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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GarryG
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Re: AuzObjects

Post by GarryG »

Quast65 wrote: 28 Oct 2021 13:25 It could probably just be the Sprite Sorter, that automatically always places planes in front.
Think your right as no matter how high the cloud and low the plane, the plane liked being on top.

I meant to add the source to my last post in case some one sees something I forgot to add. But the problem as you mentioned seems to be game mechanics.

I'll add source now if some one like to see the code for the cloud and other landscape objects. It at the bottom of the NML file called Clouds01.

Hope over the weekend make some multi tile clouds with a bit of variety and in some cases the ground tile instead of blank add something to it.

Cheers
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Re: AuzObjects

Post by GarryG »

Tried animating the clouds but no going to be easy .. if too fast looks like a storm brewing and changing positions whether slow or fast they not smooth.

Hardest part is changing the shapes as Fridaemon did such a good job on these clouds is hard to improve on perfection. For some reason the few I tried to make from these look ugly.

So for now to get a different shape I just flipped them so we have 2 shapes.

I will do 2 sets .. one suitable for small towns and country and other more towards cities. ( Maybe do one set for over water as well and place a boat or two at the base).

Each set will have 4 different cloud heights each with 9 multi selections. At the base on some of them I will place a object and the cloud will be one or two shapes.


My son just gave us a idea .. if the cloud going to be stationary all the time, shouldn't there be a haunted house below that cloud?
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Re: AuzObjects

Post by fridaemon »

GarryG wrote: 30 Oct 2021 05:30 Hardest part is changing the shapes as Fridaemon did such a good job on these clouds is hard to improve on perfection. For some reason the few I tried to make from these look ugly.
Not sure how this animation would like, so I don't know what to do. I haven't done anything special, I only used free photoshop brushes (LINK) and edited some things there, like size, transparency and shading.

Haunted house, of course! :D
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Re: AuzObjects

Post by ectm autodoprava »

screenshot#48.png
(2.81 MiB) Not downloaded yet
screenshot#49.png
(3.96 MiB) Not downloaded yet
Mr. Master. Even such randomly placed clouds over the landscape are fantastic. They move the game to the 21st century. Thank you for your work. :bow: :bow: :bow:
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Re: AuzObjects

Post by GarryG »

Here where I up to with the clouds.

Had a go making small changes to the clouds so they a little difference. Unfortunately showing a few straight edges.

Also add a few objects to the base.

These ones are for country and small towns. Some have empty bases.
multi tile clouds.png
multi tile clouds.png (168.34 KiB) Viewed 2753 times
Depending what you think if should do some for city (using some of Fridaemon 1x1 objects) and water or we just have clouds with out the objects.

These just showing the lowest clouds, the other 3 levels have same objects.

The clouds are at levels 80, 120, 160, 200
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Re: AuzObjects

Post by GarryG »

Just tried some haunted houses with low cloud.
A haunting we will go.png
A haunting we will go.png (179.73 KiB) Viewed 2737 times
Should I lower the clouds a bit lower?

who can make a ghost and how can I make some lightning.
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Re: AuzObjects

Post by temporal8 »

Hi Garry, i downloaded your source and deleted the straight edge, surely the png i downloaded it´s old but check if f it is useful to you, cheers.
delete.png
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Re: AuzObjects

Post by GarryG »

temporal8 wrote: 30 Oct 2021 12:49 Hi Garry, i downloaded your source and deleted the straight edge, surely the png i downloaded it´s old but check if f it is useful to you, cheers.
Thank you.

Will swap them with the others when I work on them again .. probably be this evening in about 8 hours time.
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Re: AuzObjects

Post by GarryG »

Experimenting with the haunted houses.

Added some old graves and now seeing if I can add lightning .. if I have the strike looking good will animate it. Get it to flash a few times but not to often.

fridaemon had a try doing a ghostly figure .. look carefully at each of the houses and you might see it.

So whatcha think.
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A haunting we will go 2.png
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All my projects are GPLv2 License unless stated.
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Re: AuzObjects

Post by GarryG »

Just finished animating the haunted houses.

There are 9 animated frames with 3 lightning strikes and ghostly figure moving around.

Please give it a try and let me know if think should be a bit faster or slower.

There are 3 cloud sets.
A haunting we will go 3.png
A haunting we will go 3.png (164.92 KiB) Viewed 2578 times
The 1st needs updating with the clouds that temporal8 fixed for us.
2nd is none animated haunted house (no tomb stones).
3rd is animated.
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AuzLandscapeObjects.grf
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AuzLandscapeObjects31Oct2021.rar
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Re: AuzObjects

Post by Quast65 »

* In General:
The highest cloud really glitches a lot.
I think it may be better to introduce a lower version (maybe at fog level, with even more transparency, maybe 50% of current clouds) and not use the highest one...

* Animated ones:
Really double, triple and even quadruple check your animations:

Ghostly figure moves through house
Example639.png
Example639.png (36.22 KiB) Viewed 2563 times
Example640.png
Example640.png (29.82 KiB) Viewed 2563 times
The gravestones move position (look at the difference compaired to the fence posts):
Example641.png
Example641.png (41.53 KiB) Viewed 2563 times
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Re: AuzObjects

Post by GarryG »

Thanks for your feedback.

Good idea moving the higher cloud down. There is plans to do a sea mist which should also suit a fog.

The ghost suppose to going into the building at a window as wasn,t sure where else to send it.

When I tested it the whole house and hence moved as well. I fixed those but forgot to grave.

Those old graves I should make a grave yard of those and some grave yard fences.

Cheers pal
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Re: AuzObjects

Post by Quast65 »

GarryG wrote: 31 Oct 2021 12:51 The ghost suppose to going into the building at a window as wasn,t sure where else to send it.
I think the door is fine (like in the other animation).
I also think keeping it on groundlevel is better, than having it floating.
To me it looks more like a zombie or Frankenstein monster than a ghost :twisted:
(I am old-fashioned, ghosts wear bedsheets :mrgreen: )
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Re: AuzObjects

Post by GarryG »

Shall see if can change them to wear bedsheets and use the door :D

Could the door open to let them in or out?

But that will be tomorrow if all goes well. For now it my bedtime. I old too but I don't use a white sheet. :roll:

Cheers
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Re: AuzObjects

Post by GarryG »

AuzLandscapeObjects


Heads still in the clouds.

The 5 clouds along the top .. the 4 on left are some that temporal8 did and sent to fridaemon who sent to me. I think temporal8 did a good job of these. And the one on right is the first clouds that fridaemon did.
Little White Clouds 2.png
Little White Clouds 2.png (158.4 KiB) Viewed 2430 times
Bottom row are the animated haunted mansions with a ghost wearing a white sheet .. but maybe he/she a bit too white. See what you all think.
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AuzLandscapeObjects.grf
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Re: AuzObjects

Post by GarryG »

AuzTownObjects


Some time ago I did some graveyards but decided to make a few more but let them look a bit older.

These grave stones are the same as in the churches yards in this set.

The fences are based on the Sandgate Lawn Cemetery in Newcastle, Australia.

The tiles are multi-select with a variety of choices. They are not slope aware.
Attachments
AuzTownObjects.grf
(9.52 MiB) Downloaded 104 times
Graveyards.png
Graveyards.png (57.64 KiB) Viewed 2414 times
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Re: AuzObjects

Post by GarryG »

AUZ CUTTING EXPERIMENT


Finally got my thinking cap to work and give me some ideas for the cuttings. I feel I on the right track or road now.

Hope the different colours make it easy to figure out the shape.

Red = Cutting face (Overlaps 3 pixels toward road or railway track)
Dark Green = top of cutting
Brown = cutting face entrance/exit to cutting
Black = top of entrance/exit to cutting
Orange and blues = slope start of cuttings.
Light Green = flat ground .. closest to cutting hope be transition rocks and grass.

Yellow along the road represent where railway line will go.

For 1 level high be something like this.
1 LEVEL HIGH.png
1 LEVEL HIGH.png (18.78 KiB) Viewed 2247 times
And 2 Levels high be like this.
2 LEVELS HIGH.png
2 LEVELS HIGH.png (23.22 KiB) Viewed 2247 times
The think the hardest part is going to be the light green to suit all terrains or climates.
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ectm autodoprava
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Re: AuzObjects

Post by ectm autodoprava »

I would go back to the clouds. Those clouds with lightning should be a darker gray color like storm clouds. And ground fog would also be desirable. Great job from you Garry, Fridaemon, Temporal8. :bow: :bow: :bow:
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Re: AuzObjects

Post by Quast65 »

ectm autodoprava wrote: 05 Nov 2021 13:16 Those clouds with lightning should be a darker gray color like storm clouds
Incorrect ;-)
You are looking at them from above the cloud cover, so they are always white from that view that OpenTTD provides.
They only look dark from groundview.
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Re: AuzObjects

Post by ectm autodoprava »

Quast65 wrote: 05 Nov 2021 14:50
ectm autodoprava wrote: 05 Nov 2021 13:16 Those clouds with lightning should be a darker gray color like storm clouds
Incorrect ;-)
You are looking at them from above the cloud cover, so they are always white from that view that OpenTTD provides.
They only look dark from groundview.
Yes, we know that they are white from above, but from the point of view it seems unnatural. We just expressed our opinion on the matter. :wink:
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