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Re: AuzObjects

Posted: 28 Jul 2020 15:35
by 2TallTyler
Love the new cobblestone roads. Can’t wait to try them out.

The screenshot contest is rapidly becoming a showcase of things people have built with AuzObjects. :)

Re: AuzObjects

Posted: 29 Jul 2020 04:54
by GarryG
temporal8 wrote: 28 Jul 2020 12:15 GREAT! maybe some railings and walkways for panoramic viewpoints?
That could be a nice idea.

The image of the swing bridge, been looking at that idea other day .. I think it can be done. Some of it will need to be overlap to cross creeks and rivers. Probably be like a lego set putting it together across the valley.

This another idea I working on. Log crossing a creek (just have to get the log colour right) and the cobble stone road crossing creek and be partly submerged.
Creek Crossings-5.png
Creek Crossings-5.png (5.73 KiB) Viewed 2985 times
2TallTyler wrote: 28 Jul 2020 15:35 Love the new cobblestone roads. Can’t wait to try them out.
Thanks you for the compliment. Today I finally worked out how to have trams on some of my roads .. highly based on Andrew350 rattRoads. I replaced his "Sett Paved Road" with a cobble stone road. Probably take me a few days to get it operational .. explain the rest over in my Road Forum shortly.
2TallTyler wrote: 28 Jul 2020 15:35 The screenshot contest is rapidly becoming a showcase of things people have built with AuzObjects.
See most of them using the wide stone stair ways too. Have to work on these more and have a variety of types if I can.

Cheers all

Re: AuzObjects

Posted: 01 Aug 2020 06:27
by Emperor Jake
Hi, I had a go at drawing something other than a train for once. This is the Port Kembla Stack, a prominent feature in the area I grew up in until it was demolished in 2014. Perhaps you'd like to include it (though it'll probably end up in one of my own GRFs eventually) :)

Included is both a 8bpp grayscale version and a textured 32bpp sprite.

Cheers,
Jake

Re: AuzObjects

Posted: 01 Aug 2020 13:10
by GarryG
Emperor Jake wrote: 01 Aug 2020 06:27 Hi, I had a go at drawing something other than a train for once. This is the Port Kembla Stack, a prominent feature in the area I grew up in until it was demolished in 2014. Perhaps you'd like to include it (though it'll probably end up in one of my own GRFs eventually)
They would go great in a game where players can extend there Industries. See if I can find a few other tall objects to add to these.

Around Newcastle there are a few tall tower similar to this .. they part of the sewage. Also some railway tunnels have air vents on top of the hills so some of these probably go with these.

Cheers pal

Re: AuzObjects

Posted: 01 Aug 2020 17:43
by piratescooby
I love the idea of tunnel air vents .

Re: AuzObjects

Posted: 01 Aug 2020 23:17
by GarryG
Some time last year I started designing Coal Mine entrances with Coal Skiffs.

I received a PM asking if I will make mine entrances which reminded me of that project.

Manage to designing some entrances, coal skiffs and the tracks but not where they go to. Need a idea for where to dump the coal.
Mine Entrances.png
Mine Entrances.png (13.79 KiB) Viewed 2743 times
Was also looking at this idea to work with the "600mm_Narrow_Gauge_Railways".

Hope to soon get back to making these.

Re: AuzObjects

Posted: 02 Aug 2020 05:27
by GarryG
I been coding in the mine shafts and coal skiffs and this what can be done so far.
Mining_01.png
Mining_01.png (62.42 KiB) Viewed 2709 times
2 types of mine entrances .. on slopes and on flat ground.

All mines have 2 skiff tracks going into the mines.

The Jetties can go on water or land so can load ships, trains and trucks. The Jetty has only the one track. Not sure yet if do a 2 track version.

These will be included in the AuzObjectAddOns under AuzAddOns: Mine Shafts.

Hope tomorrow will upload the game file.

Cheers

Re: AuzObjects

Posted: 02 Aug 2020 06:05
by trainman1432
Custom docks when?

Looks great, and personally, I think the fact that only train stations get customization is lame.

Re: AuzObjects

Posted: 02 Aug 2020 07:07
by GarryG
trainman1432 wrote: 02 Aug 2020 06:05 Custom docks when?
Good question .. wonder after I finish the bus and truck terminals if something similar could be done for docks as well? I haven't tried over laps in the water or along the shore lines. But maybe something can be done.

I just got hold of a copy of tram tracks and wonder if I use this style with same gauge for the coal skiff and tracks as well?

Cheers

Re: AuzObjects

Posted: 02 Aug 2020 07:42
by GarryG
Guess I can let those interested in the mine shafts give them a try and let me know of any improvements or add-ons you can think of.

The idea of the tram tracks failed as it would ruin the entrances to the mines. So the skiffs we just have to have there own track system.

Re: AuzObjects

Posted: 02 Aug 2020 09:50
by Quast65
GarryG wrote: 02 Aug 2020 07:42 The idea of the tram tracks failed as it would ruin the entrances to the mines. So the skiffs we just have to have there own track system.
What if the depots were drawn to look like mine entrances?
And then maybe use some objects, placed next to that, to make a fake hill-side.

Re: AuzObjects

Posted: 02 Aug 2020 10:27
by GarryG
Quast65 wrote: 02 Aug 2020 09:50 What if the depots were drawn to look like mine entrances?
And then maybe use some objects, placed next to that, to make a fake hill-side.
I wasn't thinking today of actual trams visiting the mine entrances just the tracks as objects same width of the tram tracks.

My coal skiff tracks just a bit further apart so they look good entering the mines.

But what you mentioned might be worth looking at. Might look cute if the skiffs actually moved along the tracks :D.

Thanks for the ideas.

Re: AuzObjects

Posted: 06 Aug 2020 00:13
by GarryG
I been helping a chap called " fridaemon " learn about graphics and what little I know about coding.

Got him to open his own topic he called "Releasing New Object Graphic - Begginer Tutorial"
viewtopic.php?f=33&t=87401

If you like to pay him a visit and those of you who know more about coding than me he would appreciate your feedback.

Thanks all.

*******************************************************************************************************************************

On another subject for those who haven't visited my "Auz Road Sets"
viewtopic.php?f=26&t=87335

I been experimenting with conveyor belt roads .. highly based on Andrew350's Conveyor Belts, but mine are for those who like it a bit more realism.

Love what andrew350 has done as it gives the game another variation of play.

I mainly looking at them to convey coal and other minerals like in real, but had suggestions for a bit of novelty allow them to carry other items too.

Have a look and see what you think.

Cheers all.

Re: AuzObjects

Posted: 07 Aug 2020 13:51
by GarryG
I made a warehouse with trucks as objects and to arrange it so can also be used with the Auz Conveyor Belts.
Truck Bay 12.png
Truck Bay 12.png (64.97 KiB) Viewed 2382 times
This warehouse is in kit form .. the building parts are 2x1 tiles (there is 22 parts in that building) and the trucks (theer is 9 of the 16 I did) are 1x1.

Looks like I need to make some more conveyor belt roads and replace the stone and spilled coal with concrete base so it will look good with other buildings.

Hope those trucks will also suit other buildings as well.

Trucks courtesy of Polroads.

Re: AuzObjects

Posted: 09 Aug 2020 04:41
by GarryG
Added a few pieces to the new warehouse/distribution center.

Added the following:
* Overlap pieces so road and conveyor belts can go inside the buildings.
* Office sections.
* Paving with some pedestrians (workers)

Hope to make a few more similar buildings so have a variety.

Re: AuzObjects

Posted: 10 Aug 2020 21:29
by temporal8
GarryG wrote: 09 Aug 2020 04:41 * Paving with some pedestrians (workers)
Precisely, openttd needs more life, I try to do that from my first attempts at sotm, do you remember this screenshot with people on the sidewalks that I made for sotm at my beginnings?

download/file.php?id=208585

In that sense, your bus terminals with parked buses and now the trucks and workers are great, Fredinho is also doing it in his images and many others at sotm.

I firmly believe that it´s the openttd future, at some point in the past it was to create large train networks, but now i think the future is to populate the cities, give them humanity.

People in cities, a damaged car on the side of a road, a tanker unloading gasoline in a station, everyday situations that we see every day brought to openttd.

I think your next set could be AuzPeople. 8)

Re: AuzObjects

Posted: 11 Aug 2020 00:11
by GarryG
temporal8 wrote: 10 Aug 2020 21:29 Precisely, openttd needs more life, I try to do that from my first attempts at sotm, do you remember this screenshot with people on the sidewalks that I made for sotm at my beginnings?
When I first started making objects years ago it was to give the game a variety of ways to play it.

I got the idea from SIM .. some kids I seen playing it .. they not interested in making a family .. they more interested see who can build the nicest house.

So why not do something like that for OpenTTD .. players can still have the large transport system and play to make money and/or they can make things look pretty.

The Conveyor Belt that Andrew350 made was a great idea as easier for young people to understand and have a lot of fun with. It added a new way to play the game.

Not sure about a AuzPeople set :roll: But I think future pieces we make for the game if able to put people in it be good idea.

Re: AuzObjects

Posted: 12 Aug 2020 11:36
by GarryG
Have you seen what this months Screenshot going to be?

"We are going on an INDUSTRIAL EXTRAVAGANZA!"

So you might need a place to store the cargo while waiting to be collected so here 2 new Warehouse or Distribution centers to go with the last one I did.
Truck Bay 17.png
Truck Bay 17.png (33.23 KiB) Viewed 2051 times
.

But you will also need some trucks to deliver the goods .. so these are for hire .. they will cost you time, enjoyment and maybe some frustration.
Trucks for hire.png
Trucks for hire.png (50.68 KiB) Viewed 2051 times
The problem with all those turcks and the new Warehouses, I needed to make a new section to store all those trucks as there are 18 sets and each set has 4 tiles. I hope to make another set of trucks with a different ground tile so they be suitable for any location. Not sure when .. but it on my to-do-list.

The menu for these is called "AuzAddOns: Trucks". Not sure if that will interfere with any game you already got running with the last object set.

Any way here the game file if you want to hire these trucks. Trucks are courtesy of Polroad.

Re: AuzObjects

Posted: 13 Aug 2020 14:05
by GarryG
Experimenting again :lol: .

Seeing what the warehouse and truck terminals might look like if they could be extended out into the water.
Warehouse Extension 2.png
Warehouse Extension 2.png (49.18 KiB) Viewed 1971 times
Wondering if one of the Bus Terminals could also be extended so buses can use one end and cruise ships the other end :roll: :roll:

These can only be objects as I don't thing non-track railway station tiles can be coded to be placed on water.

If all goes well upload tomorrow (Friday) it in time for the weekend.

Re: AuzObjects

Posted: 13 Aug 2020 17:01
by KahlilGibran
Hi, can you make more jetty? I want to make a resort like the one in maldives