Page 14 of 40
Re: Australian Railway Stations
Posted: 20 Sep 2017 16:31
by Gwyd
The sun is over there -> and up a bit. The rooves make sense to me.
Re: Australian Railway Stations
Posted: 20 Sep 2017 17:11
by andythenorth
Ha lighting strikes again.
Most of the original TTD baseset has lighting at about 5.20 on the clock, with exceptions (some obvious copy-paste-flip business, and some vehicle views).
Lots of grfs diverge from that because some early + influential grfs decided to follow a different lighting angle.
My opinion: original lighting angle is best because it leaves the front faces lit. Things look better lit than in shadow. So lighting back faces is daft. but that's just my 0.02 of game currency.
Re: Australian Railway Stations
Posted: 20 Sep 2017 18:27
by Quast65
Just got paid, so also have 2 cents to spare
I roughly follow this shading pattern:

- Example371.png (55.29 KiB) Viewed 4157 times
So Garry's shading also makes sense to me.
But indeed, sometimes its ok to not make the shade-differences too obvious (in this case I agree with Kamnet, lighter shade is ok), but some difference of shade in various shapes, makes me happy

Re: Australian Railway Stations
Posted: 21 Sep 2017 10:41
by GarryG
You fellas don't have to pay me 2 cents every time want to give me some advice and ideas.
Once upon a time giving advice used to be called 2 bobs worth .. but that when we had pounds, shillings and pence .. 2 bob was worth 2 shillings.
But since the change over in 1966 to dollars and cents the rates has gone down.
Rather then changing roof shadings, I think I stick to a previous idea .. the clean one and the rusty one. See if can do both.
But before I do any more to it, my teacher has given me lots of home work to do.
I shall return
Re: Australian Railway Stations
Posted: 26 Sep 2017 13:02
by GarryG
Hi all,
Quast65 been teaching me heaps in making Platform and Stations sets .. because of new things he teach each week many projects have started are not been finished as been practising the new things he been teaching me.
Hope in coming days will get back to those projects and finish them and start on some new ideas.
Some thing he been teaching me and will be put in a Tutorial for all to learn at a later date.
* How to make Normal, Single Sided and Island Platforms.
* How to remove Catenary pylons from platforms
* Waypoints
* Buffer Stops
* Non-Track tiles from 1x1 to 1x7 sizes.
* Reserved Path Aware Tiles (This is where I got my fake signals from)
* Platforms with custom foundations
* Overlap tiles
* Multitile Stations .. stations as large as 7x7 tiles
* Multitile Stations .. Combination of Track and non-track tiles.
Plus more.
(To get a better idea of some of these while waiting for me to make some .. see the Dutch Stations Sets).
Here's what Quast65 been teaching me past week (reason why Coal Loader been put on hold):
A 7x7 template:

- Example364.png (147.3 KiB) Viewed 4039 times
A Combination of Tracked and non-tracked tiles.

- Example369.png (56.92 KiB) Viewed 4039 times
My plans with the multitile templates if to make some some of the stations from my State in New South Wales, Australia as close as possible to the real thing.
Sydney railway with its 23 platforms (actually has 25, but 2 of them are underground), is my ultimate goal, but it could be a few months before I be able to continue with that project.
Cheers all
Re: Australian Railway Stations
Posted: 27 Sep 2017 02:47
by GarryG
Time to put to good use what I been taught.
I changed the Warwick Goods Shed so when a train arrives there the doors will open and close when it departs.

- Warwick Doors Closed.png (68.81 KiB) Viewed 3979 times

- Warwick Doors Open.png (38.1 KiB) Viewed 3979 times
Hope to put this idea to other platforms and buildings.
Don't be surprized if the sets I put on Bananas will later become obsolete as got some ideas to improve some of those to.
Cheers all
Re: Australian Railway Stations
Posted: 27 Sep 2017 03:08
by kamnet
how about a secure industrial area w/ security fences that open and close? low profile or ground-only station tiles?
Re: Australian Railway Stations
Posted: 27 Sep 2017 04:50
by GarryG
kamnet wrote:how about a secure industrial area w/ security fences that open and close? low profile or ground-only station tiles?
Your idea

is when a train approaches the gates open, train passes through the gates and the gates close.
If that's what you mean probably could make a few sets of different gates to match the fence sets I did in objects.
Re: Australian Railway Stations
Posted: 27 Sep 2017 13:23
by Quast65
probably could make a few sets of different gates to match the fence sets I did in objects.
A good idea!
Coding them (also) as waypoints would be nice too...
Re: Australian Railway Stations
Posted: 27 Sep 2017 13:36
by GarryG
I had a go at doing some gates.
First try I had gates in centre of tile, but they opened when train was to close and the train broke the gates.
So I done 2 sets with gates at far end of tile. If include these gates as part of platforms like I done here works really well.
Also by putting them at far end they line up with Object Fences I did .. (and found a error with the gates to these object fences .. they the wrong gates .. wonder how I did that
Here the file to try if you like and comment on them.
But be warned the file also has the Coal Loaders which are incomplete. Some need alignments adjusted and still need to shovel away the crushed ballast and replace with natural red dirt.
Re: Australian Railway Stations
Posted: 28 Sep 2017 06:03
by GarryG
Like to show my appreciation and thanks to Pikkabird. He made the rail set called "Finescale standard gauge and 3rd rail set.
He gave me permission to use the level crossing gates that come with his rail set.
This pic shows his tracks and bottom left the level crossing gates.

- Pikkabirds Level Crossing Gates.png (65.55 KiB) Viewed 3890 times
Up the track a short distance are 2 gates I made for entrances to sidings. (Original idea provided by Kamnet .. see his post above).
The security gates to left have the red stop signs off Pikabird's Level Crossing. The gate to the right basically all from his Level Crossings.
These gates open when a train enters that tile and closes when train exits that tile, or if that tile it part of platforms then the gates close after train exits the platform.
Both these gates are actual platforms .. trains will stop at them unless your train is set to run non-stop. But not a bad novelty if train does stop at if the gate as if crew have stopped to open the gate.
The also done some more to the coal loader .. still some work to do but it is useable as is.
I like Quast65 idea too making the gates Waypoints so will work on that idea very soon.
Cheers all
Re: Australian Railway Stations
Posted: 28 Sep 2017 08:32
by Bob_Mackenzie
Love the idea with the gates! keep up the imaginative work
Cheers
Bob
Re: Australian Railway Stations
Posted: 28 Sep 2017 09:56
by GarryG
Just made some gates as Waypoints if you like to try and see what you think.

- Gates Waypoints.png (41.7 KiB) Viewed 3870 times
Two types using Pikkabirds gates .. one with the side fence and one without the side fences.
Also found a error in coding of the previous one I released last post so try this one.
Cheers
Re: Australian Railway Stations
Posted: 29 Sep 2017 13:46
by GarryG
Hi all,
Been making changes to the Fake Signals .. they are all Waypoints now .. this way trains no stop at them, yet they still clear to green when train enters the tile or if using path signals they will clear in that section. And return to stop when train passes.
These are just for show, they do not control other signals and do not control trains except as a Waypoint.
This pic shows all signals in stop position.

- Waypoints Fake Signals A.png (73.16 KiB) Viewed 3802 times
And this shows them all in clear position when a train passes a path signal.

- Waypoints Fake Signals B.png (51 KiB) Viewed 3802 times
And here is the newgrf file if like to test. (If any one still like some signals as Platforms like the ones I did previous as AuzFakeSignals, let me know and I will make some).
Re: Australian Railway Stations
Posted: 30 Sep 2017 03:46
by GarryG
Another idea.
Waypoint Stock crossing with animals crossing the railway line.
When no trains are due.

- Livestock Crossing.png (22.71 KiB) Viewed 3751 times
When a train is due.

- Livestock Crossing B.png (26.89 KiB) Viewed 3751 times
These only suitable for single lines. At each end of the section at crossing loops and stations (where trains can pass each other), I use path signals to enter the section and when train passes these signals gates will close to stop animals crossing the lines to reduce the chance making mince beef and lamb.
I think all the Waypoints I have done be better off in their own file .. so I plan to rename the "AuzFakeWaypointSignals" to "AuzWaypoints" and put all the waypoints in the one package.
Whatcha think of that idea?
Cheers
Re: Australian Railway Stations
Posted: 30 Sep 2017 05:40
by GarryG
Staff Huts with signalman.
Train approaches Staff Hut .. door is closed and person is inside .

- staff hut.png (27.11 KiB) Viewed 3743 times
when train reaches the staff hut, door opens and signalman comes out to exchange the token for the sections.

- staff hut B.png (17.9 KiB) Viewed 3743 times
Here's a new GRF file dedicated to Waypoints.
So far it has the staff hut, fake signals and the gates. More will be added before I release it.
Re: Australian Railway Stations
Posted: 30 Sep 2017 06:00
by Gwyd
Wow, these are some amazingly original ideas! I can't wait to try them out.
Re: Australian Railway Stations
Posted: 30 Sep 2017 12:41
by Pyoro
I didn't even know waypoints could change graphics depending on reserved tracks. Very awesome.
Re: Australian Railway Stations
Posted: 30 Sep 2017 13:27
by Bob_Mackenzie
Cows and sheep are really good. can we have them as objects please? Or is that how they are already coded?
Thanks
Bob
Re: Australian Railway Stations
Posted: 30 Sep 2017 13:36
by GarryG
Thanks for the compliments and feed back .. appreciated.
Pyoro wrote:I didn't even know waypoints could change graphics depending on reserved tracks. Very awesome.
Quast65 teaching me how to do those
Bob_Mackenzie wrote:Cows and sheep are really good. can we have them as objects please? Or is that how they are already coded?
The animals outside the fences already in object set called AuzObjects_Farms, and the fences are in AuzObject_Fences.
I'm in the process of changing Auzstations Part 1 and 2, AuzFreightStations and made a new file called AuzWaypoints .. tell you more very soon.