what I get more done.

Cheers
Looks good! Would you be able to create wider LA style canals?
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Re: AuzObjects

Post by GarryG »

Mrsunman wrote: 14 Nov 2023 23:53 Looks good! Would you be able to create wider LA style canals?
Thank you. Hope Friday do a bit more to them.

LA Canals? Do you means the ones that come with OpenTTD, cause if you lay them side by side they will become wider.
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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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GarryG
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Re: AuzObjects

Post by GarryG »

AuzCarParkObjectsV12
Subject: Newcastle Bus Interchange and Car Parks.

I think I finished .. at least for that direction. Not sure when get chance to do flip views and other direction.

I placed it in its own menu called "Bus Interchange".
Bus Interchange 2.png
Bus Interchange 2.png (71.35 KiB) Viewed 20496 times
There are 3 object sets for it.
* First one has the ends which also overlap 1 tile. And the ramps that go to the car parks. Did both a US and a UK version ramp.
* The car parks. 4 versions and all overlap 1 tile 2 of them show a bus parked under the car park.
* Lifts and Stairs 4 random versions of each.
also includes ground level car parks. Both US and UK versions and have 9 random pieces. I random piece has taxi ranks.
All these ground level car parks also have parking meters.

I have a bus station under the building and it shows 2 buses arriving and departing.

EDIT:

Here's the game file and source.
Attachments
AuzCarParksObjectsV12.grf
(12.92 MiB) Downloaded 102 times
AuzCarParksObjectsV12Source.rar
(17.16 MiB) Downloaded 63 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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Mrsunman
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Re: AuzObjects

Post by Mrsunman »

GarryG wrote: 15 Nov 2023 02:53
AuzCarParkObjectsV12
I have a bus station under the building and it shows 2 buses arriving and departing.


Looks good! I do enjoy large carparks, You should do some more, maybe some postmodern-esque ones?
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Re: AuzObjects

Post by ebla71 »

GarryG wrote: 14 Nov 2023 00:21 Also took some of a few creeks as I had planned to try drawing creeks for the game. Yesterday I took more photos just of creeks and how they were formed.

Now I starting to put those ideas from years ago and yesterday into reality.

Plan to do transitions from creek to river as well. Rivers will start with a little water and sandy river beds and gradually match up with the game rivers..
This will look great in an Australian or any other dry savannah or desert context. In more wet regions, like Central Europe, however, creeks often simply start with water coming to the surface from a mountain side oder under a rock or tree:
Attachments
fulda spring.png
fulda spring.png (1.21 MiB) Viewed 17746 times
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