AuzObjects

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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Quast65
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Re: AuzObjects

Post by Quast65 »

Told you all my brain not working good and I keep making mistakes
Nah, I think its mostly because you work so hard and create beautifull stuff so fast.
I think "You cant make an omelette without breaking eggs" covers it ;-)
And I dont mind picking up eggshells :tongue:

created a 3rd Concrete set with the main tile blank and just blank
It only has 2 num_views: at moment so room for another 2 lots if can think of any?
One with full tile Gastanks -> Concrete overlap (2 tanks and single tanks)
One with DieselBowsers -> Concrete overlap (bowsers with/without logo's)
Example665.png
Example665.png (39.86 KiB) Viewed 2034 times
*Green Circle/Box:
You are only thinking of service-stations that have a J-turn, but your graphics are also very suitable to overlap a straight road.
But the garage-overlap then also needs a concrete tile road-overlap under the gastanks (Illustrated by the brown mud-tile in the green circle and as you can see in the green box).
Made 2 sets .. one with 2 tanks and 1 with 1 tank. They included in Concrete slab set 2 which now has 9 items instead of 8.
I meant these, that you use to overlap a depot:
Example664.png
Example664.png (54.31 KiB) Viewed 2034 times
The brown tile is where a road-overlapping concrete tile is needed.
To allow straight through road in flip direction will be fun to plan.
All of the tiles you have now, allow those already:
Example666.png
Example666.png (68.52 KiB) Viewed 2034 times
Its just a matter of making sure that the Depot-overlaps also suit straight roads.
I think that only the above mentioned ones need an extra roadoverlapping concrete tile, the backside views dont need a road-overlapping tile.

Something I spotted while making the above picture:
The offsets of the Shell garage-> Concrete overlap are a bit off (looks like one pixel)
Check the graphics, I think they are shifted just one pixel to the right.
Its just that single Shell one, all others are fine (also ones with cars poking out and narrow garage).
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Re: AuzObjects

Post by GarryG »

Quast65 wrote: 26 Nov 2021 09:25 One with full tile Gastanks -> Concrete overlap (2 tanks and single tanks)
One with DieselBowsers -> Concrete overlap (bowsers with/without logo's)
Made the overlap for the bowsers and gas tanks .. bit of a sample here. (Hope I got all the eggshells out).
Road Overlaps.png
Road Overlaps.png (80.93 KiB) Viewed 2104 times
Made 2 more object sets to accommodate them.
Depot Overlaps
Do I make these taller with restaurant above to help cover the tall depots?

Now used 16 IDs. So what left I'll reserve for the depot overlaps which hope to do on weekend.

Here the update AuzTestArea GRF. I fixed the Shell pixel problem so hope no eggshells now.

Did find eggshells in the shops with overlap to the South-West .. the pathway was out of alignment on all 4 of them so had to be moved back several pixels.

Hope my son fininished early again tonight on computer so I can return later, if not see you all tomorrow.

Cheers
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Auz Road Sets: viewtopic.php?f=29&t=87335
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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: AuzObjects

Post by Quast65 »

Do I make these taller with restaurant above to help cover the tall depots?
As extra option, yes please.
So alongside the low ones.

I'll check the GRF later today.
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Re: AuzObjects

Post by Quast65 »

Checked the GRF, thnx for the fixes and additions so far! :bow:
Example667.png
Example667.png (50.11 KiB) Viewed 2003 times
In this set, add the same graphics, but then with a full concrete tile as the actual tile and the graphics you already have as overlap (like now with grass).
That's what I am still missing (at least full concrete real tile, with full concrete overlap tile).
So 8 then rather than 4 now.





Example668.png
Example668.png (43.76 KiB) Viewed 2003 times
Mentioned before, but not yet fixed.
Two white pixels on roof Shell Depot Overlap.

(and ofcourse the far pillars are still there, but I think you have not yet started on that fix, just as a reminder ;-) )
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Re: AuzObjects

Post by GarryG »

Quast65 wrote: 26 Nov 2021 21:55 Checked the GRF, thnx for the fixes and additions so far!
Good the eggshells and nits are gone.
In this set, add the same graphics, but then with a full concrete tile as the actual tile and the graphics you already have as overlap (like now with grass).
That's what I am still missing (at least full concrete real tile, with full concrete overlap tile).
So 8 then rather than 4 now.
I lost here .. I think I have what you want but maybe you not find.

Concrete Slabs = are single slabs with NO overlaps

Concrete Overlap Slabs = 1st 2 have 1/2 tiles and overlps next 2 have full tile with overlaps

Concrete Overlap Slabs (4) = You found these .. main tile in grass and concrete overlaps

Bowser Overlaps = Has Bowsers and concrete overlaps (Ampol, BP, Mobil and Shell)

Gas Tanks + Bowser Overlap = 1st 2 rows have gas tanks with overlaps and next 2 rows has the other bowsers with overlaps.
Mentioned before, but not yet fixed.
Started work on the Depot Overlaps this morning.

Done a set for facing Depots. Make sure I have these right before I start on the rear facing depots.
Depot Overlays 3.png
Depot Overlays 3.png (61.97 KiB) Viewed 1965 times
Can now have roads entering service station from side streets.

Cheers

Sample:
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AuzTestArea.grf
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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: AuzObjects

Post by Quast65 »

I lost here .. I think I have what you want but maybe you not find.
I mean these (I made a mock-up in the picture below):
Example669.png
Example669.png (28.93 KiB) Viewed 1911 times
So actual tile is EMPTY concrete tile and roadoverlap is concrete tile (and 3 more options, like the ones with actual GRASS tile).
Add them to that submenu, as that has 2 of the 4 views still unused.
So same roadoverlap graphics as those with actual GRASS tile, but instead of grass an EMPTY (SO ALSO NO LIGHTPOSTS) concrete tile.


Depot Overlaps
1. I hope you will put the original lower overlaps back too...
So 2 options please, high and low overlaps.

2.
Example670.png
Example670.png (35.77 KiB) Viewed 1911 times
Do not draw a concrete tile in front of the entrance of the overlap-depot!!!!!!!!!
It will partly overlap a vehicle that drives there!!

Only draw the concrete tile in front of the gastanks!!!!

Furthermore, there is a weird piece of concrete appearing in another place (see orange circle), dunno why that is there...


The shop-overlap is very good! :bow:
Especially adding the little piece of road inside the depot-entrance is very nice.
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Re: AuzObjects

Post by GarryG »

Service Stations in AuzTestArea

Quast65 wrote: 27 Nov 2021 11:34 I mean these (I made a mock-up in the picture below):
Like these?
Empty Concrete Tiles.png
Empty Concrete Tiles.png (11.81 KiB) Viewed 1893 times
Top 2 rows have grass tile with overlap concrete .. one of them has no lights.

3 and 4th row different concrete overlaps. 1st is full tile, 2nd 1/2 tile, 3rd Thought maybe full tile with overlap both directions for those tricky places. 4th is same but with half tile.

4th row has those overlap both directions but with lights.

Actually I think work better if I put the overlaps in both directions in row 4 and row 3 can have the single overlaps.

1. I hope you will put the original lower overlaps back too...
So 2 options please, high and low overlaps.

We can do that .. work on depot overlaps tomorrow.

Upload copy of source so can see how the templates are now.
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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: AuzObjects

Post by Quast65 »

Like these?
I hope this makes it clear what I mean ;-) :
Example671.png
Example671.png (61.74 KiB) Viewed 1884 times
So the overlaps as you see in the picture, but rather than GRASS an empty CONCRETE tile.

And you can put them in the submenu with the grass->concrete-overlaps.
Either as separate views, or increase multi-select from 4 to 8.





Thought maybe full tile with overlap both directions for those tricky places. 4th is same but with half tile.
4th row has those overlap both directions but with lights.
Yes, overlaps both directions could be usefull too.
Not only with tile left right (as you have drawn now), but also filling the lower empty space (so you get a full 2x2)
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Re: AuzObjects

Post by wyndbain »

GarryG wrote: 27 Nov 2021 02:54
Done a set for facing Depots. Make sure I have these right before I start on the rear facing depots.
Depot Overlays 3.png
Can now have roads entering service station from side streets.

Cheers

Sample:
LOVING the new petrol stations. Been thinking we need somthing new in that area for ages.
One question... Are we gonna get some service station buildings? Like shops and such.
Image
I can make do with the Fake Airport stuff but I would love to see some full on services.
Image
Somthing like this maybe?
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Re: AuzObjects

Post by Ragin1_ »

I thought this might be a good request since you're doing servos atm. We both know as a Novocastrian, you can't call this set complete until you include the big baby turd that was out front of Leyland brothers world/Great Aussie Bushcamp on the pacific highway. This icon burning down was almost as bad as Notre Dame burning down!
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Re: AuzObjects

Post by GarryG »

Quast65 wrote: 27 Nov 2021 13:17 I hope this makes it clear what I mean :
Something like this?
Concrete instead of grass.png
Concrete instead of grass.png (5.25 KiB) Viewed 1757 times
Just realised the single 1x1 tiles .. I only did southern directions .. need do northern direction.

No work will get done today on Service Stations as we had no power for 7 hours and that has put my son behin on his college work, so he be hogging my computer for rest of afternoon. Be tomorrow I hope do some more.
wyndbain wrote: 28 Nov 2021 00:38 LOVING the new petrol stations. Been thinking we need somthing new in that area for ages.
One question... Are we gonna get some service station buildings? Like shops and such.
Glad you like it. I did some 2 story buildings for the depot overlaps, so probably could do some of these for normal use as well if like a restaurant on top.
restaurants.png
restaurants.png (8.24 KiB) Viewed 1757 times
Yesterday I realised I have a shopping mall in the "AuzCarParksAndSubwayOverlays" I meant to put these in AuzTownObjects but now that set is basically full .. so looks like I will need to make a add-on town set or place them in the "TownWallAddOns" and rename it "AusTownAddOns". Been asked if we can do some malls and might work on that at a later date. When I finish these Service Station want to work on the Crash Barriers and Change the graphics of these car parks so they look a lot better.
Old Overhead Car Parks.png
Old Overhead Car Parks.png (44.85 KiB) Viewed 1757 times
Ragin1_ wrote: 28 Nov 2021 05:36 I thought this might be a good request since you're doing servos atm. We both know as a Novocastrian, you can't call this set complete until you include the big baby turd that was out front of Leyland brothers world/Great Aussie Bushcamp on the pacific highway. This icon burning down was almost as bad as Notre Dame burning down!
Better not as people might think the same as you when it suppose to be a model Uluru also known as Ayers Rock. :D
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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
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
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Re: AuzObjects

Post by Quast65 »

Something like this?
See picture:
Example672.png
Example672.png (26.98 KiB) Viewed 1723 times
So these 8 combinations, but in place of the grass, an empty concrete tile.


So, you already have 8 (2x4) combinations of Actual Grass Tile with Concrete Roadoverlap (and that overlap has 4 different graphics, in 2 directions, thus the 8 shown as above).
Now, please also add the same thing, but in stead of Grass Tile, just an EMPTY Concrete tile.

Thats it ;-)
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Re: AuzObjects

Post by GarryG »

Quast65 wrote: 28 Nov 2021 09:19 See picture:
Kind thought that wha you meant .. but wasn't real sure.

I got an hour to work on it before my boy needs computer again.

With the ideas coming in .. I think AuzTownObjects will not have enough IDs .. So I will need a AuzTownObjectsAddOn set .. the easiest way I think if to rename the TownWallAddOns as plenty room in that set and will save an extra GRF file.
wyndbain wrote: 28 Nov 2021 00:38 LOVING the new petrol stations. Been thinking we need somthing new in that area for ages.
One question... Are we gonna get some service station buildings? Like shops and such.
Lovely service station you made but be warned, you might need to build it again as the AuzTestArea GRF is only a test area and lots of changes can happen. The Service Stations will be places in either (if room) AuzTownObjects or I will make a add-on set for them and future town objects.

Cheers all
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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
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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
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
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Re: AuzObjects

Post by Ragin1_ »

GarryG wrote: 28 Nov 2021 07:30Better not as people might think the same as you when it suppose to be a model Uluru also known as Ayers Rock. :D
It's just an excuse for people to learn about the Hunter :). I want the Big Baby Turd in game
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Re: AuzObjects

Post by GarryG »

Ragin1_ wrote: 28 Nov 2021 11:32 It's just an excuse for people to learn about the Hunter . I want the Big Baby Turd in game
If you design it, I'll code it. Probably need a 2x1 tile size. :D
Quast65 wrote: 28 Nov 2021 09:19 So these 8 combinations, but in place of the grass, an empty concrete tile.
Done ..

These the images in that particular template.
concrete03_32.png
(156.99 KiB) Not downloaded yet
Here update game file to test.

Out of time to do any more tonight .. tomorrow I do northern views of the 1x1 tiles and see if can finish off the depot overlaps.

An idea:

The garages .. the depot overlaps have one big door. Should I do same with the other garages?

Also the 1/2 tile idea .. wonder who a path way would go along the edge as main tile with different overlaps?
with pathway.png
with pathway.png (4.64 KiB) Viewed 1671 times
Catch you tomorrow .. cheers
Attachments
AuzTestArea.grf
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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
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Re: AuzObjects

Post by wyndbain »

GarryG wrote: 28 Nov 2021 11:00
Lovely service station you made but be warned, you might need to build it again as the AuzTestArea GRF is only a test area and lots of changes can happen. The Service Stations will be places in either (if room) AuzTownObjects or I will make a add-on set for them and future town objects.

Cheers all
I anticipated that but yeah I like where this is going :D
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Re: AuzObjects

Post by Quast65 »

Done ..
Thank you, they are most excellent! :bow:

The garages .. the depot overlaps have one big door. Should I do same with the other garages?
As a separate addition, sure.
But please keep the old ones too!
see if can finish off the depot overlaps.
Please dont forget to put back the low ones :))
Also the 1/2 tile idea .. wonder who a path way would go along the edge as main tile with different overlaps?
Do you also already have those pathways on half tile as single tiles?
If not, I am not sure if they would be a great addition for this...
I think AuzTownObjects will not have enough IDs .. So I will need a AuzTownObjectsAddOn set .. the easiest way I think if to rename the TownWallAddOns
Please no..
New GRF then please (indeed maybe called AuzTownObjectsAddOn).
one GRF more or less, doesnt really matter anymore with the number of GRFs you can have in a game.
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
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Re: AuzObjects

Post by GarryG »

Quast65 wrote: 28 Nov 2021 19:12 Thank you, they are most excellent!
Goodie .. thanks for the patience trying to tell me what you wanted.
Please dont forget to put back the low ones :))
I done the depot overlays for all 4 directions .. both the originals and the 2 story buildings. Hope later this evening with up load the file.
Please no..
New GRF then please (indeed maybe called AuzTownObjectsAddOn).
one GRF more or less, doesnt really matter anymore with the number of GRFs you can have in a game.
No problem .. will start on that once I get all the parts working how we want with Service Stations .. will also had the Shopping Mall from the AuzCarParks to it as well. It has both car park (on top and at the back area and shopping mall front area.

Do we want all the buildings as 1x1 tiles and maybe the awning other the bowsers as a 2x1 as well? For those who not want the overlaps?

Looking at the 1x1 slabs .. might change these so each row for a particular direction.

I getting kicked off my computer now .. could be up to 6 hours before I can come back. So good to have a nap.

Cheeps
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All my projects are GPLv2 License unless stated.
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Auz Project Releases: viewtopic.php?f=67&t=84725
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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
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
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Quast65
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Re: AuzObjects

Post by Quast65 »

once I get all the parts working how we want with Service Stations
After adding everything, doublecheck the menu-sprites.
Some of them could use a bit of tweeking.
But I think it is best to check that after all is added and just before you make a definite GRF.

Do we want all the buildings as 1x1 tiles and maybe the awning other the bowsers as a 2x1 as well? For those who not want the overlaps?
Sounds good
Looking at the 1x1 slabs .. might change these so each row for a particular direction.
yes, I think that is a lot more user-friendly ;-)
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GarryG
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Re: AuzObjects

Post by GarryG »

Service Stations


This where I up to now. Using 20 IDs now.

* Added all 4 directions for Depot Overlays (yet to test northern direction).
* Altered one concrete slab set and added another.
- Set altered has slabs with light poles in center and 1 blank slab.
- Also .. NO Smoking near these ones .. the refuelling truck filling the petrol and gas tanks.
- New Set .. each set has various items in same direction. All 4 directions now covered.

Those 2 might upset saved games if you been using these the concrete slabs.
New Concrete objects.png
New Concrete objects.png (32.02 KiB) Viewed 1403 times
Still to be done:

* Tweaking the menu-sprites
* Making separate tiles of the buildings and bowsers with out any overlaps. Have started .. hope finish tomorrow.
* Other things that I might have forgotten.

Here the game and source files.

I gotta go .. might get back in about 3 hours time .. if not be tomorrow.
Attachments
AuzTestArea.grf
(2.78 MiB) Downloaded 67 times
AuzTestAreaSource29Nov2021.rar
(5.72 MiB) Downloaded 59 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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