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Re: AuzObjects
Posted: 01 Oct 2021 21:08
by fridaemon
GarryG wrote: 01 Oct 2021 01:39
Thanks all for your feed back. When I came up with this idea wasn't thinking of using them in games that are in progress.
It a Catch 22 .. I right and also wrong if I make them.
If I continue on with this idea I make sure they start with "AuzNewObjects[name]" So be a bit like this .. AuzNewObjectsWharfAndJetty, AuzNewObjectsBoating, AuzNewObjectsFarms.
It will make sense if you upload it to bananas, but under a new ID, so that there is no mess in IT. For online players it could be Fine.
Re: AuzObjects
Posted: 02 Oct 2021 00:19
by GarryG
fridaemon wrote: 01 Oct 2021 21:08
It will make sense if you upload it to bananas, but under a new ID, so that there is no mess in IT. For online players it could be Fine.
Players who are using the sets available now they will not need these new ones I thinking of doing as they be all the same .. just sorted better (I hope). About 5 years ago I had them sorted but was asked to join the sets to reduce the number of NewGRFs, not knowing at the time I be adding more object pieces. Wish my brain would tell me now what I want to build for the next 12 months as make it so much easier

Re: AuzObjects
Posted: 02 Oct 2021 13:38
by wyndbain
Bit of a weird suggestion and ik ur not doing farming objects atm but could you do a cattle grid overlapping tile.
Been building some farms recently and cattle grids would be nice...
Re: AuzObjects
Posted: 03 Oct 2021 00:15
by GarryG
wyndbain wrote: 02 Oct 2021 13:38
Bit of a weird suggestion and ik ur not doing farming objects atm but could you do a cattle grid overlapping tile.
I do have a few with fake roads in AuzFenceObjects under the menu Fences Gates and Roads.
Would you like them with any particular fence type?
AuzFenceObjects
Looking at the fences this morning .. they probably look better if I split the menu and have "Farm Fences" and "Town Fences"
Re: AuzObjects
Posted: 03 Oct 2021 00:45
by wyndbain
GarryG wrote: 03 Oct 2021 00:15
wyndbain wrote: 02 Oct 2021 13:38
Bit of a weird suggestion and ik ur not doing farming objects atm but could you do a cattle grid overlapping tile.
I do have a few with fake roads in AuzFenceObjects under the menu Fences Gates and Roads.
Would you like them with any particular fence type?
AuzFenceObjects
Looking at the fences this morning .. they probably look better if I split the menu and have "Farm Fences" and "Town Fences"
Probably stone hedges and split rail if possible

Re: AuzObjects
Posted: 03 Oct 2021 01:22
by GarryG
wyndbain wrote: 03 Oct 2021 00:45
Probably stone hedges and split rail if possible
Glad I asked you as some countries have different fences. Would not have sort about the stone hedge

Re: AuzObjects
Posted: 03 Oct 2021 02:46
by GarryG
AuzFenceObjects
wyndbain wrote: 02 Oct 2021 13:38
could you do a cattle grid overlapping tile.
Strange about my coding .. I start a project and after awhile get bored with it or rub=n out of ides and need a change and intend to come back to it later. Overlap cattle grids was something I meant to do long time ago and forgot. Thanks to wyndbain for reminding me.
I did 4 lots, wire fence, split rail fence, stone fence, and wedge.

- cattlegrids.png (33.31 KiB) Viewed 4229 times
Some time ago I drove around the country roads in England and seen many fences they are wired with shrub growing through the wires .. not remember if they have cattle grids .. buy that the idea of the hedge cattle grid for UK players.
These will also work with single track railways.
If there is a fence you would like to see with the cattle grid, please let me know.
Re: AuzObjects
Posted: 03 Oct 2021 05:54
by GarryG
AuzFencesObjects
While I was in fencing mood .. decided to add a idea that I was asked about several weeks ago.
Security boom gates. So made 2 lots mainly to go on industry entries but might be able to use at border security as well.

- SECURITY_GATES.png (49.49 KiB) Viewed 4181 times
So while at it I made a few changes to the menu. Railway Fences and Security Fences have their own Menu.
So here the updated NewGRF File. Sorry to the 5 who down loaded previous post above.
Re: AuzObjects
Posted: 03 Oct 2021 11:48
by GarryG
AuzFarmObjects
Added a few more crops.
Now have Hops and Barley (for those who love a beer or three)
and Soya and Sunflower.

- new crops.png (54.11 KiB) Viewed 4110 times
Top is Barley, left is Hops, right is Sunflower and bottom Soya.
These are crops I hoping to add to next Industry Set I do.
If want to add to your farm now here the newGRF file.
Re: AuzObjects
Posted: 03 Oct 2021 12:30
by Quast65
The sunflowers look extremely flat...
I think they need some more work, so they look as nice as for example the hops.
Re: AuzObjects
Posted: 03 Oct 2021 14:14
by GarryG
Quast65 wrote: 03 Oct 2021 12:30
The sunflowers look extremely flat...
I think they need some more work, so they look as nice as for example the hops.
They got flattened in the storm we had this evening. Hope the sun will revive them tomorrow. Cheers
Re: AuzObjects
Posted: 03 Oct 2021 14:21
by Quast65
I think the easiest way is to just raise the graphic you have now and add stems at the outer edges.
So next to each other they look like now, but at the outer edges you can see the stems.
Re: AuzObjects
Posted: 03 Oct 2021 17:52
by wyndbain
GarryG wrote: 03 Oct 2021 11:48
AuzFarmObjects
Added a few more crops.
Now have Hops and Barley (for those who love a beer or three)
and Soya and Sunflower.
new crops.png
Top is Barley, left is Hops, right is Sunflower and bottom Soya.
These are crops I hoping to add to next Industry Set I do.
If want to add to your farm now here the newGRF file.
OMG OMG OMG
Was just gonna ask for some more crops, GarryGod has spoken. Thanks for this man.
Re: AuzObjects
Posted: 04 Oct 2021 00:40
by GarryG
wyndbain wrote: 03 Oct 2021 17:52
OMG OMG OMG
Was just gonna ask for some more crops, GarryGod has spoken. Thanks for this man.
Glad you approve. Need to improve the sunflowers and I hope to make some green wheat as I think some farms look nice with some green crops that not ready to harvest.
Not sure yet of what other crops I could try do. Any suggestions?
Wondering also animate some crops .. wheat for instance can start with a normal field, a plowed field, green field (wheat growing), yellow field (wheat ready for harvest) then after harvest. Unfortunately not able to have moving harvesters. If I able to do it hope can time the cycle to equal a year game play.
EDIT:
Adjusted the Sunflowers ..

- Sunflowers.png (56.42 KiB) Viewed 3960 times
See if I can do some Auto-sloped sunflower, barley, Soya and something else. The Hops I see if can do normal slopes but not auto slopes.
IF I do any animated crops they will only be flat tiles and normal slopes .. can not do auto slopes for these.
Re: AuzObjects
Posted: 04 Oct 2021 07:36
by GarryG
AuzFarmObjects
Some crops.

- new crops2.png (95.1 KiB) Viewed 3946 times
Left is green wheat, next Sunflowers (a bit hard to show these properly on slopes), Green Barley, and on right is barley ready for harvest.
The barley that ready for harvest not real happy with it think it can be better.
Re: AuzObjects
Posted: 04 Oct 2021 13:15
by Taschi
The green wheat is maybe a bit too green? It almost looks irradiated.
Re: AuzObjects
Posted: 04 Oct 2021 13:54
by GarryG
Taschi wrote: 04 Oct 2021 13:15
The green wheat is maybe a bit too green? It almost looks irradiated.
Tried to make it and barley look a bit different, but looking at aerial images of wheat, barley and oats when they still green not much difference so maybe the green barley could be used for all.
When they ready for harvest the barley seed is slightly darker then wheat .. oat and wheat very much the same.
Next question .. do I delete the green wheat or make it a bit a bit lighter then the barley green.
Going to see if I can make some vehetable crops such as potatoes and onions. If successful see if I can do some other types.
i used to pick potatoes and onions, but where we picked the potatoes I was a bit scared of heights .. the plateau was on top of hill with a slope .. at bottom of slope was a cliff with a shear drop which looked several 100 meters. The problem was the plateau was so high often had our heads in the cloud or in fog and could no see the cliff.
That all my bedtime stories tonight .. I off to dream world .. good night all
Re: AuzObjects
Posted: 05 Oct 2021 06:41
by GarryG
AuzFarmObjects
Made some Spuds (potatoes) and Onions .. a little graphics issue with onions to fix (hope can do tonight .. about 4 hours time) .. the reason for these to crops are they shade of the green so be nice to be able to use for other crops as well.
These are slope aware.
More soon
Re: AuzObjects
Posted: 05 Oct 2021 12:20
by GarryG
AuzFarmObjects
Been replanting a few of the new crops.
I've added Hops, Soya, Sunflower, Potatoes, Onions, green wheat, green and Barley ready for harvesting.
HOPS. Will go over slopes facing NE, NW, SE, and SW. But they will not go other those facing South, North, East ad West (The ones in image with the dot).

- new crops4.png (47.29 KiB) Viewed 3767 times
Fixed the Onions .. they look better then before.

- new crops5.png (38.26 KiB) Viewed 3767 times
Would you like to try?
Re: AuzObjects
Posted: 06 Oct 2021 08:40
by GarryG
AuzTownObject
s
Being converted to AuzTownSet. (This will not be a object set, but planned to be part of a actual town set)
This is a add on set to actual Towns .. whether you use the default towns that came with the game or maybe use another set such as Total_Town_Replacement_Set or any other set.
This is a project that "Jimbob" started using my AuzTown Objects back in 2018 to learn how to code towns. But with Christmas getting close that year we stopped and just haven't got back to it as we got side tracked with other projects.

- AuzTownSet.png (93.49 KiB) Viewed 3704 times
As can be seen in the image .. some houses do not align properly to roads. Was hoping front of house faced the roads.
It is coded in NML 4. They accept 3 cargos and say can produce 2 cargoes.
Code: Select all
item (FEAT_HOUSES, Apartments01, -1, HOUSE_SIZE_1X1) {
property {
substitute: 27;
name: string(STR_Apartments01);
availability_mask: [ALL_TOWNZONES & ~bitmask(TOWNZONE_CENTRE, ABOVE_SNOWLINE), ALL_CLIMATES];
removal_cost_multiplier: 4;
years_available: [1950, 2100];
population: 24;
mail_multiplier: 6;
accepted_cargos: [[PASS, 12], [FOOD, 10], [MAIL, 10]];
}
graphics {
default: switch_Apartments01_object;
autoslope: return CB_RESULT_AUTOSLOPE;
}
}
Like to try finish it and wondering on some codes someone might help us use. I using NML 5.3.
How can I add the following:
* Make the building align the front with a road? I tried this but would not accept it.
* The code to accept and produce cargo to suit NML 5.3?
* How to add 32 bit graphics
Full code for Apartments01 if need.
The building with yellow dot are from "fridaemon" set. Hope to add more of his building to this once I get the coding correct.
Cheers all
If like to test with other towns here what been done so far.