Auz Lineside and Roadside Objects
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Re: Auz Lineside and Roadside Objects
It looks nice, but why are the wagons loaded with cargo? Given the rust on the tracks, the wagons don't seem to be moving anytime soon.
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Re: Auz Lineside and Roadside Objects
I just put those there for show for now. Intend to make a variety of wagons empty and loaded and some part loaded.Alberth wrote:It looks nice, but why are the wagons loaded with cargo? Given the rust on the tracks, the wagons don't seem to be moving anytime soon.
If a person makes a marshalling yard with these will be a mixture of types. Be loaded ones that been dropped off by a passing train going to a different destination and waiting for another train to pick these up and take to their journey.
If they used as a siding to serve local farms and town, there could also be a mixture loaded, empty and part loaded. But I not imagine a wagon with containers be in a small wayside siding unless the wagon was detached with defects and is waiting repairs.
Alberth .. you given me a idea .. single sidings usually serve towns and only used when wagons are placed there and picked up so will always have a rusty look .. but the other sidings I done of 2 and 3 tracks wide, they be for busier yards and marshalling yards so therefore not be as rusty .. maybe I could send my Junior Porters out with the Brasso Polish and rags and polish these up a bit.
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Re: Auz Lineside and Roadside Objects
That sounds like a splendid idea to meGarryG wrote:.. they be for busier yards and marshalling yards so therefore not be as rusty .. maybe I could send my Junior Porters out with the Brasso Polish and rags and polish these up a bit.

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Re: Auz Lineside and Roadside Objects
Ta .. now to find a colour for the rails that not toooo shinny .. What I'll do is a 2 sets of the single siding tracks .. one rusty set and one not so rusty to match the 2 and 3 siding sets so players can make different size yards easier.Alberth wrote:That sounds like a splendid idea to me
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Re: Auz Lineside and Roadside Objects
I've taken the surface rust off some of the tracks .. not make them shinny to see yourself in them.
Compare the difference .. Making 3 choices for track Laying.
Main Lines (These will be rusty as they represent planned lines that are not yet used .. designed for scenario making, but can be used in games).
Sidings (Rusty) SW-NE .. these be single and double line sidings .. used in locations that are not busy.
Marshalling Yards SW-NE .. used in Marshalling Yards and busy sidings.
Compare the difference .. Making 3 choices for track Laying.
Main Lines (These will be rusty as they represent planned lines that are not yet used .. designed for scenario making, but can be used in games).
Sidings (Rusty) SW-NE .. these be single and double line sidings .. used in locations that are not busy.
Marshalling Yards SW-NE .. used in Marshalling Yards and busy sidings.
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Re: Auz Lineside and Roadside Objects
Been making tracks suitable for sidings not used very often to sidings that are busier like Marshalling Yards.
The tracks on right are a lot more rusty looking and used for the not so busy sidings.
Anyone like to try for themselves .. heres a copy of the newgrf file .. tracks for sidings going North-West to South-East not yet done as I want to get the other direction working properly first with as many track layouts as possible to can make any design you want. Please if there is a siding design that your unable to make with these, let me know and I see if I can provide in next issue.
The tracks on left side of main line are suitable for Marshalling Yards and sidings that are reasonably busy.The tracks on right are a lot more rusty looking and used for the not so busy sidings.
Anyone like to try for themselves .. heres a copy of the newgrf file .. tracks for sidings going North-West to South-East not yet done as I want to get the other direction working properly first with as many track layouts as possible to can make any design you want. Please if there is a siding design that your unable to make with these, let me know and I see if I can provide in next issue.
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Re: Auz Lineside and Roadside Objects
Looking very good, I like all the different rustiness of the tracks 

Being a retired OpenTTD developer does not mean I know what I am doing.
Re: Auz Lineside and Roadside Objects
that looks amazing Garry.
can't wait to start using these.
can't wait to start using these.
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Re: Auz Lineside and Roadside Objects
Last night I tried to make replicas some New South Wales Australia railway sidings found I could not make parts of Quirindi. Haven't got the right point combinations to make the entrances to the Silo and Mill Sidings .. so I have a few more combinations of tracks to make.
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Re: Auz Lineside and Roadside Objects
I once made this mock-up. Your tracks motivated to share it. Perhaps it will cultivate an idea in our minds that someday will result in something interesting.
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Re: Auz Lineside and Roadside Objects
That looks really good with double tracks over the bridge and through tunnel.luxtram wrote:I once made this mock-up. Your tracks motivated to share it. Perhaps it will cultivate an idea in our minds that someday will result in something interesting.
Your idea of the twin tracks on the one tile might have solved a problem and could improve on what I been doing.
Rather then me trying to make single double and triple tracks, this idea of your might be a better way to go.
Hope you don't mind if I experiment with your idea.
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Re: Auz Lineside and Roadside Objects
My consideration is that when we have sprites then actual functional implementation may follow more easily some day.GarryG wrote:Your idea of the twin tracks on the one tile might have solved a problem and could improve on what I been doing.
Please make sure that if you release something then it would be GPL compatible. This is all I ask.GarryG wrote:Hope you don't mind if I experiment with your idea.
Re: Auz Lineside and Roadside Objects
I think why this idea has not been implemented yet it will require almost every newgrf file to be re-designed. Need new stations and platforms, new bridges and much more .. guess it would need a new version of OpenTTD to allow this idea.luxtram wrote:My consideration is that when we have sprites then actual functional implementation may follow more easily some day.
All my work to date is GPL.GarryG wrote:Please make sure that if you release something then it would be GPL compatible. This is all I ask.
I'll make up some sidings using your idea and see how they look if players prefer this new idea I happy to show credit where the idea came from.
Cheers pal
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Re: Auz Lineside and Roadside Objects
Yes, as with every principal change, it would be hard to deploy fully, but if you look carefully, the image also demonstrates a way to go from double track to single track. This would solve some of the compatibility issues. Naturally the the problems would be not limited to this - one of the complications are the signals and so on. But if we gradually work towards some goal while providing open licence, we eventually will get there, I hope.GarryG wrote:I think why this idea has not been implemented yet it will require almost every newgrf file to be re-designed. Need new stations and platforms, new bridges and much more .. guess it would need a new version of OpenTTD to allow this idea.luxtram wrote:My consideration is that when we have sprites then actual functional implementation may follow more easily some day.
Re: Auz Lineside and Roadside Objects
Here what things might look like if we use luxtram's idea of 2 tracks in a tile for the fake sidings.
The fence line along main line acts like a safety fence so shunters not step in front of a on coming train.
What you all think?
I think it will look really good. Be easier to make different combinations with points and still be able to have sidings what ever size you like from a single track to multiple tracks.The fence line along main line acts like a safety fence so shunters not step in front of a on coming train.
What you all think?
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Re: Auz Lineside and Roadside Objects
A few more combinations with the track idea proveded by luxtram. Due to other commitments never go as much done yesterday as I hoped for.
Will work on it again today and see what end result will look like .. but so far so good.
Will work on it again today and see what end result will look like .. but so far so good.
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Re: Auz Lineside and Roadside Objects
Could you experiment with pushing the diagonal tracks, that are parallel to the common x (horizontal) axis, a bit wider? I think even 1 pixel would do.
Re: Auz Lineside and Roadside Objects
Not real sure what you mean .. the tracks I been using are from NuTracks .. been using the same gauge used in that set .. this so when they join a main line (normal tracks) they will have same alignment for those using NuTracks.luxtram wrote:Could you experiment with pushing the diagonal tracks, that are parallel to the common x (horizontal) axis, a bit wider? I think even 1 pixel would do.
I think some sets out there are of different gauge. Not sure how I could cater for them all.
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Re: Auz Lineside and Roadside Objects
No worries, here is an example. Broken below, fixed above.GarryG wrote:Not real sure what you mean .. the tracks I been using are from NuTracks .. been using the same gauge used in that set .. this so when they join a main line (normal tracks) they will have same alignment for those using NuTracks.luxtram wrote:Could you experiment with pushing the diagonal tracks, that are parallel to the common x (horizontal) axis, a bit wider? I think even 1 pixel would do.
I think some sets out there are of different gauge. Not sure how I could cater for them all.
If I look at it more carefully then the problem also infects the normal tracks, so unless completely new tracks are implemented, no worries here.
PS. even the more narrow tracks feel more correct then they do not look pleasing for me. Well possibly just a personal preference.
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Re: Auz Lineside and Roadside Objects
Some of the curves I haven't got right yet .. get back to them later .. first see if all the different combinations of sidings can be achieved.
For those wanting to know where the information comes from in these Fake Track object ideas.
I used sprites from the NuTracks to get the gauge I using .. just the curves are the problem at moment .. hope get these right eventually.
The wagons are from the AuzTrains set .. the artist to most of these was Coalroads Artist who kindly gave me permission to use.
Cheers
For those wanting to know where the information comes from in these Fake Track object ideas.
I used sprites from the NuTracks to get the gauge I using .. just the curves are the problem at moment .. hope get these right eventually.
The wagons are from the AuzTrains set .. the artist to most of these was Coalroads Artist who kindly gave me permission to use.
Cheers
Soot Happens
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
Videos and Images of Trains: viewtopic.php?t=90763
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
Videos and Images of Trains: viewtopic.php?t=90763
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