Auz Eyecandy TramTracks

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GarryG
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Re: Auz Eyecandy TramTracks

Post by GarryG »

fridaemon wrote: 06 May 2022 16:52 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.
I should be able to arrange that with the ones I have . all I have to do is move the trees closer to the edge. See if I can work on that later today.
fridaemon wrote: 06 May 2022 18:35 It's in error mode, but I can use it in game anyway.
Seems like it conflicting with one of the other files, or as mentioned
Brickblock1 wrote: 06 May 2022 19:14 You probebly have to many road and tramtypes
EDIT:
fridaemon .. 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.
Just to understand what you meant. Do you mean each tile has 2 trees each side of the road so they appear closer together? also make them so can have 2 roads next to each other with 1 row trees down the center?

EDIT SOME MORE:

If I re-do the palm trees so they can be used like these?
Palm Trees3.png
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Re: Auz Eyecandy TramTracks

Post by fridaemon »

this palm trees 3 version looks gorgeous 8)

It's possible there are more than 64 roadtypes, but previous version works without problems and this last don't. I use U&RaTT roads as most players, so they can have the same problem. Is there a possibility to have parrametr to choose which roadtype I want and which doesn't?

Or when you'll finish this graphic, sent source code and I can choose things I want :)
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Re: Auz Eyecandy TramTracks

Post by GarryG »

fridaemon wrote: 07 May 2022 18:10 this palm trees 3 version looks gorgeous
Will make these later this afternoon, or maybe tomorrow.
It's possible there are more than 64 roadtypes, but previous version works without problems and this last don't. I use U&RaTT roads as most players, so they can have the same problem. Is there a possibility to have parrametr to choose which roadtype I want and which doesn't?
Is there any one else having this problem?
Wonder if the problem could also be the GRF is labeled _v01 yet in the lng file I have it v02. But I don't have any saved game to test the problem fridaemon is having.
I think in future when I make some projects I should save the game I tested it in.
Or when you'll finish this graphic, sent source code and I can choose things I want :)
Will up load the source for you when done.
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Re: Auz Eyecandy TramTracks

Post by GarryG »

Just re-done the palm trees so they closer together.
Palm Trees4.png
Palm Trees4.png (46.03 KiB) Viewed 2841 times
These replace the other palm trees I did that further apart.

But before I upload the game file .. wonder if any one liked the other palm trees and like me to include them?

Buy remember what Quast65 mentions on previous page. ..
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:
I noticed in the last list of tram tracks that fridaemon uploaded on previous page that the Stone Fence is missing. So that could be the cause of problem he having. He has too many roads and tram tracks in his game.

So I now wondering if I should also do some smaller sets for those of you who do not use all I made.
* Place the 4 fences in one set. (Do I include the crash barriers in this set?)
* Place the 4 trees in another set. (Maybe include all the palm trees I did which will be another 2)
* 3rd set can have the street lights and power poles. (Street lights and power poles make 5 items .. if the crash barriers should stay in this set add another 2)
The Invisible set can be removed if I do these 3 sets.

So whatcha reckon ..
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Re: Auz Eyecandy TramTracks

Post by Quast65 »

In some cases, some roadsets also use hidden roadtypes (they are in the code only and dont show up ingame) to make their sets compatible with certain vehicle-sets.
Those can not be seen by the player, but do count for the 64 maximum.
So, dont always rely on the number of roadtypes you can count in a game.
So whatcha reckon ..
1. Told ya about reaching that limit very quickly :twisted:

2. If possible, work with parameters and not multiple GRFs, keep the invisible one in.
the max number of GRFs is also already reached by a couple of us ;-)


What label are you using by the way for your Invisible one? And is it compatible with the bike from VELO? (I believe that has label BKVL)
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Re: Auz Eyecandy TramTracks

Post by GarryG »

Quast65 wrote: 08 May 2022 08:25 1. Told ya about reaching that limit very quickly
Not my fault I like all those ideas what I thought of and what others suggested :roll:

That what made me think of idea do separate sets.
Quast65 wrote: 08 May 2022 08:25 2. If possible, work with parameters and not multiple GRFs, keep the invisible one in.
the max number of GRFs is also already reached by a couple of us
I've never tried making parameters as looks to confusing for my mind :oops: :roll: . .. I'll have a look at the parameter coding soon and see if I can figure it out.
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Re: Auz Eyecandy TramTracks

Post by Quast65 »

I think the easiest is to just focus on keeping it compatible with your own Auz Roadset.

I believe that URatt already has 49 Road/tramTypes, so that set doesnt leave too much room to add to anyway ;-)

Let people make requests to patchmakers/game-developers to raise the limit (or at least to 64 Road- AND 64 Tramtypes) :twisted:
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Re: Auz Eyecandy TramTracks

Post by GarryG »

Quast65 wrote: 08 May 2022 11:28 I think the easiest is to just focus on keeping it compatible with your own Auz Roadset.
Good idea .. I originally did my 3 RattRoad sets to go with Andrew350 RattRoads. But I planning to make new road set which I started this afternoon.

I will remove the fences and white posts from my roads set so it can be be used on it owns without Andrew350 set.

His set had 8 roads when I fist had access to his source, but think he has added a few to it since. My 3 sets had a total of 35. I should be able to reduce my new set to about 30 maybe less since I no longer need the fences and white posts .. So that will leave plenty of room for me to have a Aussie Eye Candy Tram set to go with my new road set.

But I think I should do at least 2 eye candy sets. The set I just made .. I think it can be closed and leave as is. .. I can then make a special Auzzie set to go with my roads and let my imagination run wild.
Let people make requests to patchmakers/game-developers to raise the limit (or at least to 64 Road- AND 64 Tramtypes) :twisted:
That be a good idea. I can't image needing more then 32 IDs for the types of tram tracks, so should leave 32 IDs for the eye candy. :D

Any way it my bed time .. good night all
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Re: Auz Eyecandy TramTracks

Post by fridaemon »

I edited GarryG's source code and remove few IDs and It works. As Quast65 wrote, I asked JGR for that. But...:
obrázek_2022-05-08_212518429.png
obrázek_2022-05-08_212518429.png (9.19 KiB) Viewed 2704 times

I replaced lighter palms with palms from Swedish houses and I think It's much more better :twisted:
obrázek_2022-05-08_211437845.png
obrázek_2022-05-08_211437845.png (261.43 KiB) Viewed 2707 times
For me it's interesting to have trees and lamps as eyecandy tramtypes. I can use fences or power poles from objects.
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Re: Auz Eyecandy TramTracks

Post by Quast65 »

fridaemon wrote: 08 May 2022 19:14 But...:
Never say never, Necessity is the mother of invention :twisted:
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Re: Auz Eyecandy TramTracks

Post by GarryG »

Quast65 wrote: 08 May 2022 20:54 Never say never, Necessity is the mother of invention
Wonder .. in the train tracks we can have fences .. wondering if the fences can be added t roads?

Then can alter the fences to be trees, lights or what ever we can thunk of.
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Re: Auz Eyecandy TramTracks

Post by GarryG »

I forgot to answer some questions.
Quast65 wrote: 08 May 2022 08:25 What label are you using by the way for your Invisible one? And is it compatible with the bike from VELO? (I believe that has label BKVL)
Using same you had XXX0. I tried adding Velos code BKVL to my lot and loaded both my set and Velo set, but the bikes would not travel on my sets.
Quast65 wrote: 08 May 2022 08:25 If possible, work with parameters and not multiple GRFs
I had a look at parameters in the road sets. They help choose if want US or UK roads and speeds. But non to choose what roads you want and not want.
So just not sure how to make those parameters so I let them be for now.
fridaemon wrote: 08 May 2022 19:14 For me it's interesting to have trees and lamps as eyecandy tramtypes. I can use fences or power poles from objects.
Should these palms replace the lighter ones I did? Or should I just add them to the set? You have them singly, do we also want them 2 per side.

But remember we already reached the limit for those who have add lots of roads and trams to their game. Each time I add a item to the set and we load all the different road and tram types we reach the limit, the less chance of being able to use them.
fridaemon wrote: 08 May 2022 19:14 I can use fences or power poles from objects.
That is ok in the country. But if you like power poles in the towns then that no work to well.

But you given me a idea ..

Mentioned before about separating the items .. but instead of separate eyecandy tram grf's .. What if I add them to other object sets.

For instance:
* The fences could put these with the AuzFenceObjects or AuzRattRoadsObjects.
* The Power poles add them to AuzPowerAndTelephoneObjects?
* The Crash barriers add these to AuzRoadSignObjects.
* The street lights add these to AuzRattRoadsObjects or to AuzTownObjectsAddOns.

Another idea .. what if I have afternoon nap and look at the roads later this evening.
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Re: Auz Eyecandy TramTracks

Post by Quast65 »

GarryG wrote: 09 May 2022 02:16 Using same you had XXX0.
Ahh, I see.
Thats is just a placeholder for the templates ;-)
Name it what you want, maybe AT00 (Auz Tramtype 00) is a good idea or ATIV (Auz Tramtype InVisible).
I tried adding Velos code BKVL to my lot and loaded both my set and Velo set, but the bikes would not travel on my sets.
For my personal games I already made a small vehicle-set to travel on my invisible tracks.
Example727.png
Example727.png (10.43 KiB) Viewed 2618 times
I don't mind making it compatible for your invisible tracks and then release it.
Let me know what your label will be.
So just not sure how to make those parameters so I let them be for now.
Yeah, just leave it buddy.
Maybe after you have released the sources, someone will fork your GRF and will add those parameters later on.
Mentioned before about separating the items .. but instead of separate eyecandy tram grf's .. What if I add them to other object sets.
That will make it difficult for people to find the right eyecandy tramtype they want.
Leave it in one GRF.
Like I said above, another coder may add the parameters later on.
Again, Necessity is the mother of invention
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Re: Auz Eyecandy TramTracks

Post by GarryG »

Quast65 wrote: 09 May 2022 09:21 Name it what you want, maybe AT00 (Auz Tramtype 00) is a good idea or ATIV (Auz Tramtype InVisible).
I will name it ATIV .. hope do that tomorrow as TV night tonight.
For my personal games I already made a small vehicle-set to travel on my invisible tracks.
They should well people walking . You probably could also make a pathway with people walking around a park or might go good with the Fun Fair I did some months ago.

Answer the rest tomorrow .. cheers
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Re: Auz Eyecandy TramTracks

Post by Quast65 »

I will name it ATIV
Check, If otherwise, let me know ;-)
They should well people walking . You probably could also make a pathway with people walking around a park or might go good with the Fun Fair I did some months ago.
Well, just overlay for example your full-tile cobblestone road with an invisible tramtrack, the people would then walk over it ;-)

I placed them in such a way that they walk on the sides of the road.

They are 2CC colored, so they can get different colorcombinations. (especially if you group them, then you can give each group another colorcombination to have more diversity)

The airplanes can for example be used if you place the invisible tramtrack over an industrial type of road (to liven up big eyecandy airports).

The Delivery Guy and the MD-11 can be refitted to cargo, the others are for passengers (so they can be usefull by actually transporting stuff)
TV night tonight
Have fun!
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Re: Auz Eyecandy TramTracks

Post by GarryG »

Quast65 wrote: 09 May 2022 11:16 Check, If otherwise, let me know
Re-coded the Invisible one to ATIV. Also better I re-code the others as been using the template codes XXX1, XXX2 etc while testing, and forgot to change them when all working good.
Quast65 wrote: 09 May 2022 11:16 Well, just overlay for example your full-tile cobblestone road with an invisible tramtrack, the people would then walk over it
The invisible set has a lot of options. Can be used for pedestrians, airport taxi roads, probably cross country and probably not even need a actual road under it.
The Delivery Guy and the MD-11 can be refitted to cargo, the others are for passengers (so they can be usefull by actually transporting stuff)
Sound nice idea having delivery guy and a postman delivering mail.

The set I working on now .. I finish the palm trees and then close it so can start using it in actual games.

I think I will re-do the sort order so that the power poles and fences are last on the list. Message I got from "fridaemon" he doesn't use those and prefer to use them from the Object Sets. So I presume others feel the same way.

So a warning to those who down loaded precious test version .. the changes I will make today might conflict with previous version.

Also warning if you using lots of roads in your game, you might not be able to use all of these in this set.
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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 GarryG »

I think I finished the Auzeyecandytrams.

These what I have added.
EyeCandyTramTracks.png
EyeCandyTramTracks.png (123.13 KiB) Viewed 2503 times
List of what I added in order: (Not necessary in order of the image)
1 Invisible (It in the image but you might not see where it is :D )
2 Street Lights
3 Street Lights Back
4 Street Lights Front
5 Maple Trees
6 Jacaranda Trees
7 Palm Trees (2x2 trees)
8 Palm Trees (2x2 trees)
9 Palm Trees (1x1 trees)
10 Crash Barriers
11 Crash Barriers with Lights
12 Power Pole Back
13 Power Poles Front
14 Power Poles with Lights Back
15 Power Poles with Lights Front
16 Wire Fence
17 Slit Rail Fence
18 Hedge Fence
19 Stone Fence
This is how some of them will look when you have 2 roads parallel. Crash Barriers can also be used with parallel roads.
EyeCandyTramTracks02.png
EyeCandyTramTracks02.png (23.04 KiB) Viewed 2503 times
I test them for a few days and if all seems ok and no more ideas are sent to me .. then hopefully they be read for the weekend.

EDIT:

I thought I had the street lights designed so that when 2 roads are parallel, the center lights have just 1 pole and not 2 like in that image. So I will need to fix that again.
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GarryG
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Re: Auz Eyecandy TramTracks

Post by GarryG »

Fixed those street lights .. you be able to make parallel roads like these.

With the lights being available to go just one side of the roads, they may work good with the Dutch Road Furniture :roll:
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EyeCandyTramTracks03.png
EyeCandyTramTracks03.png (14.56 KiB) Viewed 2492 times
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
RoyalExamination9410
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Re: Auz Eyecandy TramTracks

Post by RoyalExamination9410 »

For my personal games I already made a small vehicle-set to travel on my invisible tracks.
Example727.png
I don't mind making it compatible for your invisible tracks and then release it.
Let me know what your label will be.
Nice idea, this would be a great addon to the set! I also suggest adding a party bike, which is a bike with a mobile bar where a group of up to 16 people pedal together, having drinks while exploring the city. They are accompanied by a driver and onboard bartender.

https://en.wikipedia.org/wiki/Party_bike
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GarryG
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Re: Auz Eyecandy TramTracks

Post by GarryG »

RoyalExamination9410 wrote: 10 May 2022 05:34 I also suggest adding a party bike, which is a bike with a mobile bar where a group of up to 16 people pedal together, having drinks while exploring the city. They are accompanied by a driver and onboard bartender.
We can have what ever we like providing you or others can draw them. Need to draw the image of what you want 8 different angles. The 8 points of a compass.
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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