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Re: AuzObjects

Posted: 17 Dec 2024 07:29
by Quast65
Very nice mate!
different shade of grey
I have been checking out your seawalls (coastal and non-coastal) and all graphics that you have for them are with beige/brown color tiling.
Except one!!
Example1094.png
Example1094.png (46.78 KiB) Viewed 7407 times
I dont think it is handy then to make these new tiles that you are working on greyish too...
I would recommend to give your new tiles the same beige/brown color tiling that all of your others have.
And change that one gry one also to beige/brown or add another version in beige/brown.

Furthermore I noticed in that one object that this graphic doesnt have splashing water at its base:
Example1095.png
Example1095.png (98.14 KiB) Viewed 7407 times
Its just that one, all others are ok.

So, well as it needs changing now anyway.... :twisted:

Re: AuzObjects

Posted: 17 Dec 2024 09:25
by panswato
Long Time no SEE.
I' like to appreciate your great works.
I' like to give you a save file of OpenTTD but it's in versions of JGRPP last update.
:::: For refreshing your Christmas time.( TRADITIONAL WINTER HOLIDAY MUSIC PACK,
Released November 27, 2013 by Kevin Fields (kamnet) in game) even if you have a hot summer time in AUSTRALIA.
We have no kid so...
Last July 2023, I've assembled the new powerful gaming PC with 4 + 2 + 1 TB NvMe SSD card and 2 HHD Drive..etc to play a lot of simulator games for LONGEVITY lifestyle with good memories.
I play .......................................ON steam Because of my favorite season are Autumn & Winter.
So mostly all game above give me the good answer for nice seasons environment and realistic scenes.

Thanks a lot for your time.
Best Regards,

Re: AuzObjects

Posted: 17 Dec 2024 10:22
by GarryG
Quast65 wrote: 17 Dec 2024 07:29 Very nice mate!
Thank you for your feed back. Shall change the colour of the concrete. I had a look at my templates to see how I got that wrong and found I have 2 templates of the paving. 1 with the brownish look and one grey. How I ended up with the grey one I have no idea. :roll:

Be weekend before get next chance to fix what you told me.

Thank you.
panswato wrote: 17 Dec 2024 09:25 Long Time no SEE.
I' like to appreciate your great works.
Glad you like it. Got your PM and will have a proper look what you sent hopefully tomorrow evening.

Cheers

Re: AuzObjects

Posted: 17 Dec 2024 22:07
by GarryG
Quast65 wrote: 17 Dec 2024 07:29 I have been checking out your seawalls (coastal and non-coastal) and all graphics that you have for them are with beige/brown color tiling.
Found where I went wrong with the shading of the paving. My template is in 24 bit and when I code it in 8 bit I lose the brownish look.

So those slope car parks I will re-do them in 32 bit.

Re: AuzObjects

Posted: 22 Dec 2024 21:39
by GarryG
Auz Car Park Objects

Been fiddling with the car parking on sloped areas and change the paving shading to match others I have made.
Sloped Parking 2.png
Sloped Parking 2.png (155.32 KiB) Viewed 7043 times
After testing them with other car parks it got me thinking to see if I can now match the sloped ones with the other street car parks I done.

Today be my last day of train watching till after New Year as not much freight trains will be running.

So hope from tomorrow for next week and a half I can work on these a bit more.

Until than ..
WISHING YOU ALL A VERY MERRY CHRISTMAS AND A HAPPY NEW YEAR.

Re: AuzObjects

Posted: 23 Dec 2024 10:00
by GarryG
Auz Car Park Objects Update

Changing my idea with the car parks that go on slopes with foundations.

The street parking I did before I plan to do new sets of those that have the foundation like in this image.
Sloped Parking 3.png
Sloped Parking 3.png (98.61 KiB) Viewed 6990 times
Just need to decide to I have concrete from the cars all way to the fence? Or do I have a path way along the fence line and the rest be grass.

Hope get chance to do more to this after Christmas.

AuzObjects Bananas Update XMas 2024

Posted: 26 Dec 2024 00:05
by kamnet
The following sets are now updated on Bananas:

Name & Latest version
AuzObjects Fences Add-Ons v9
AuzObjects Reefs & Atolls Pt 1 v4
AuzObjects Reefs & Atolls Pt 2 v12
AuzObjects Sports v25
AuzObjects Farms v41
AuzObjects Roads v20
AuzObjects Towns Add-Ons v29
AuzObjects Add-Ons v17
AuzObjects Industry Add-Ons v24
AuzObjects Towns Pre-1900 v23
AuzObjects Water v18
AuzObjects Car Parks v13

Re: AuzObjects

Posted: 26 Dec 2024 00:31
by GarryG
kamnet wrote: 26 Dec 2024 00:05 The following sets are now updated on Bananas:
Thank you for doing that. I still can not open Bananas and never got a reply from email I sent reporting the problem.

AuzObjects Car Parks v13 .. I in the process of making v15 of this set by adding some car parks to this that can be placed on a slope with foundations. I have room for 28 additions so be 14 for the coastal slopes and 14 for normal slopes.

When get those car parks finished I hope to work on the train sets.

Hope you and everyone else had a lovely Christmas.

Re: AuzObjects

Posted: 26 Dec 2024 10:13
by GarryG
AuzCarParkObjectsV15

Subject: Car parks n slopes with foundations
I tried several times over the past few weeks making some car parks that can be places on slopes.

But I keep making mistakes so I giving up. Not going to try do any more.
These what I done so far.
Sloped Parking 4.png
Sloped Parking 4.png (114.51 KiB) Viewed 6800 times
In the source you will find templates of the work I been trying to do.

Anyone wishing to continue with this project your more than welcome to do so or use them in your own projects.

Hope you enjoy what I managed to do.

Re: AuzObjects

Posted: 26 Dec 2024 21:08
by GarryG
AuzCarParkObjects

The templates are coded using Corel that I included in the source I forgot to convert them to psd files so anyone can use.

Here they are in psd format. I also included some extra templates such as motor vehicles and bikes.

Re: AuzObjects

Posted: 27 Dec 2024 20:29
by kamnet
GarryG wrote: 23 Apr 2024 22:22
AuzHonestWallyCarsV9
GarryG wrote: 08 May 2024 01:33
AuzVansAndMiniBusSetV8




Both sets now on Bananas. Anything I've missed?

Re: AuzObjects

Posted: 28 Dec 2024 02:56
by GarryG
kamnet wrote: 27 Dec 2024 20:29 Both sets now on Bananas. Anything I've missed?
Thank you kindly. Honest I got no idea where I up to with my projects. An old brain injury I received back in 2004 is giving me problems and I having problems remembering where I am up to.

Hope see specialist in New Year see what can be done.

If any members know of projects I had started and not finished please mention it and see if that helps get my mind working properly again.

Cheers all.

Re: AuzObjects

Posted: 01 Jan 2025 07:36
by GarryG
AuzTownSetIndv11

Subject: Should I change anything to this set before I have it placed on Bananas.

I made this set back in February last year .. how time flies.
I basilly forgot I done them. :roll:
What does it do ?( :
* It not really a object set.
* It places the commercial industries in towns at start of a game.
* They only accept cargos .. they DO NOT produce cargos.
* The idea of this set so towns accept more different cargos types no matter what climate your playing.
* Some industries will not build if the industry set your using does not have a cargo that it requires.
* Can go to Set Paramaters to turn off what industries you don't want.

* Commercial Industries include:
Tourists :Casino/Hotel
Livery :Stables & Black Smith
Hardware :Hardware Store
Grocery :Grocery Store
Fast Food :Take Away Food Shop
Small Pub :Hotel (Pub)
Garage :Garage & Repairs
Coal Merchant :Coal Merchant
smash repairs :Smash Repairs
department store :Shopping Mall
warehouses :Warehouse
watertowers :Water Towers
Large Pub :The Pub
Monuments :Monuments

They been tested with OTIS and FIRS and no cnflicts have been noticed.

Probably could add a Bank, School and maybe a bus terminal.

Some 2x2 size building probably could be made 1x1 so have more chance to build in towns. CHIPS and ISR object sets have some interesting small buildings that could be used as well and maybe replace some of the 2x2 ones I previously did.

Hope you guys and gals can test it for a while and let me know in a week or two if like and if I could make some changes.

Cheers

Re: AuzObjects

Posted: 03 Jan 2025 00:26
by GarryG
AuzTownSetIndv11

The thing I not real happy about is big buildings 2x2 size building in small towns.
Need to get my brain working and hope I can find a solution to see if I can do something about this.

Re: AuzObjects

Posted: 03 Jan 2025 05:22
by Fedello
Hey Garry! Happy new year and hope you are feeling better!
GarryG wrote: 03 Jan 2025 00:26
AuzTownSetIndv11

The thing I not real happy about is big buildings 2x2 size building in small towns.
Need to get my brain working and hope I can find a solution to see if I can do something about this.
For this using nml you can make a switch like this (playing with the population as you like):

Code: Select all

switch (FEAT_HOUSES, PARENT, sw_population_5000, population >= 5000) {return;}
and then

Code: Select all

item(FEAT_HOUSES, mall_center, BUILDING_ID, HOUSE_SIZE_2X2){
	property {
		...
	}
	graphics {
		...
		construction_check: sw_population_5000();
	}
}

Re: AuzObjects

Posted: 03 Jan 2025 06:59
by GarryG
Fedello wrote: 03 Jan 2025 05:22 For this using nml you can make a switch like this (playing with the population as you like):
Thank you "Fedello" shall give that a try. You seem to under stand coding much better than me .. appreciated.

With the information you provided a person could probably add some small 1x1 items to go in small towns that do the same as the 2x2.

If you like to see the source you might see ways to improve the coding.

Re: AuzObjects

Posted: 03 Jan 2025 22:14
by GarryG
Auz Town Commercial Set v12

Subject: Changing coding to ALL the commercial industries.
With much thanks to "Fedello" providing the code I can now control what buildings build in towns depending on the population.

Not sure how long will take me to change the coding to all the buildings (as having health problems) but intend to finish it as quickly as I can.

Will keep you all updates.

Re: AuzObjects

Posted: 04 Jan 2025 23:58
by GarryG
Auz Town Commercial Set v12

Successfully change the coding as "Fedello" suggested and all appears to be working good.

Will test for a few more days and if I not find any problems will uploaded the game file.

Had a suggestion from a friend. The main idea of this set is for towns to accept more different cargos. So maybe instead of all those buildings I just have a few such as
statues, fountains and parks as they should blend in better if any town set.

And arrange for them to accept a variety of cargos. Maybe I do a separate set with those in mind.

Then players can choose what set up they wish.

Cheers all

Re: AuzObjects

Posted: 05 Jan 2025 00:14
by kamnet
More statues, parks etc wouldn't be a bad thing to throw in. Maybe incorporate Quast's apartments as industry/plaza as industry/beaches as industry and save us a few NewGRF slots? :)

Re: AuzObjects

Posted: 05 Jan 2025 00:55
by GarryG
kamnet wrote: 05 Jan 2025 00:14 More statues, parks etc wouldn't be a bad thing to throw in. Maybe incorporate Quast's apartments as industry/plaza as industry/beaches as industry and save us a few NewGRF slots?
So have a variety for players to choose from.

They can choose the set I been working on with the buildings.
(They might as well give it a test)
Probably could add Quast's buildings to these along with some from fridaemon sets.
AuzTownSetIndv12.grf
(1.08 MiB) Downloaded 46 times
Have a 2nd set with the idea I mention and you like with statues and parks etc.

Shall try get my thinking cap working and see what can do.

Cheers