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Re: AuzObjects

Posted: 22 May 2018 21:44
by romazoon
more water stuff !
lock preview.PNG
lock preview.PNG (43.99 KiB) Viewed 5397 times
please comments on that lock, so i can maybe modify it before it get released ;)

Re: AuzObjects

Posted: 23 May 2018 13:01
by romazoon
No comments ?

well too late now because it s coded :P

(comments on how to make it look better are still welcome though)

Probably will be in one of the next release of Auz newobjects from Garry G

Re: AuzObjects

Posted: 23 May 2018 13:25
by Silverx50
it looks fantastic! :bow:

Re: AuzObjects

Posted: 23 May 2018 17:02
by romazoon
Silverx50 wrote:it looks fantastic!
nah, your stuff look fantastic, mine are just fine :mrgreen:

here have some more teaser :
ship in lock.png
ship in lock.png (2.53 KiB) Viewed 5312 times

Re: AuzObjects

Posted: 29 May 2018 09:43
by GarryG
I been a bit quiet here lately as working on a project with romazoon.

We are working on:
Canals with Locks.
Improving the Culverts in previous object sets.
Swamps
More Houses.
Retaining Walls (Object Foundations)
Some higher fences that you would often see along side railway tracks in built up areas to try reduce the noise affecting the residence nearby.
Some improved Fake Rivers with a variety of junctions.
Improving the Storm Water Drains in previous object sets .. putting a wall along the edge to make them look deeper than the ground level. Might also make them a bit narrower so not as wide as what rivers and Canals are.

======================================

Came up with a idea for buildings on slopes.

Previous slope templates was only designed for ground tiles. But I made some higher ones so can also add some buildings and tall objects to go on a slope something like this.
StaggeredBuildingsonSlopes.png
StaggeredBuildingsonSlopes.png (25.59 KiB) Viewed 5197 times
It does way with the Foundations that would normally appear if the building was level instead of staggered.

If you want to do your own here the sprite and NML code.

The Template:
Embankment_slopehigh.png
Embankment_slopehigh.png (6.31 KiB) Viewed 5197 times
The NML Code:
TestSlopeHigh.txt
(7.2 KiB) Downloaded 116 times

Re: AuzObjects

Posted: 29 May 2018 10:27
by romazoon
i can t resist to tease you guys some more...even if it still need a bit of polishing on some edges

Re: AuzObjects

Posted: 29 May 2018 12:02
by Quast65
We are working on:
Cool stuff! :bow:
i can t resist to tease you guys some more...even if it still need a bit of polishing on some edges
Looks very nice! :bow:
Will the north facing endings of the locks get the same pointed endings like the south facing ones (those at the low water end)?
As those look awesome!

Re: AuzObjects

Posted: 29 May 2018 12:18
by romazoon
Thank you !
Quast65 wrote:Will the north facing endings of the locks
well, i was wondering what to draw today, i think i know now ;)

Re: AuzObjects

Posted: 29 May 2018 12:25
by Wahazar
Those sluices have have functional lock doors?

Re: AuzObjects

Posted: 29 May 2018 13:23
by GarryG
In game depending what file you load to decide what your foundations look like .. I seeing if some object ones might be good as well using some of the stones and bricks from the "ogfx-landscape"

Also has another idea for me as a Retaining Wall as shown in this image.

I done bricks, stone, and stone with moss and also looking as sandstone walls.

Also making them with fences on top of the Retaining Wall as can see in pic.

Showing off some bridge work too.
RetainingWall1.png
RetainingWall1.png (410.34 KiB) Viewed 5138 times
The unfortunate part is these walls waste a tile .. looking at idea make a few sets with a pedestrian subway and make some parks and recreation areas.

The image I use is part of the screenshot I hope I can get finished in time.

Re: AuzObjects

Posted: 29 May 2018 13:52
by Silverx50
GarryG wrote:It does way with the Foundations that would normally appear if the building was level instead of staggered.

If you want to do your own here the sprite and NML code.
thanks for these GarryG, will be very useful.
romazoon wrote:i can t resist to tease you guys some more...even if it still need a bit of polishing on some edges
very impressed with what I'm seeing here. very inspirational.

Re: AuzObjects

Posted: 29 May 2018 14:04
by GarryG
Thanks you all for your compliments.

Just quickly made a subway to go with the retaining wall and fence.

Do more eventually for the other stone walls.

It now midnight .. I should have been in get long ago .. ni ni all

Re: AuzObjects

Posted: 29 May 2018 14:36
by romazoon
McZapkie wrote:Those sluices have have functional lock doors?
sorry i teased you a bit too much :mrgreen:

Doors are not functionnal, neither animated...at least for now.

functionnal : who knows, i saw newstations, rail type and much more feature got already in, and NRT in the pipe, there is even some experimentalish airports...so who knows maybe next thing is waterways types :mrgreen:

animated : it could be animated as a new object, we just lack the coding skill and i have no clue how many door sprites is required for animation...
On this topic, anyone know if that animation could be done to the overlaping graphics parts, which would cover a functional lock ? well, because if yes we could have kinda functionnal/eyecandy locks, maybe except there is no way to detect a ship is entering the lock though... (a three tile long lock, like the utilisable one, is on my to do list to replace the existing one, i could plan it to receive animated door placed via a newobject)



About the north facing lock, would that do ?
lock north face preview.PNG
lock north face preview.PNG (11.36 KiB) Viewed 5117 times
i haven t tried to make the sloped wall as straight as the south version...because i saw many in reality have this rounded wall at one end, because the lock entry is usually much narrower than the actual water way it s serving (like on this photo : https://fr.wikipedia.org/wiki/%C3%89clu ... alande.jpg ). I might try to do a one tile lock, that would connect to a two tile wide river, or three tile wide, might be easier to get that rounded effect then.
GarryG wrote:uickly made a subway to go with the retaining wall and fence.
excellent idea there !
Silverx50 wrote:ery impressed with what I'm seeing here. very inspirational.
thank you !inspirationnal you say ? if you need my sprites to get started with your inspiration just say so via PM, ill gladly share all the tiles i have so far. it might modestly help getting started with some water tile and help also for making compatible stuff ;)

Re: AuzObjects

Posted: 29 May 2018 15:07
by Quast65
anyone know if that animation could be done to the overlaping graphics parts, which would cover a functional lock
Sure, but it will very likely glitch/clip heavily and that would limit its visual effect a lot.
except there is no way to detect a ship is entering the lock though
That is the biggest issue.... ;(
so who knows maybe next thing is waterways types
Lets hope :mrgreen:
animated
I've got some animations in my beach-objects set and in my fake-airport-objects set, they are in NFO though and its been a very long time since I did those.... Cant help with NML-animations...
However I do believe some people are working on some in NML, I believe this set is currently being actively worked on:
viewtopic.php?f=26&t=70306
i have no clue how many door sprites is required for animation
I think you need at least 12 steps:
1. all doors closed, water at high point.
2. doors at high point half open.
3. doors at high point full open (maybe double or triple that step, could look nice when it looks paused at open position for a while, you might then even add a ship going in)
4. doors at high point half closed
5. doors at high point closed
6. waterlevel drops halfway
7. waterlevel drops to lowest point
8. doors at lowest level halfway open
9. doors at lowest level full open (again, maybe double or triple that step)
10. doors at lowest level halfway closed
11. doors at lowest level full closed
12. waterlevel fills halfway
And then back to step-1
About the north facing lock, would that do ?
Personally I really like the straight look, but that is just a matter of personal taste. How does that rounded one look in normal zoom? Zoomed in doesnt aways give the best type of look ;-)

Re: AuzObjects

Posted: 29 May 2018 15:17
by Wahazar
Well, it is weird than nobody implemented functional sluices with raising water level, instead of these funny slopes :)
Of course such approach would have drawback: one ship per lock - but it is rather good feature, because by now channels/rivers are OP having unlimited capacity (BTW, didn't original TTD had limited capacity of a lock?)

Re: AuzObjects

Posted: 29 May 2018 15:24
by Pyoro
I'm fairly sure mb has drawn an animated lock. I think he's shown it off at some point ;)


And yeah, animations in NML are super easy if you just want to do simple cycles. If you paint all stages in a row and they are properly defined in a spritelayout then basically all you need to do is something like sprite_lock(0) for your object and with proper animation triggers and everything set it'll "count" up the sprites to 1, 2, 3 ... however many you set ... and start over again.

It obviously gets more complicated if you want to do more than that but I'm sure that can be figured out ^^

Re: AuzObjects

Posted: 29 May 2018 16:26
by romazoon
Pyoro wrote:I'm fairly sure mb has drawn an animated lock
i believe there is an animated lock in ttd patch...so maybe it s not necessary to reinvent the wheel there.

If the owner of the copyrights from the ttd patch lock read us...i d love to hear if we could reuse those sprites as newobject (better than nothing)
Pyoro wrote:And yeah, animations in NML are super easy if you just want to do simple cycles. If you paint all stages in a row and they are properly defined in a spritelayout then basically all you need to do is something like sprite_lock(0) for your object and with proper animation triggers and everything set it'll "count" up the sprites to 1, 2, 3 ... however many you set ... and start over again.
good news for my coder, so i supose it s mainly up to me if i do the sprites or not then :lol:

btw thanks quast for the detailed list of sprites needed, much appreciated !

also, i don t know why earlier i tried to do a rounded version while the straight wall version was just so much simpler to draw !
lock north face preview.PNG
lock north face preview.PNG (3.2 KiB) Viewed 5086 times
also you are right about the glitch from overlaping animated lock, it might be pretty ugly, but well, if i produce all the sprites for an non overlaping newobject it will be fairly easy to simply try and see what kind of glitch we get then decide from there ;)

Re: AuzObjects

Posted: 29 May 2018 17:13
by Quast65
the straight wall version was just so much simpler to draw
I like that look!
if i produce all the sprites for an non overlaping newobject it will be fairly easy to simply try and see what kind of glitch we get then decide from there
Certainly, always worth a try.

Re: AuzObjects

Posted: 09 Jun 2018 05:31
by GarryG
Been taking so long to finish the swamps that trees are starting to die.
Swampy.png
Swampy.png (95.45 KiB) Viewed 4941 times
Just a little more to do and these should be finished .. see if can make a few overlaps to go over rivers to allow boats to travel through the swamps.

Re: AuzObjects

Posted: 16 Jul 2018 08:27
by GarryG
Been making fences and retaining walls for the AuzRailObject set.

The fences are slope aware and also will follow along the top or bottom of the slopes.
Railway Fences.png
Railway Fences.png (401.43 KiB) Viewed 4686 times
2 types of fences .. wooden and wire mesh and they can be build in all directions. (Unfortunately I haven't made wire mesh fences to go on top of the retaining walls yet).

There are 3 types of retaining walls .. brick, stone and stone with Moss. I made these walls so they will match the OpenGFX+Landscape foundations.

You will find these in the Menu named "AuzRailObjects: Fences and Retaining Walls (Foundations)".

If like to try here the game file and also the source files.