Auz Eyecandy TramTracks

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GarryG
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Auz Eyecandy TramTracks

Post by GarryG »

AUZ EYECANDY TRAMTRACKS.

Update: 3nd May 2022


This set replaces the tram tracks and overheads with eye candy objects.

Some of the objects that are planned for this set are:

Crash Barriers with and without street lights ..
Here is a samples. Crash Barriers on there own, Street Lights, and Crash Barriers with Street Lights
Here I using RatRoads Modern Asphalt Roads and also Highway .. both from RattRoads.
Crash Barriers and Street Lights.png
Crash Barriers and Street Lights.png (137.45 KiB) Viewed 1486 times
Planned objects:
Different Street Lights and sign posts with and without the crash barriers.

The game file still in testing. Hope to upload it when I added some street lights and the sign posts.

Would you like to test what I done so far ? Test it with any road set you like and let me know if you find a problem or something that be nice to add.
Auzeyecandytram_v01.grf
(181.17 KiB) Downloaded 43 times

CREDITS:

Project of GarryR and Quast65

Inspired by Javelinnl, Erato, ufiby, Andrew350{}and all other road/tram-type developers
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RoyalExamination9410
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Re: Auz Eyecandy TramTracks

Post by RoyalExamination9410 »

Would you like to test what I done so far ? Test it with any road set you like and let me know if you find a problem or something that be nice to add.
Looks great so far! I would suggest adding streetlights on one side only as well.
Also what do you mean by invisible objects (the first option that can be built)?
What does the 50km/h speed limit refer to? Road vehicles can drive at higher speeds despite it.
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Re: Auz Eyecandy TramTracks

Post by GarryG »

RoyalExamination9410 wrote: 04 May 2022 03:08 Looks great so far! I would suggest adding streetlights on one side only as well.
What about power poles with and without street lights? Only practiced with the one side so far.
What about lights on power poles.png
What about lights on power poles.png (15.22 KiB) Viewed 1429 times
EDIT:
I know I have object power poles in another set, but because these are attached to the road, they can be used in towns :D .
Also what do you mean by invisible objects (the first option that can be built)?
Just ignore that one for now its spare ready for a future idea.
As Quast65 mentioned to me:
Because, now you dont have any special vehicles for these tracks, but maybe later on you do want to make them (or others maybe will).
Like, for example the bicycle in VELO/DROP.

Soon I will add the source so you and others can use and maybe make your own tram object sets.

If you haven't seen what VELO set is can find it at
https://github.com/javelinnl/velo
What does the 50km/h speed limit refer to? Road vehicles can drive at higher speeds despite it.
Just ignore that for now.
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Re: Auz Eyecandy TramTracks

Post by Emperor Jake »

This is a great idea, I like it :) Would be nice to have for different trees as well
RoyalExamination9410 wrote: 04 May 2022 03:08 What does the 50km/h speed limit refer to? Road vehicles can drive at higher speeds despite it.
The speed limit is for the tramtype, road vehicles will follow the speed limit of a roadtype but ignore that of the tramtype on the same tile. Since there are no vehicles for these eyecandy tramtypes, they can be ignored.
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Re: Auz Eyecandy TramTracks

Post by GarryG »

Emperor Jake wrote: 04 May 2022 09:52 This is a great idea, I like it Would be nice to have for different trees as well
If add trees probably the ones like the maple and the jacarandas that you see in Grafton where the leaves streth over the roads like in this image.
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JacarandaTrees.png
JacarandaTrees.png (156.01 KiB) Viewed 1383 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 Eyecandy TramTracks

Post by Quast65 »

Just to clarify a bit more:

- Adding a completely invisible tramtype is a good thing to do for when maybe more people pick up tramtypes for adding eyecandy to roads and maybe decide to make special vehicles for that (like VELO/DROP).

Now, in the future there may be a moment that you want to connect 2 of these eyecandy tramtracks, or want to cross them and the combination may not have a good visual result.
In that case a competely invisible tramtrack is then the answer, so that your vehicles do still cross and/or drive to another type of eyecandy track.

Or, for example, you can use the invisible track to add more distance between eyecandy tracks (in Garry's case, more room between powerpoles/lights/other roadside stuff) and your special vehicles will keep driving.



There is an issue though with this...

You can only have 64 road- AND tramtypes in a single game... :(
So, its not 64 roads and 64 trams, but 64 TOTAL, and that number may now be reached very quickly... :twisted:
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Re: Auz Eyecandy TramTracks

Post by GarryG »

Quast65 wrote: 04 May 2022 10:05 There is an issue though with this...

You can only have 64 road- AND tramtypes in a single game...
So, its not 64 roads and 64 trams, but 64 TOTAL, and that number may now be reached very quickly...
I hope to use as least as possible .. maybe a dozen.

These being
1 set with the crash barriers (Done already)
1 set with crash barriers and street lights (these nice for freeways). (Done already)
Maybe 2 sets with street lights (1 done already and another with older style lights).
1 with maple trees
1 with jacaranda trees in flower.
1 with power poles
1 with power poles with street lights
Maybe 2 sets with different fences.
Maybe 2 with the fences and the white guide posts.

Not think of any more ..

I looking at making a new road set/s or altering my road sets to reduce the number of Auz Roads with fences. In my sets I have several road types with fences and white guide posts .. so I probably could remove those roads and make some fence types and guide posts and add to the Auz Eyecandy TramTracks.

Just see what happens.
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RoyalExamination9410
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Re: Auz Eyecandy TramTracks

Post by RoyalExamination9410 »

[/quote]
What about power poles with and without street lights? Only practiced with the one side so far.
I know I have object power poles in another set, but because these are attached to the road, they can be used in towns :D .
[/quote]

That's awesome! I was always confused by what spaces were and weren't occupied by powerlines under the object set so this would be a great addition to the maps! Was hard to build cross streets or houses as building them in certain areas would take out wires or the poles.
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Re: Auz Eyecandy TramTracks

Post by GarryG »

Had a play around with the trees and tested them in a town.
Maple and Jacaranda Trees.png
Maple and Jacaranda Trees.png (114.59 KiB) Viewed 1241 times
They go on both sides the street.

Here the power poles in a town.
Power pole and lights in a  town.png
Power pole and lights in a town.png (102.65 KiB) Viewed 1241 times
Even this evening or tomorrow hope to work on the power poles so they can go on intersections. I notices almost all the suburbs where I live the street lighting is only at intersections unless it a very long street between intersections.

After I get the power poles how I want will upload the source and game file so you can test.

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
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Auz Eyecandy TramTracks: viewtopic.php?t=89908
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Re: Auz Eyecandy TramTracks

Post by fridaemon »

I'm in love with trees version :oops:
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Re: Auz Eyecandy TramTracks

Post by Quast65 »

I really hope that more people see the potential of this and that the number of tramtypes will be raised! :bow:
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Re: Auz Eyecandy TramTracks

Post by GarryG »

fridaemon wrote: 05 May 2022 06:25 I'm in love with trees version
Glad you like.

I think I finished the trees and pole poles .. just need to add purchase icons for them.
Trees and Poles.png
Trees and Poles.png (123.25 KiB) Viewed 1191 times
Once I do those icons hope to upload a completed version and source.
With luck might be tomorrow evening have them ready.

Cheers
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All my projects are GPLv2 License unless stated.
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Re: Auz Eyecandy TramTracks

Post by GarryG »

fridaemon wrote: 05 May 2022 06:25 I'm in love with trees version
Received a PM from fridaemon wondering if I could include palm trees.

So I added 2 types as I think these will go great with towns and roads that near the coast.
Palm Trees2.png
Palm Trees2.png (56.67 KiB) Viewed 1106 times
I'll upload the game file and source as well so you can test in over the weekend and let me know if any problems.

They include 11 sets.
* Invisible (for future use)
* Crash Barriers
* Crash Barriers with street lights
* Street Lights
* Maple Trees
* Jacaranda Trees
* Power Poles Back
* Power Poles Front
* Power Poles with Street Lights Back
* Power Poles with Street Lights Front
* Palm Trees
* Palm Trees

I'll have break from these over the weekend and next week hope add fences that are usually found on country roads.

Hope you like.
Attachments
Auzeyecandytram_v01.grf
Game File
(682.43 KiB) Downloaded 31 times
AuzEyeCandyTramSource6May2022.rar
Source Files
(594.71 KiB) Downloaded 17 times
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All my projects are GPLv2 License unless stated.
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Re: Auz Eyecandy TramTracks

Post by RoyalExamination9410 »

They include 11 sets.
* Invisible (for future use)
* Crash Barriers
* Crash Barriers with street lights
* Street Lights
* Maple Trees
* Jacaranda Trees
* Power Poles Back
* Power Poles Front
* Power Poles with Street Lights Back
* Power Poles with Street Lights Front
* Palm Trees
* Palm Trees

I'll have break from these over the weekend and next week hope add fences that are usually found on country roads.

Hope you like.
As I already have the original set from earlier this week downloaded, how do I make sure the game doesn't get confused between this and the older version?
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Re: Auz Eyecandy TramTracks

Post by GarryG »

RoyalExamination9410 wrote: 06 May 2022 04:55 As I already have the original set from earlier this week downloaded, how do I make sure the game doesn't get confused between this and the older version?
The original one was uploaded just for a test and see if people like. Wan't expecting any one to actually start using it in a game.

This new version should be ok to replace the the first as I never changed any IDs just added more items.
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Re: Auz Eyecandy TramTracks

Post by fridaemon »

So, thank you, perfect work. In the end it's very good idea to use tramtypes for this.
I tried it and it works. I have only one comment. I tested your graphics with U&RaTT. In the menu, now it looks like that:

ACTUAL VERSION:
Image

And it's a nice mess. I doesn't go as it did in the previous version. So it's confusing.

PREVIOUS VERSION:
Image
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Re: Auz Eyecandy TramTracks

Post by GarryG »

fridaemon wrote: 06 May 2022 07:40 So, thank you, perfect work. In the end it's very good idea to use tramtypes for this.
I tried it and it works. I have only one comment. I tested your graphics with U&RaTT. In the menu, now it looks like that:
That must have something to do with the number we have in code for

Code: Select all

sort_order:
We sharing the same numbers.

So what I think I should do is instead of starting mine from 0 to 11 is to count backwards from 63 .. this should put mine below every one else unless some one has done the same.

I ended up doing 4 fences this afternoon in process of testing and coding them in. When I finish that I will redo the sort_order and see if that makes it better.

Hope to upload it later this evening.

EDIT:
Fences finished and also renumbered the Sort_order .. they are now numbered 48 to 63

Sample of the fences.
Fences.png
Fences.png (30.87 KiB) Viewed 1028 times
Can use eyecandytrams off road as well. In the country in Australia there are fenced area like this called Stock Routes. They have no road it designed for farmers to move their stock between paddocks and to other locations.

Here's the game file update .. it included the fences and renumbering.
Attachments
Auzeyecandytram_v01.grf
(896.46 KiB) Downloaded 47 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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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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Auz Eyecandy TramTracks: viewtopic.php?t=89908
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Re: Auz Eyecandy TramTracks

Post by fridaemon »

Now everything is perfect :bow:
obrázek_2022-05-06_185207521.png
obrázek_2022-05-06_185207521.png (15.61 KiB) Viewed 976 times
obrázek_2022-05-06_192554391.png
obrázek_2022-05-06_192554391.png (40.29 KiB) Viewed 967 times
One more request 2 you - can you do 2x2 palms version too? In old screenshots I found this (maybe TTD), and in cities it's gonna look better.
svmoinE - Imgur (1).png
svmoinE - Imgur (1).png (12.22 KiB) Viewed 967 times
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Re: Auz Eyecandy TramTracks

Post by fridaemon »

I opened my saved game with this error:
obrázek_2022-05-06_203452597.png
obrázek_2022-05-06_203452597.png (4.22 KiB) Viewed 959 times
It's in error mode, but I can use it in game anyway.
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Re: Auz Eyecandy TramTracks

Post by Brickblock1 »

fridaemon wrote: 06 May 2022 18:35 I opened my saved game with this error:
obrázek_2022-05-06_203452597.png

It's in error mode, but I can use it in game anyway.
You probebly have to many road and tramtypes
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