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Re: AuzObjects

Posted: 07 Mar 2021 08:01
by kamnet
I don't see why you couldn't, but you'd also have to offset the vehicle sprite higher as well, and deal with vehicles going in and out of depots... but that may be small potatoes.

Re: AuzObjects

Posted: 07 Mar 2021 09:08
by Quast65
I think that with tramtypes you may get issues with the placing of the pylons and even more with how many.
Dont you get pylons every tile with tramtypes? That may be too much...

With tracktypes, you have the benefit of not even providing pylons, but just wires and then add the pylons as waypoints.
If you use straight wires, you may be able to use the high towers that way...

However... These larger poles (and certainly the high towers) are more for outside the city.
For inside cities a tramtype would indeed be handier, as you can place it over roads, so may be interesting to test out.
Dont know how the fast electricity interacts with slow RV's though....

Re: AuzObjects

Posted: 07 Mar 2021 09:35
by GarryG
kamnet wrote: 07 Mar 2021 08:01 I don't see why you couldn't, but you'd also have to offset the vehicle sprite higher as well,
I edit the sparks to be higher so I guess it be similar to offsetting the vehicle sprite. .. but poles ever tile I think might look ugly.

Technically they probably would not be placed in a town or city .. I thinking they be used to take power from power station to a substation near a city or industry. From Sub-station use the object power stations or underground like they in cities now.
I think that with tramtypes you may get issues with the placing of the pylons and even more with how many.
Dont you get pylons every tile with tramtypes? That may be too much...
I agree with that .. I once tried a road set with power poles along one side of the road, and it had same issue a pole every tile, so had to use the object ones.
With tracktypes, you have the benefit of not even providing pylons, but just wires and then add the pylons as waypoints.
If you use straight wires, you may be able to use the high towers that way...
Some images of power poles. The one on left I think be hard, but the others might work well.
main-qimg-e564e84a30f011994e69e266b8ef5dd5.jpg
main-qimg-e564e84a30f011994e69e266b8ef5dd5.jpg (41.5 KiB) Viewed 3619 times
The second one with the wire connections on one side probably be fairly easy to do and could be fairly tall. The cross arm further down that poles gives me another idea. Add telephone wires for sending telegrams.

Maybe make them like this I took this photo in the Philippines .. all those black cables are Internet, phones and cable TV.
Electricity 07.jpg
Electricity 07.jpg (119.21 KiB) Viewed 1942 times
Which ever way I make these they have the good and bad parts .. so I think need to make a list of the good and bads and see if road is better then rail.

Re: AuzObjects

Posted: 07 Mar 2021 10:13
by LaChupacabra
I don't remember if I wrote it and I can't find it now, or I wanted to write it and finally didn't write...
Anyway, I really liked your electricity pylons graphics. :)
And I had some idea for a new type of transport ;)
New transport type.png
New transport type.png (58.5 KiB) Viewed 3603 times
where electricity would be transported between points / objects that would be adequately separated from each other. The construction of the line should start with the construction of a transformer station near the power plant, then the first pole can be placed next to this transformer station, and the next ones at appropriate distances and layout relative to other poles. At the end there would be a municipal transformer station.
Yes, it could be a kind of road, but built in a specific way.
And, yes, one of the programmers would have to be interested in this idea...

A few years ago, I drew telecommunications lines and dedicated signals for the Wired add-on. All in x2 zoom.
[+] Spoiler
Image
The main function of that add-on was to send information about track occupancy, so the lines had to be a type of track. For the transport of electricity or anything else like that, I think, like kamnet, that the type of road would be much better.
As for the graphics, I doubt whether the use of tall poles would be possible here. :( Perhaps it is possible to define a different graphic depending on the coordinates of the tiles. Such a method, however, may cause that either the poles will be very rare when a player misses these fields, or too densely.
Another solution, I think it might be possible to use the graphic of high poles only in curves and crossings. On the other hand, the graphics of power lines would be visible only when a player uses bridges - this would allow the curve of the line to be adjusted to the distance between the poles. Different transmission lines would be separate types of roads and would use different bridge graphics - I don't know if that is possible.
The pole art could also be used by stops when the feature is added to the game. And even better if they were waypoints.
In any case, however, these are quite forced solutions that will not look good when used other than the one predicted. Good only for eyecandy style game. Considering the possibility of using the add-on on servers where players have different playstyles, it would be better to use a simpler solution.

Re: AuzObjects

Posted: 07 Mar 2021 10:48
by LaChupacabra
Solutions of big poles on roads:
1. Poles graphic depend on coordinates of tile
[+] Spoiler
Image
2. Poles graphic depend on direction of road
[+] Spoiler
Image
Objects mark places where the graphic of the pole would appear.
Power line graphics would have to be straight in either case, or it shouldn't be.

Re: AuzObjects

Posted: 07 Mar 2021 12:11
by GarryG
References to LaChupacabra 2 posts
Including electricity and water pipes in game kind of make it a bit like the Simcity games. Adding those to some industries as a extra cargo could be interesting.

When I was experimenting with these I tried without wires when I got frustrated trying to align them and found out we don't really need wires at all. The sparkes still fly :D So probably could make a set with out poles as well, but how do we know where it is going .. as no poles and no wires makes it all invisible.

So we place a service road as base. (Many power lines, especially those not close to a road have a dirt track below the poles to allow access to maintenance vehicles.

So maybe a idea would be to make a few of these dirt roads with no poles and no wires and with the sparks set at different heights to suit the poles we using (Could end up with several roads). The poles will be Waypoints and/or stations. Signalling the ones you and McZapkie used in Wires:Communication sets might be ideal. Or maybe use a power pole to act as a signal by placing a transformer on the pole.

If use roads we don't have waypoints and stations available, just the bus stops and truck loading bays, so seems like rail is the way to go. But crossing roads and designing a bridge for them could be a problem?

There lots of ideas how to do this set, but my coding is limited. I stole the coding I used from Supercheese :oops:

Any way here the source to what I done so far .. it has the sprites for the poles and wires so you can see what I did.

Cheers all

Re: AuzObjects

Posted: 09 Mar 2021 10:32
by GarryG
Just updated page 1 .. I listed under each object some of the objects you will find in that particular set.

Hope that makes it a bit easier to find what you want to use.

Cheers

Re: AuzObjects

Posted: 09 Mar 2021 11:16
by GarryG
Started making objects to go with the OTIS - One Tile Industry Set.

Made some Oil and Gas Rigs and also sandy dredging platforms.
Helicopter landing zones_02.png
Helicopter landing zones_02.png (24.93 KiB) Viewed 3355 times
These are single tiles with overlap sections to help cover the buoy. Place them on the south-western side of the buoy so they will align for the helicopter to land.

You now be able to send and collect workers via Chopper or boat.

This same game file is the same as the one over on the OTIS - One Tile Industry Set forum.

Re: AuzObjects

Posted: 09 Mar 2021 12:18
by GarryG
A bee flew in my window this afternoon (must have thought I was sweet as honey) and gave me the idea to add some bee hives to the game.

This are in AuzFarmObjects under the heading Animals. The 2 tiles for each direction all have the 3 lines of hives and one has a bee keeper doing what bee keepers do. Guess they get a buzz from a job like that :D
Bee Hives.png
Bee Hives.png (50.58 KiB) Viewed 3333 times
Cheers all

Re: AuzObjects

Posted: 10 Mar 2021 04:21
by GarryG
Finally had a break through with the 3 larger water pipes .. been having a alignment issue and no one helped to answer the simple question a few pages back .. how to evenly divide 32 by 3.

So the way around it is the pipes North West and the ones South-East are slightly different alignment. Same as the ones South-West and North East.
This the result for 3 pipes.
3 Pipes.png
3 Pipes.png (15.33 KiB) Viewed 3249 times
and you can lay them side by side if want extra pipes
6 Pipes.png
6 Pipes.png (13.68 KiB) Viewed 3249 times
Still got slopes and a few other parts to do.

Re: AuzObjects

Posted: 10 Mar 2021 10:08
by Quast65
That looks very good! :bow:

Re: AuzObjects

Posted: 10 Mar 2021 12:47
by GarryG
Thanks Quast65 glad you like it.

Here a bit more to those pipes.
6 Pipes 02.png
6 Pipes 02.png (80.15 KiB) Viewed 3149 times
If I push hard enough might have them finished tomorrow.

Question for you all .. what object set should they go in? AuzCreek with the dams, AuzWaterObjects, AuzIndObjects or maybe some one has a better suggestion. Been thinking maybe put these pipes in 2 sets. Auz Creek to go with the dame, and AuzIndObjects to connect Industries with water or Oils.

Re: AuzObjects

Posted: 12 Mar 2021 04:30
by GarryG
Hi all,

I added the triple pipes to the dam walls so now you can run these pipes from a dam to a lake if like.

I unable to put these pipes with the others in AuzCreekAndDrainObjects as there no room left in that set for any more objects.

One of the reasons they in the AusIndObjects .. I also copied the other water pipes and the dam section with the pipes over into AuzIndObjects. They are now in both AuzCreekAndDrainObjects and AuzIndObjects.
water pipes 11.png
water pipes 11.png (44.75 KiB) Viewed 3053 times
I wonder if the pipes in real join the dams a bit different to how I have them, but been unable to find any suitable images to compare with yet. Hope find some soon.

Here the latest game file with the triple pipes joining a dam wall.

Re: AuzObjects

Posted: 12 Mar 2021 09:37
by Quast65
GarryG wrote: 12 Mar 2021 04:30 I wonder if the pipes in real join the dams a bit different to how I have them, but been unable to find any suitable images to compare with yet. Hope find some soon.
I dont think they do...

I think it works something like this:
- There is a waterintake before or inside the dam.
- That leads to a pumphouse
- From there the water is transported via pipes (and possibly already underground)

I have done a quick search and stumbled upon the Warragamba Dam in NSW.
It looks like the waterpipes from that are first a while underground and come above ground way further untill they end up in a reservoir:
Example616.png
(3.06 MiB) Not downloaded yet
So, I think a construction like a pumphouse that you can place next to the dam is a bit more logical than pipes coming straight out of the dam.

Re: AuzObjects

Posted: 12 Mar 2021 12:47
by GarryG
Quast65 wrote: 12 Mar 2021 09:37 I think it works something like this:
- There is a waterintake before or inside the dam.
- That leads to a pumphouse
- From there the water is transported via pipes (and possibly already underground)
Found a few images some with pipes coming out of the dam, same like in image you sent we pipes go distance underground to a pump station then above ground for some distance. Some have the pump station at the reservoir.

I do some more looking before I decide whether leave them like I done them or maybe place a pump hose at base of dam,or some other idea.

----------------------------
Auz Farms Objects.
Looking at some old style harm house. For those who like to start their games before electricity and house paint.

Did 4 in South-East direction and 4 south-west direction .. all facing frontwards.
Old Style Farm Houses.png
Old Style Farm Houses.png (34.44 KiB) Viewed 2978 times
The thunder box (toilet) and chicken pens are already in the farm object set.

I don't plan to upload any more objects till next week. Have a break from it this weekend.

Cheers

Re: AuzObjects

Posted: 13 Mar 2021 11:29
by GarryG
Hi all,

Most of the objects I be making for the next week or so will be to work with the new Industry set that Quast65 and I been making.
OTIS - One Tile Industry Set
viewtopic.php?f=26&t=88584

It mainly suitable for those who love eye-candy play as none of the Industries start at beginning of game. You have to buy them (they cheap) and click where you want to build that Industry .. but they only sell you for Sold sign. :roll: You then have to get your tools and build what type of Industry you want.

There are lots of object sets available on the forum and in Bananas.

I also hope to build some objects that will go with these Industries that might not be available in other sets. If you have any suggestions please let me know.

Cheers

Re: AuzObjects

Posted: 14 Mar 2021 18:03
by Quast65
Would you mind posting the sources of the most recent version of AuzIndObjects.grf?

Re: AuzObjects

Posted: 15 Mar 2021 00:13
by GarryG
Quast65 wrote: 14 Mar 2021 18:03 Would you mind posting the sources of the most recent version of AuzIndObjects.grf?
No prob.

Here it is .. any one liking the source to other sets let me know.

Re: AuzObjects

Posted: 16 Mar 2021 03:49
by GarryG
Hi all,

Been given a object to build for the AuzIndObject set which to my knowledge is not available in any one else's object sets.

The idea was given to me by "TTDFanDNUA" to go with the new Industry set Quast65 and I working on.

Can you guess what it is?
sewage treatment 01.png
sewage treatment 01.png (52.19 KiB) Viewed 2669 times
Just a little tweaking left to do with it and if all goes well will be ready in a day maybe 2.

Cheers all

Re: AuzObjects

Posted: 16 Mar 2021 04:39
by perverted monkey
Fish will praise you!