Auz Lineside and Roadside Objects

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GarryG
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Auz Lineside and Roadside Objects

Post by GarryG »

Updated: 27th April 2016

Other Projects:
AuzInd - Industrial set - http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Australian Trains - http://www.tt-forums.net/viewtopic.php?f=26&t=74193

AUZ SLOPE AWARE GROUND TILES. -- 27th April 2016
---------------------------------------

Starting a new objects project called "AuzSlopeAwareGroundTiles.grf. It will have landscaping tiles hopefully of types not yet available in other projects. Many of them will be slope aware. A sample download can be found on page 29.

At the moment it has Rock and ballast embankments (not slope aware) and variety of rocks sizes (these are slope aware).

Like to show my appreciation and thanks to:

Quast65 for doing the research and making the code for what I need. (Goes to show .. a few weeks ago he knew nothing about NML coding and now he is teaching me :) ).

Very grateful to: Pyoro, Planetmaker, Frosch and the developers of the OGFX+Landscape-grf, for their help in creating the code.

Thank you kindly to all those in the developing the NML coding system, because if it wasn't for those guys this and other projects I have done would never have been made.

-----------------------------------------------------------------------------------------------
Other projects in this forum are:

AUZ_LINESIDE_OBJECTS and AUZ_ROADSIDE_OBJECTS
-----------------------------------------------------------------

Before I do to much like to give thanks and credit to the following:

Project made by GarryG with help from the following because without their help and many others this project would never had eventuated:

NML Coding: (Update 24/3/2016)
----------
- GarryG
- Jasper Vries (Foobar) - From the Finnish Rail Infrastructure & Stations Set
- Jasper Vries (Foobar) - From Dutch Road Furniture.
- Planetmaker (has helped me often with some of the coding)
- Eddy Arfik (He provided the coding for overlap objects).
- Quast65 (helped with re-coding to allow building on snow and slopes)
- Very grateful to: Pyoro, Planetmaker, Frosch and the developers of the OGFX+Landscape-grf, for their help in creating codes in NML to allow these projects to be made.

Graphic designers: (Update 16th May 2016)
-----------------
- GarryG
- Kamnet (Station Building, Dams and ideas for Golf Courses, Basketball Court, Baseball and Cricket Fields and others yet to come).
- Coalroads_Artist (The Pub and some Station Buildings).
- Quast65 (Providing Footbridges from Dutch Station Addition Set. Also provided sprites for Slope Aware tiles).
- Eddy Arfik (He provided the sprites for overlap objects).
- McZapkie's Wired (He provided the overhead wires, smaller telegraph poles, and the dirt tracks for object roads)
- Pyoro and Foobar's Farm Objects for many of the animals and some fence designs.
- SAC (supplying the High Voltage Electricity Tower). http://www.simuscape.net/
- SwissFan91 (snow cover roads and objects)
- Timeflyer (providing a variety of graphics and ideas .. some of his are the Phone Booths, Grain Harvesters, tractors and more)
- Dave, GameR and Bad Hair Day - a project they started as Caravan Park Industry.
- Wallyweb (Help with the Electricity Wires to be slope aware).

Sounds:
-------
- Eddy Arfik

Others who deserve recognition:
-------------------------------
The following have given me support and ideas with my projects in one form or another:

- 3iff
- McZapkie
- Kamnet
- Andythenorth
- romazoon
- Pingaware
- V453000 :)
- Eddy Arfik
- PikkaBird
- Planetmaker
- ISA
- Supercheese
- Alberth
- Pyoro

If I left you out of these achnowledgement, I deeply appologise for not keeping my readme files and changelog files up to date in the past and therefor losing information on those who deserve thanking.

Graphics also provided from these sources:

FRISS-STATIONS - johannes, Kyosuke1989, Terope, FooBar (Jasper Vries) and planetmaker (Ingo von Borstel) - used some of their buildings and coding to make the signal boxes, staff huts, and other Station Buildings.
(see http://www.tt-forums.net/viewtopic.php?f=26&t=43560)

DUTCH ROAD FURNITURE - Jasper Vries (FooBar), Richard Wheeler, Leanden, RL Conroy, Soeb (Stanislaw Gackowski), oberhümer, Quast65, zooks, and Ingo von Borstel (planetmaker) - Used some of their road signs and NML coding to make the Railway signs such as KM Posts, Whistle Post, Distant Landmark etc.

FARM OBJECTS - Pyoro and Foobar - I used some of the Animals, fences and hedges from this set to use with Shearing Shed, Milking Shed, Railway Holding Pens, Grape Vines and others)
(see http://www.tt-forums.net/viewtopic.php? ... rm+objects)

FIRS INDUSTRIES - andythenorth, foobar, planetmaker, Alberth, DanMacK, Terkhen, yexo, zephyris and many more - Used parts of their Industries to make the Houses, water towers, parts of the Coal Stage, power substations and some of the Freight Buidlings. (see here for others involved http://dev.openttdcoop.org/projects/firs) (also see http://www.tt-forums.net/viewtopic.php?f=26&t=41607)

INDUSTRIAL STATIONS RENEWAL - Sanchimaru, Oz, norfolksouthern37, Zimmlock, Ben_K, Born Acorn, mph, Arte Pro 34, andythenorth, Maedhros, mart3p, planetmaker - Used parts of their buildings to make parts of the Sub-stations, fences, and other buidlings. (see http://www.tt-forums.net/viewtopic.php? ... tions+v0.8)

CHIPS - andythenorth, yexo, planetmaker, pikka, DanMacK, PaulC. Uses some of their buildings to make other buildings from such as one of the Club Houses for the Golf Course, Freight Buildings and the cargos (supplies) for Sub-stations.
(see http://www.tt-forums.net/viewtopic.php?f=26&t=53348)

WIRED - McZapkie (His Trackbeds also used for the Dirt Tracks, and his Communication Wires instigated the making of the Power Lines
(see http://www.tt-forums.net/viewtopic.php?f=26&t=73291)

NUTRACKS- All the Per-Way (The Fettlers - Navvies) .. I used the Very Slow Speed Track to make the Dummy tracksused on the Coal Stage.
http://www.tt-forums.net/viewtopic.php? ... t=nutracks

FAKE BRIDGES - Made by Zooks. This set that gave me the idea of the Culverts, Creeks and Storm Water Drains.
http://www.tt-forums.net/viewtopic.php? ... ake+bridge

CITY OBJECTS - Flogeza and Hans Kruzer - Some of the graphics in this set gave me the idea and help with the Buggy Tracks for Golf Courses.

VAST - David Nicholls - Some of their objects I used in the Golf Course, such as the benches found along the paths. http://www.tt-forums.net/viewtopic.php?f=67&t=48762

DUTCH STATION ADDITION SET - Quast65 and his crew .. I used the footbridges from this set to design the ones I done.
http://www.tt-forums.net/viewtopic.php? ... &start=180

The following programs provided ideas: Polroads, ISR/DWE, MariCo, Beach Objects, SNO-Supercheese's NewObjects. Town Walls Objects.
Last edited by GarryG on 09 Nov 2016 11:33, edited 20 times in total.
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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
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Auz_Lineside_Objects: Updated 19th February 2016
[

It includes following Eye-Candy Objects:
Signal Boxes
Staff Huts
Station Buildings
Employee Houses
Loco Facilities - includes a Coal Stage
Footbridges - use in conjunction with Dutch Station Set
Fake bridges and Rivers
Culverts, Drains and Creeks
CTC Buildings
Rail Signs such as KM post, Distant landmark, Whistle Pots, Speed signs
Freight Buildings

Some items been designed to use with McZapkie's 'Wired'.

Latest version is here:
AuzLinesideObestsV8.rar
Auz_Lineside_Objects version 8
(513.51 KiB) Downloaded 778 times
Source codes if anyone like to use in their own projects:
AuzLinesideObjectsV8SourceFiles.rar
Auz_Lineside_Objects version 8 Resources
(7.06 MiB) Downloaded 800 times

This project originated from this site: http://www.tt-forums.net/viewtopic.php?f=26&t=74193

A new project is in the wings called Auz_Roadside_Objects.

Hope to include eye-candy dirt and gravel roads and other items associated with roads.
Attachments
Roads.png
Roads.png (5.27 KiB) Viewed 29999 times
Last edited by GarryG on 19 Feb 2016 08:51, edited 2 times in total.
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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
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Re: Auz Lineside and Roadside Objects

Post by Quast65 »

Thanks for the splitting of the topics!

I have found some issues:

First a simple one ;-)
Doublecheck the code with the placement of the graphics, simple fix
Auz01.png
Auz01.png (43.57 KiB) Viewed 29951 times
This one, I am not sure, because I dont know the sign, but I'll ask anyway ;-)
Is the yellow dot in the middle supposed to blink?
Auz02.png
Auz02.png (28.32 KiB) Viewed 29951 times
And a major issue... A lot of the houses have the wrong shading in some views. Looks like you flipped the image to make a different view, but that messes up the shading.
Is in a lot of houses, but here you can see it pretty good:
Auz03.png
Auz03.png (54.86 KiB) Viewed 29951 times
Regarding loco-facilities:

- Why not code some of the Coal Stages that are bigger than one tile as 2-tile objects (like you did with some of the bigger stations)?

- The water in the watertowers and watertanks has a strange change of colors (gradually dark to light, then suddenly dark again), that gives a blinking effect. Either let them go gradually back to dark or use a different representation of water, like the ones you use in the fake rivers. I think this will look better.

I also have some questions, remarks, requests and tips regarding the fake waterways (which I really like by the way!!!), but I will come back to that later in this thread.
Just a quick request, an X-crossing ;-)

Keep up the great work!! :bow:

EDIT:
Quick addition, I do believe that the fascination with footbridges is a bit too much ;-) There are sooooooo many options now, that take up valuable object-ID space in your GRF. I think U-shaped stairs are the answer, just a couple of single-tile options that link up to, for example, the no-stairs-overpasses that can be found in the Dutch Station Addition Set.
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Thanks Quast65, I appreciate people finding issues and bugs.

How I missed the Grenfell Station miss alignment got me beat as so easy to see? :) Had wrong sprite settings. When I making the stations I use same coding and just been changing the sprite names they link with. This one I forgot to change template reference after I did the Craven Station. But how I missed that big white blob ..

The Distant Landmark Signal .. these signals where located at some places to warn drivers they are approaching a interlocking and the signal ahead may be at stop. Early years they had a light in middle of the triangle so driver could see it at night. Later years the Landmark was made reflectorized. It didn't blink in rear life but I thought might look good.

What do others think? Should it be allowed to blink for the game, or would you like me to stop the blinking?

Need to try slow the animation in the water towers. Kept forgetting to adjust this. Kamnet reminded me about it awhile back and slipped my mind. Try and remember to do something about it today. The employees house where I lived had a water tower near my front fence. When it was full and wind blew the water would splash over the side. Local kids used to love playing under the water on a hot day as the water was cold.

The shading of the houses see what I can do about them. Going to also move these to the Roadside_Objects later too .. except for the employee houses.

Your right about the footbridges .. I made all these to try fit the various types that are in Dutch Stations Set .. I think need to re-do them and just have different stairs L and U shapes. And as you mentioned .. I did forget about the no- stairs overpass ..

See if can fix these issues over the next few days ..

Keep the suggestions coming.


Cheers
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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
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Hi all,

Update to Auz_Lineside_Objects.

Shading to Employee house looking a lot better now.

Other house not touched yet as I transferred those to the Auz_Roadside_Objects.

Fixed the white blob on the Grenfell Station.

Been trying to slow down the water animation in the water tower and tanks with out success. Can water animation be slowed down?

The codes that are in the file for the tanks has 3 lines concerning animation .. and I tried several numbers with out any changes happening.

Code: Select all

       animation_info: [ANIMATION_LOOPING, 128];
        animation_speed: 128;
        animation_triggers: bitmask(ANIM_TRIGGER_OBJ_BUILT);
Animation Looping I've gone as high as 256
Animation speed I've tried many from 8 all the way to 128. Would accept anything higher.
Also tried ANIMATION_NON_LOOPING.

Might have to do what kamnet suggestion and not animate the water.

I changed shading on the Coal Stage too. The side away from sun a bit darker.

The version above is the latest with those changes.

Still to be done:

Footbridges need better stairs such as L and U shape also need to match some to the non stair parts from Dutch Station set as these changes will reduce the number of footbridge items needed.
Why not code some of the Coal Stages that are bigger than one tile as 2-tile objects (like you did with some of the bigger stations)?
Need to fix this too .. if I do what Quast65 suggested above .. be a lot better.

Hope within the next 24 to 48 hours have those problems solved.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Here is a sample of the new stairs I be putting on the footbridges.

Still a day or two work to be done before finished.
Attachments
NewStairs.png
NewStairs.png (2.54 KiB) Viewed 29824 times
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All my projects are GPLv2 License unless stated.
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Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
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Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
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Re: Auz Lineside and Roadside Objects

Post by Quast65 »

The U-shaped stairs look very nice!! :bow: Maybe use some different colors for the flat pieces, that light blue suggests they are full of water ;-) , greying them up might help.
Please keep in mind that those footbridges in the Dutch Set are not centered in the middle of the tile!! There are two versions, one at the start and one at the end of a tile.
Therefor, the stairway you drew the top-left will not link up to any of them, without using either a 2-tile object or sticking out from 1 tile.

Regarding the Landmark Sign, In my honest and humble opinion, I think it looks better without the yellow dot in the middle. But I think this should be up to people who have more knowledge about the Australian railways ;-)

Water in the watertowers, have you tried to just use the watergraphics like the ones in your rivers for them, those are a lot "calmer"? Furthermore! You are not using a proper animation, you are using watercycle colors!!! There is a big difference!! In proper animation, you have to draw every single frame of the animation (like a movie-reel), the display speed of those frames then can be adjusted via the piece of code you showed earlier.
You are now using the so called watercycle-colors. Some of the colors in the Openttd-palette have special abilities, like some of the yellows and reds will flash/blink. Some of them will show companycolors and some will gradually change from darkblue to lightblue and back, simulating the movement of water. These are the colors you are now using!! They are set to change at a fixed rate, that can not be adjusted. If you want to have customized watermovement, you will have to make a proper animation (like I did for example in my Beach-GRF, with the rolling waves) and thus draw a lot of frames. I use this picture to remind me what colors can be used and if they have some special properties/abilities:
paletteblinking.png
paletteblinking.png (4.82 KiB) Viewed 29803 times
Hope this clears it up ;-)

Thnx for the fixes and keep up the great work! :bow:
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
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Re: Auz Lineside and Roadside Objects

Post by Dave »

Cracking work Garry!
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Here's a sample of the footbridges with U-Shape stairs. These will replace many of the longer stairs that overlapped into another tile, and in some cases they look better.

Just mind the gap on one of the bridges for now .. people will just have to do a hope skip and a jump to get across.
Attachments
NewFootbridges.png
NewFootbridges.png (233.96 KiB) Viewed 29740 times
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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
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

I think I finished the Footbridges .. I reduced it down from 36 to 16 .. if there is a combination you liked before and I have not included in this let me know and I will put it back in.

As you can see by the pics .. you have some of the normal stairs from before as well as U and L shape stairs.
NewFootbridges1.png
NewFootbridges1.png (34.46 KiB) Viewed 29710 times
As you can see you can use them on their own over single and double tracks and roads. And they look great with the Dutch Station Set.
NewFootbridges2.png
NewFootbridges2.png (15.58 KiB) Viewed 29710 times
You can also mix and match the stairs .. they don't have to be the same both ends of the footbridge.

Any one like to test them for me make sure I not missed anything would be great so I can get on with doing a few alterations to the Coal Stages and see what I can do about the water in the Water Towers. Maybe after I do them and everyone happy with how things are I will do some more to the Auz_Roadside_Objects.
Auz_Lineside_Objects.grf
(1011.56 KiB) Downloaded 729 times
All comments appreciated.
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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
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Re: Auz Lineside and Roadside Objects

Post by Quast65 »

I took a close look at the u-shaped stairs (because I will include those in an addition set to the already excisting Dutch Stations Addition Set) and found 2 issues:
Auz05.png
Auz05.png (15.75 KiB) Viewed 29660 times
1. I think something went wrong with copy-pasting ;-) The bottom is missing. I believe all of the footbridges with that view have that issue.
2. I have the feeling that the stairs are not yet down to groundlevel. Assuming that the orange pillars are touching groundlevel, I drew a line from them and noticed that the stairs were a little bit too short.

I have fixed both issues for the U-shaped stairs (dont mind the bright green, you can just replace that with transparant blue. I use this to check if my offsets are correct ;-) ):
Auz06.png
Auz06.png (10.46 KiB) Viewed 29660 times
Feel free to use them (also under GPL-v2)
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Thanks Quast65, you got better eye sight than me, so good if you and any one else can pick up these problems.

I finished doing the Coal Stage onto different tiles.

For the time being I decided to not animate the water towers and columns I changed the colours so no longer animated .. but later might just put a few animated spots in them to make look like sun reflecting off the surface .. but that idea later down the track.

I'll attach the latest here see if your eyes can pick up anything I not got right in coal stage and water towers. It does not have to footbridge patches you sent me. I will do those tonight and tomorrow.
Auz_Lineside_Objects.grf
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I thinking about adding another lot of footbridges with the U-shape stairs turning back opposite side of the stanchions .. between the stanchion and the railway line .. this should line the bottom of the stairs with he ramp and stairs at end of your platforms. As soon as I made one will send you copy.

You mentioned before about X-crossings. These should be good in the roadside_objects with just a sign on the road to warn motorists. Looking at also having underpasses. Many dirt roads in country passed under roads same location as creeks and floodways, so hope do same.

PS: I noticed you moved the stanchions of the stairs with the U-shape towards the centre edges .. good idea :)
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Re: Auz Lineside and Roadside Objects

Post by Quast65 »

With the X-crossings, I meant X-crossings of the waterways ;-)
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Ok :) That not a bad idea .. The rivers can put in a fake bridge .. crossing the creeks might look at a causeway or some places creeks normally not to deep drive thought them.

Will look into it once catch up on the footbridges and if no more misalignments are found. :D
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

I done some footbridges with the U-Shape Stairs turning the opposite way so go between the stanchions and railway line. My idea with line up with platform ends not work good as can see by the image. Even the fence along side the railway line goes on top of the bridge section of footbridge.

The bridge does not go over the top of platforms if they on the left side of the railway line. I tested this with several other Platforms sets and same thing. Yet it ok as can see by the island platform.

Apart from that what you all think of the Stairs turning inwards?
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U-Shape Stairs turn inwards.png
U-Shape Stairs turn inwards.png (463.63 KiB) Viewed 29622 times
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All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Above I have placed the latest version of Auz_Lineside_Objects and also the source codes. It is version 8 (V8 should have a bit of power in it now).

Changes:

Changed the tiles of the ramp for the Coal Stage.
Removed animation in the Water Tanks and Water Towers.
Removed 6 houses (as I ran out of room and having conflicts with other buildings). These houses will be placed in the Auz_Roadside_Objects.
Employee Houses are still in the Lineside set.
Changed the footbridges from 36 to 20 sets to choose from .. there are L and U-shape stairs now.

On the weekend hope to start doing the Roadside_Objects.

Hope you enjoy ..

Cheers
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Re: Auz Lineside and Roadside Objects

Post by kamnet »

The issue with the station clipping off parts of the overlay on the left side is well know, it's due to the way OpenTTD lays down graphics. You also see it with the fenceline that looks overlaid just up the line on your image.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Thanks for that Kamnet .. glad it not mistake in my work :D
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Re: Auz Lineside and Roadside Objects

Post by Quast65 »

The bridge does not go over the top of platforms if they on the left side of the railway line.
That is a boundingbox issue, happens when graphics exceed that bounding box. You can check if that happens by pressing CTRL-B ingame. this will show the boundingboxes.
Enlarging the boundingbox, so it has the entire graphic will fix this:
Auz07.png
Auz07.png (39.45 KiB) Viewed 29585 times
You have to do that in the code, dont know how to do that in NML.
(as I ran out of room and having conflicts with other buildings)
Try to use all the 4 available views per Object-ID, a lot of your graphics only have 2 views, clever grouping will give you more room. (a quick calculation, 255 IDs times 4 is room for 1020 unique graphics)
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

That is a boundingbox issue
Have to wait and see if anyone can help me with the NML code to do that if available.
Try to use all the 4 available views per Object-ID, a lot of your graphics only have 2 views, clever grouping will give you more room. (a quick calculation, 255 IDs times 4 is room for 1020 unique graphics)
That will give me some experience working out how to change the 2 views sprite to 4 views as it is the Overlay sprites. making my own sprites sizes is something I still learning.

But I don't think there is anything else I can add to Lineside Objects .. think got them all covered.
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All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
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