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Re: AuzObjects

Posted: 08 Nov 2018 09:16
by GarryG
Finished all the roads with fences including the dirt tracks.

Just some are not snow aware yet.

Got side tracked on a idea I had for sometime .. Farm Tracks for the slopes .. also suitable for those who like mountaineering and off road drives.
Farm Road Slope Aware-11.png
Farm Road Slope Aware-11.png (93.27 KiB) Viewed 6675 times
So these are easy to find in the purchase menu (for me mainly) have bright colours under the roads.
Track_Slope_Aware_001_PURCHASE.png
Track_Slope_Aware_001_PURCHASE.png (4.64 KiB) Viewed 6675 times
To change direction on the slopes need a tile of level ground and use some of the other dirt track object pieces.

Would you like to try.

Re: AuzObjects

Posted: 09 Nov 2018 07:59
by GarryG
Do you want power lines to go with the roads?
I got the power-1.png
I got the power-1.png (46.85 KiB) Viewed 6501 times
The 4 choices in the purchase menu ..
1st no power poles
2nd power pole
3rd power Pole with street light
4th power pole with junction to go to houses

There are no power poles on the slope sections as not available with the coding for Auto Lay tiles. Flat tiles can have a choice of 4 options, but slopes only allows one choice .. to my knowledge they can not be coded to give the 4 options on the slopes.

Haven't made the north-south and east-west direction pieces yet to go with the power poles.

I've only done the power lines for the tar Road and wire fence at the moment to test and see if they will work.

I thinking of changing all the other auto lay roads I did by removing the gates and replace with the power poles.

The Gates be better if I make them as single tile Object pieces as it something you would only use occasionally along the fake roads.

Here the latest newgrf with the Tar Road and Power Poles.

Re: AuzObjects

Posted: 09 Nov 2018 08:27
by GarryG
Forgot to add the sauce in last post of AuzRoadObjects.

Re: AuzObjects

Posted: 09 Nov 2018 22:19
by Pyoro
Good stuff. Quite like those with the power lines; they are "busier". A little bit more like real life where everything is messy with many, many "objects" everywhere ;)

Re: AuzObjects

Posted: 09 Nov 2018 22:37
by GarryG
Pyoro wrote:Good stuff. Quite like those with the power lines; they are "busier". A little bit more like real life where everything is messy with many, many "objects" everywhere
Glad you like.

Be busy next few days with home life .. after that we see about adding the power poles to all the fake road types.

And hopefully while I in a road making mode do the fake American set I was asked to do many moons ago.

Cheers

Re: AuzObjects

Posted: 10 Nov 2018 12:26
by GarryG
Started adding power poles to other fake roads.
Adding More Power-1.png
Adding More Power-1.png (25.47 KiB) Viewed 6310 times
I changed the poles of the tar Roads to 3 cross bars.

The wide gravel has 2 cross bars.

The narrow Gravel and dirt roads I will put just 1 cross bar.

and the Farm Tracks I will put the telegraph poles like you see if McZapkie's Wired Communication set.

Could be a few more days before these be ready.

Also planning to make a set of farm Tracks with out fences but with the telegraph poles so you be able to run power to the farm buildings.

Also have a set of power poles made with 4 cross bars .. hope to add these to UK and US fake roads.

Was out walking today along the dirt tracks that follow the high voltage power lines and wonder how some dirt tracks would look at the foot of the High towers and H-shape power poles?


In the AuzTownObject sets are the object power poles wonder if should transfer them over to the AuzRoadObjects since in real they do follow along side roads. Whatcha think?

Any how, I off to dream world . cheers all

Re: AuzObjects

Posted: 11 Nov 2018 04:53
by GarryG
This is where I up to at present with the fake Roads.

Done the tar Road and the 2 Gravel Roads with the power poles.

I removed the gates from the Auto lay functions .. these are now single object tiles .. this was to allow the Power Poles to be added.

Depends on the road to how many cross arms be on the power poles.

I intend to make some single tile Road Junctions that can be used as Transitions between the different road types after I finish the power lines wit the dirt roads.

Could corrupt saved games.

I had to change ID numbers in the coding so they would sort better in the Object Selection Menu n game.

This might interfere with any games you got saved wit previous versions of AuzRoadObjects.

If like to test what I did so far here the latest version of auzRoadObjects.

Re: AuzObjects

Posted: 12 Nov 2018 00:53
by GarryG
Dirt roads are done.
Power Poles Dirt Roads-2.png
Power Poles Dirt Roads-2.png (681.22 KiB) Viewed 6054 times
Before kids start smashing the street lights I thought I better move them up a bit higher.

Will do this with all the other street lights on the other roads as well.

Re: AuzObjects

Posted: 12 Nov 2018 08:25
by GarryG
I on track now.

Farm tracks have power poles so can run power to the buildings.
Farm Tracks with power-2.png
Farm Tracks with power-2.png (64.15 KiB) Viewed 5988 times
The junction with the Farm Track and Tar Road is a separate tile that's part of the original fake roads. Intend to make some junctions with power poles and street lights, also some transition ones.

If all goes well tomorrow will make the street lights higher on the other roads.

Here the update if like to try.

Re: AuzObjects

Posted: 13 Nov 2018 21:38
by GarryG
Still working on the roads and be a few days before get chance do any more due to appointments next few days.

Before I release next issue, hope to make as many as I can suitable for those who like the snow.

Cheers

Re: AuzObjects

Posted: 14 Nov 2018 02:03
by GarryG
Asking for advice and ideas on a idea I have.

In the Wired Communication set, McZapkie has a dirt track that a few vehicles can go on.

The track works same as a railway line and the vehicle guess could say eye candy.

I just wondering if worth trying to make some of my fake roads to work like his dirt tracks.

See if I can explain it better:

The Fake Roads.

Although they will still look like roads, they will actually be railway tracks.

Passing Loops:

They will need passing loops. The loops .. some narrow roads to have wide sections every so often for vehicles to pass. In other areas these can represent rest stops for drivers while waiting path to continue journey.
(Drivers we able to get out and water a tyre on there vehicle if need).

Signals:

These can be simple guide posts and road signs.

No real need for the signs to show red and green lights or to change looks. As long as the different signal types are slightly different so you know what they are.

The White Guide posts have red reflectors .. so maybe these can be arranged to show red reflector when there is no path, and be white when all clear.

If you have some ideas what could be used as signals send me a list.

Vehicle drivers can use their CB radios to check if road is clear to proceed. :D

Depots:

Can be a Farm building, machinery shed something like that.

Stations and Platforms:

Many of the platforms in ISA, my AuzFreightStation and some other sets that have low platforms and Industry type stations should be suitable and maybe can make a few more.

Vehicles:

Probably pinch some road vehicles from one of the Vehicle Sets such as Polroad and convert them to operate on rails. They be same as the eye candy rail vehicles I did other in my Train set forum.

One problem I know is the road Vehicles be restricted to these Fake Roads.

Hoping trains will not be using these roads.

So what you think of this? If I start making it could be a week or more before I start as want to make sure the idea will work first before spending days and days designing it.

All suggestions for and against this idea be appreciated.

Cheers

Re: AuzObjects

Posted: 14 Nov 2018 02:10
by SimYouLater
GarryG wrote:Asking for advice and ideas on a idea I have.

In the Wired Communication set, McZapkie has a dirt track that a few vehicles can go on.

The track works same as a railway line and the vehicle guess could say eye candy.

I just wondering if worth trying to make some of my fake roads to work like his dirt tracks.

See if I can explain it better:

The Fake Roads.

Although they will still look like roads, they will actually be railway tracks.

Passing Loops:

They will need passing loops. The loops .. some narrow roads to have wide sections every so often for vehicles to pass. In other areas these can represent rest stops for drivers while waiting path to continue journey.
(Drivers we able to get out and water a tyre on there vehicle if need).

Signals:

These can be simple guide posts and road signs.

No real need for the signs to show red and green lights or to change looks. As long as the different signal types are slightly different so you know what they are.

The White Guide posts have red reflectors .. so maybe these can be arranged to show red reflector when there is no path, and be white when all clear.

If you have some ideas what could be used as signals send me a list.

Vehicle drivers can use their CB radios to check if road is clear to proceed. :D

Depots:

Can be a Farm building, machinery shed something like that.

Stations and Platforms:

Many of the platforms in ISA, my AuzFreightStation and some other sets that have low platforms and Industry type stations should be suitable and maybe can make a few more.

Vehicles:

Probably pinch some road vehicles from one of the Vehicle Sets such as Polroad and convert them to operate on rails. They be same as the eye candy rail vehicles I did other in my Train set forum.

One problem I know is the road Vehicles be restricted to these Fake Roads.

Hoping trains will not be using these roads.

So what you think of this? If I start making it could be a week or more before I start as want to make sure the idea will work first before spending days and days designing it.

All suggestions for and against this idea be appreciated.

Cheers
Doesn't sound too great, to be honest. The tractors were meant to be there for switching purposes, like the phone call vehicle that's available from year 0 in Wired but slower. On the other hand, I would like to see the inverse (fake tracks as auto-lay NewGRF Objects)!

Re: AuzObjects

Posted: 14 Nov 2018 02:24
by GarryG
SimYouLater wrote:Doesn't sound too great, to be honest. The tractors were meant to be there for switching purposes, like the phone call vehicle that's available from year 0 in Wired but slower. !
Than you for your quick reply.

Good to here different opinions so I can decide if take this idea further.
On the other hand, I would like to see the inverse (fake tracks as auto-lay NewGRF Objects)
I presume you mean railway tracks?

Cause I been thinking to make auto-lay set for some fake ones.

Hope to do that as soon as I finish the roads I working on now.

Main idea of the fake auto lay railway tracks as objects so those who like to make their scenario more realistic can temporarily map out where the railway lines went in real. Also do same in a game too.

The auto lay can have 4 designs when making on flat tiles, but slopes can only be one type.

But that shouldn't be a big issue.

Cheers

EDIT:

Auto lay railway tracks don't work properly if try to lay parallel tracks side by side. To find out what I mean try with a fake road auto lay set . Make one road several tiles in length and then make another road of the same parallel with it side by side and you end up with lots of loops.

When I finish the fake roads will look at this idea again as might be away around it.

Re: AuzObjects

Posted: 14 Nov 2018 08:06
by GarryG
Been reading back through some of the posts seeing if I missed anything, problems I have had and what others have asked me.

One thing I still don't feel I got right and that is the coding and the number of objects sets.

When I add new things to the sets and to make them easier to find I change the IDs numbers to some of the code for previous objects so that the new ones fit in and easier to find.

Unfortunately I think this mucks up players games and to some causes a other problems.

But not sure any other way to go about it.

Some say I have to many object pieces to use .. if so what should I remove?

I been making the auto Lay Roads and Creeks as was hoping I could then remove all the single pieces, but players like both, so I end up with extra pieces.

And now I come up with the idea of the fake roads with fences and power poles, so this is adding even more objects :D


I haven't added anything to Bananas for a long time and think best not to add any more until I get what I been doing better organized.

Cheers all

Re: AuzObjects

Posted: 15 Nov 2018 01:25
by kamnet
I'd suggest that you stop trying to build your sets so that they can be used for mid-game upgrades. This is never safe and only encourages bad behavior.

The default for OpenTTD is to only display the newest version of the file (based on GRFID and version number).

I don't mind the frequent upgrades, even though it is mind boggling sometimes to keep track of it. What I've resorted to doing is renaming the NewGRF file name to include the release date. The file name is always displayed in the NewGRF info.

Re: AuzObjects

Posted: 15 Nov 2018 02:36
by GarryG
Thanks Kamnet, appreciate your feedback.
kamnet wrote:I'd suggest that you stop trying to build your sets so that they can be used for mid-game upgrades. This is never safe and only encourages bad behavior.
:D That easier said than done .. the work I doing is things I like to see in my games and scenarios as realistic as possible so I probably be adding more as I find things worth adding. :D
kamnet wrote:The default for OpenTTD is to only display the newest version of the file (based on GRFID and version number).
I think that might be a problem for me for a while, guess one way to get around it is I not provide new test files as I add new things to it .. maybe just update once a month in stead of several times a week like I been doing.
kamnet wrote:I don't mind the frequent upgrades, even though it is mind boggling sometimes to keep track of it. What I've resorted to doing is renaming the NewGRF file name to include the release date. The file name is always displayed in the NewGRF info.
I like that idea of adding date to end of these test files.

All a player has to do is delete the previous one and add the new one. Be no need to change the GRFID until it final.

To try this idea, here the latest of AuzRoadObjects.
AuzRoadObjects.grf
(2.87 MiB) Downloaded 110 times
Just a little work left to do to this object set, unless I get any new ideas.

All the fake roads (except the UK set) have fences and power poles.

I been making them snow aware as well, hope I not missed any. I don't play snow games so so if any one ses a piece I forgot to make snow aware please let me know.

Next issue hope ready some time next week will have some single tiles for the roads with fences and power poles.


I'd would like to put all the fences and power poles from other sets with this road set, but unfortunately not enough room.

========

Other work in the pipeline:

Jimbob been working on the houses I have in AuzTowns to be part of a town set.

I been getting photos of old buildings to add to this. Hope in coming weeks to get a chance to visit a town that has many buildings dating back to the 1800s, so hope to go there and get photos of these buildings and start adding them to AuzTowns.

Been wanting to do this for several weeks, but other things keep getting in the way.

Cheers all

Re: AuzObjects

Posted: 15 Nov 2018 03:53
by GarryG
Made some Waypoint Level Crossings to go with the Fake Roads.

Only done the wired fence so far. Hope do paling fences tomorrow or day after.

Other in my station forums will put the AuzWaypoints so can try.

Re: AuzObjects

Posted: 16 Nov 2018 10:21
by STD
Great ideas you implement with road objects in the game. Everything looks very cool and beautiful. I like this :bow: .

Regards, STD (Aleksey).

Re: AuzObjects

Posted: 16 Nov 2018 10:27
by GarryG
STD wrote:Great ideas you implement with road objects in the game. Everything looks very cool and beautiful. I like this :bow: .

Regards, STD (Aleksey).
Thanks STD,

Hope within a few hours time have a better version. Will have single tile roads with fences and power poles for slopes.

Should had been ready but just tested and got some power poles on wrong side of the Farm Tracks for the paling Fences.

Cheers

Re: AuzObjects

Posted: 16 Nov 2018 12:52
by GarryG
Here the newest version of AuzRoadObjects16Nov2018.
AuzRoadObjects16Nov2018.png
AuzRoadObjects16Nov2018.png (133.19 KiB) Viewed 5465 times
If you downloaded any of the previous versions of AuzRoadObjects the past few weeks just delete them from your newgrf folder and replace with this one.

You can almost make any combination with the fake roads with and without fences and power poles.

many of the roads are Auto Lay and they also have single tiles to use where the auto lay doesn't work.

Extra fences are in AuzFarmandFence Objects and Power poles in AuzTownObjects.

The Dirt Tracks which I called farm Tracks have a unique addition. It can go along the side of slopes .. you will see the selection in purchase menu has a bright colour background so it can be found easier.ee image in first post at top of this page.

Not sure when next issue be .. I hope to test over the weekend and see if need to add any additional pieces.

If find a combination your unable to make, let me know and se if I can add pieces needed.

All the fake roads should be snow aware.

My bedtime now so goodnight all