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PostPosted: 01 Aug 2017, 01:56 
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Stations from Down Under, Project of GarryG and Quast65

There will be at least 6 sets being made for the Australian Railway Stations.
Majority of the platforms and stations are based on those found in the State of New South Wales.

* AuzStations Part 1: Platforms, Platforms with Awnings, Water Towers and Columns and Waypoints. (Completed)

* AuzStations Part 2: Station Buildings, Non-Track Tiles, Footbridges, Buffer Stops. (Completed}

* AuzStations Part 3: Stanchions and girder beams to support Catenarys at platforms. Larger Stations. (Still under construction)

* Auz Freight Stations: Platforms, Stations and Buildings associated with Freight and Goods Cargos (Completed)

* AuzFantasy Stations: Overhead Car Parkes and other buildings and Infrastructure that can go over top of railway lines. (Still under construction)

* AuzWired Stations: Buildings, Stations and Platforms that go with McZapkie's WIRED:Telecommunication wires and fast information carriers. (Still under construction)

Quote:
CREDITS

Very grateful for the help from Quast65 who is teaching me to code in NFO for these stations and finding any graphic errors I missed :W .

Much credit also goes to the makers of the following as I used some of their ideas and graphics.

Dutch Station Sets
Industrial Stations Renewal (ISR)
OpenGFX+Landscape GRF
Silverx50's Workshop
PikkaBird for use of the Level Crossing Gates in his Finescale standard gauge and 3rd rail set.

Parts 1 and 2 and Auz Freight Stations also been released on Bananas July 29, 2017.

Hope you enjoy


Cheers


Attachments:
SourceofAllAuzStationsSetsV1.rar [5.78 MiB]
Downloaded 5 times
auzstations_2_v002.rar [536.77 KiB]
Downloaded 5 times
auzstations_1_v001.rar [168.36 KiB]
Downloaded 5 times
AuzFreightStations_v001.rar [144.3 KiB]
Downloaded 5 times

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Last edited by GarryG on 06 Oct 2017, 09:29, edited 1 time in total.
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PostPosted: 01 Aug 2017, 02:46 
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Sample of what to find in Auz Stations Parts 1 and 2 and Auz Freight Stations.


Attachments:
Sample of AuzStations and AuzFreight.png
Sample of AuzStations and AuzFreight.png [ 209.41 KiB | Viewed 307 times ]

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PostPosted: 26 Sep 2017, 15:11 
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Sorry not been updating here very often a keep forgetting and my teacher been keeping me busy. :) :W

Quast65 been teaching me heaps in making Platform and Stations sets .. because of new things he teach each week many projects have started are not been finished as been practising the new things.
Hence this coal loader station still working on.
Attachment:
File comment: Coal Loading Station I been working on
Adjustm,ents made to roof shadings and support posts..png
Adjustm,ents made to roof shadings and support posts..png [ 36.74 KiB | Viewed 204 times ]


Hope in coming days will get back to those projects and update this site with what I been doing.

Some thing he been teaching me and will be put in a Tutorial for all to learn at a later date.

* How to make Normal, Single Sided and Island Platforms.
* How to remove Catenary pylons from platforms
* Waypoints
* Buffer Stops
* Non-Track tiles from 1x1 to 1x7 sizes.
* Reserved Path Aware Tiles (This is where I got my fake signals from)
* Platforms with custom foundations
* Overlap tiles
* Multitile Stations .. stations as large as 7x7 tiles
* Multitile Stations .. Combination of Track and non-track tiles.
Plus more.

(To get a better idea of what some of that means .. see the Dutch Stations Sets).

Below are 7x7 template and a 5x4 Combined track and non-track template

I hope to make different sizes from these so can make many of my stations based on actual stations in my country, especially country stations.

Cheers all


Attachments:
Example369.png
Example369.png [ 56.92 KiB | Viewed 204 times ]
Example364.png
Example364.png [ 147.3 KiB | Viewed 204 times ]

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PostPosted: 27 Sep 2017, 14:02 
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I going back through platforms and stations I already did or partly did and see what can be improved.

One of these is getting the doors on the Warwick Goods Shed to open and close.

The doors are closed until the train reaches the tile that has the doors.
Attachment:
Warwick Doors Closed.png
Warwick Doors Closed.png [ 68.81 KiB | Viewed 197 times ]

Then all doors open on shed ..
Attachment:
Warwick Doors Open.png
Warwick Doors Open.png [ 38.1 KiB | Viewed 197 times ]


I thinking of making some platforms that show either show parcels on the platform when train is at station and they disappear when train leaves. Only problem .. but a minor one .. is non stopping trains will still show the parcels when flying through the station.

Kamnet on other forum gave me a good suggestion .. have some security gates, Have a fence compound made around the industry and the platforms. When a approaches the gates open, and when train is inside the compound or when it leaves they close. Maybe need several sets . some with gates opening outwards and some inwards and maybe with different fence types.

Cheers all

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PostPosted: 27 Sep 2017, 15:43 
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Did some gates for the security wire fences.
Attachment:
Gates.png
Gates.png [ 42.78 KiB | Viewed 195 times ]

Had to put them far end of tile as train was to close to them when they open and train hit the gates.

If placed with platforms like I done in pic they work really well.

I realise after I put image here .. the gates would look good with a red stop sign on them.

Here's the file if anyone like to try for themselves.

Just be warned the coal loaders are included, but they not finished and need fix a few graphic problems.


Attachments:
AuzFreightStations_v001.grf [1.19 MiB]
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PostPosted: 28 Sep 2017, 08:18 
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Hi all,

Been working on the Siding Gates and coal loader today.
Attachment:
Pikkabirds Level Crossing Gates.png
Pikkabirds Level Crossing Gates.png [ 65.55 KiB | Viewed 176 times ]

The gates needed red stop signs and Pikkabird has a great set on his Level Crossing in his "Finescale standard gauge and 3rd rail set".

So I PM him to ask permission to use and he been kind enough to allow me to use his level crossings. So Thank you Pikkabird .. much appreciated.

I think Pikkabirds gates be nice along a country line at farm and stock crossings with my fake roads.

Still some work need to the Coal Loaders, but they are useable compared to last issue.

Made some gate Waypoints too.
Attachment:
Gates Waypoints.png
Gates Waypoints.png [ 41.7 KiB | Viewed 175 times ]

Probably could put a small hut near the gates for the gate keeper, especially if it for a busy siding.

Any how if like to try here the file.


Attachments:
AuzFreightStations_v001.grf [1.32 MiB]
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PostPosted: 29 Sep 2017, 15:54 
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Made some Fake Signals as Waypoints that will clear on approach of a train and return to stop when train passes.

This pic shows them at stop.
Attachment:
Waypoints Fake Signals A.png
Waypoints Fake Signals A.png [ 73.16 KiB | Viewed 167 times ]

And this pic shows them all at clear when a train passes a path signal.
Attachment:
Waypoints Fake Signals B.png
Waypoints Fake Signals B.png [ 51 KiB | Viewed 167 times ]


The AuzFakeSignals I made before had platform signals no longer available. Made them all Waypoints and releasing a new NewGRF file called AuzFakeWaypointSignals.

The Signal on Gantry (not shown in pics) is not animated as don't know how do Reserved Path Aware Tiles across multiple tracks yet.

Intend to make some more signals to add to this set.

Here's a sample of what I done so far.

Cheers all


Attachments:
AuzFakeWaypointSignals.grf [438.36 KiB]
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PostPosted: 30 Sep 2017, 05:30 
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Added a livestock Crossing as a Waypoint.

When no trains are due .. livestock crosses the lines.
Attachment:
File comment: When no trains are due in the section
Livestock Crossing.png
Livestock Crossing.png [ 22.71 KiB | Viewed 161 times ]


When a train is due, gates will close.
Attachment:
Livestock Crossing B.png
Livestock Crossing B.png [ 26.89 KiB | Viewed 161 times ]


Only suitable for single lines. If your like me when play I use Path Signals each end of the section at crossing loops, so when I train leaves a station and passes the path signal the gates will close so not make and beef and lamb mince meat.

Want to try?


With all the Waypoints I have and a few more to come, I think I should rename the "AuzFakeWaypointSignals" to "AuzWaypoints" and put them all in one parcel. Whatcha think?

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PostPosted: 30 Sep 2017, 07:45 
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Made some Staff Huts with signalman to exchange the token for the sections.
When train approaches door is closed and signalman is inside.
Attachment:
staff hut.png
staff hut.png [ 27.11 KiB | Viewed 157 times ]

When train touches the Waypoint tiles, door opens and signal is standing on the platform to echange tokens. He stays on platform to inspect train as it passes before going back in side.
Attachment:
staff hut B.png
staff hut B.png [ 17.9 KiB | Viewed 157 times ]


I started making a dedicated Waypoint GRF file.
Here the first issue.

So fare has the staff hut, fake signals and gates.


Attachments:
AuzWaypoints.grf [502.79 KiB]
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PostPosted: 30 Sep 2017, 15:25 
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You never cease to amaze us with new ideas!! :bowing:

I have a suggestion though for the livestock crossings if you want them to cross over multiple tracks.

- When using drag&drop to have a single waypoint over multiple tracks:
Keep the fences for the outside "platforms"
For the middle parts, when there is no train, have some livestock walking.
When there is a train, let those graphics change into 2 horsemen (one on either side of the track), blocking the way for the cattle.

I think that could be a nice way to cross multiple tracks.

These graphics could also be used to make a separate waypoint, in case you want multiple waypoints, or if you want a crossing without fences...


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PostPosted: 30 Sep 2017, 15:41 
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Like to make the stock crossings to go across multiple tracks, but only have the 1x1 Reserved Path Aware Tiles at moment ..

And not real sure how to use the Waypoint sprites to add a second row so can use these in the animation.

Can you help :bowing:

Cheers pal

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PostPosted: 30 Sep 2017, 15:46 
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Ahh, I see!

No problem, will most likely be tomorrow, dont have time today...


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PostPosted: 30 Sep 2017, 15:57 
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That's ok if it be longer a few days or more as got lots I can do.

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PostPosted: 01 Oct 2017, 02:43 
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Amazing!


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PostPosted: 02 Oct 2017, 04:38 
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Thanks Quast65 for the new Reserved Path Aware Waypoint and Reserved Path Aware Multi-tile .. I be putting them to good use.

Already did a few Waypoints.

The Stock Crossings now extend over multiple tracks and changed the farm Crossing too. The 2 extra Staff Huts been added but not suitable for multi tracks. Mainly for Crossing Loops on single lines.
Attachment:
More WaypointsA.png
More WaypointsA.png [ 46.73 KiB | Viewed 139 times ]

On Multiple tracks, just the line the train is one will clear of animals. The farmer still trying to get them off the other tracks before train comes from other direction.
Attachment:
More WaypointsB.png
More WaypointsB.png [ 51.56 KiB | Viewed 139 times ]

Any Waypoints I have in this set and you think they too can be animated, let me know.

If your using Auzstations_001 you will end up with double ups on some Waypoints. Auzstations_Part1_002 will be available in next post.


Attachments:
AuzWaypoints.grf [747.81 KiB]
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PostPosted: 02 Oct 2017, 04:50 
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Changing the files to Part 1 and Part 2 and renaming them.

Moving all the waypoints from these and Parts 3 and 4 into the AuzWaypoints (except the footbridges .. will leave them in their sets).

Where I am upto:

* AuzStations Part 1: Country, City and Intermediate Platforms some with Awnings. Some Waypoint Footbridges. (Hope to release on Bananas on weekend)

* AuzStations Part 2: Station Buildings, Non-Track Tiles, Footbridges, Subways, Buffer Stops and Infrastructure. (Hope to release on Bananas on weekend)

* AuzStations Part 3: Stanchions and girder beams to support Catenarys at platforms. Larger Stations. (Still under construction)

* AuzStations Part 4: (mixture) (Still under construction)

Copy of all files I am working with:


Attachments:
AuzStations_Part4_v001.grf [1.06 MiB]
Downloaded 3 times
AuzStations_Part3_v001.grf [907.93 KiB]
Downloaded 3 times
AuzStations_Part2_v002.grf [2.24 MiB]
Downloaded 4 times
AuzStations_Part1_v002.grf [1.98 MiB]
Downloaded 3 times

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Last edited by GarryG on 02 Oct 2017, 15:21, edited 1 time in total.
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PostPosted: 02 Oct 2017, 15:20 
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Rest of files I working on:

* AuzWaypoints: Signal Boxes, Staff Huts, Fake Signals, Pedestrian Crossings, Livestock Crossings and many more types. (Hope to release on Bananas on weekend)

* Auz Freight Stations: Platforms, Stations and Buildings associated with Freight and Goods Cargos .. also Private Siding Gates. (Still under construction)

* AuzFantasy Stations: Overhead Car Parkes and other buildings and Infrastructure that can go over top of railway lines. (Still under construction)

* AuzWired Stations: Buildings, Stations and Platforms that go with McZapkie's WIRED:Telecommunication wires and fast information carriers. (Still under construction)


Attachments:
AuzWiredStations.grf [43.63 KiB]
Downloaded 3 times
AuzFantasyStations_v001.grf [292.39 KiB]
Downloaded 3 times
AuzFreightStations_v001.grf [1.3 MiB]
Downloaded 3 times
AuzWaypoints.grf [765.36 KiB]
Downloaded 4 times

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PostPosted: 04 Oct 2017, 08:40 
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Been fiddling around with the Multitile sets this afternoon.

Looking at Awaba Station to practice with and this result so far .. still some work to do.

Intend to do 2 versions .. this modern one doing now and I have access to some old photos of this station in the early 1900s.

Need to add car parking area behind the back platform (left side). The front platform there is a back road here where they sometimes store Track Machines. Might put a dummy track here and if I can draw some track machines will put them here too.

The back road in early 1900s went to a coal mine, so hope when do the older version to allow a track to go here.

Hope to go visit this station and a few others tomorrow (Thursday) to get a few more photos and ideas.

Cheers


Attachments:
Awaba Multitile Station.png
Awaba Multitile Station.png [ 10.37 KiB | Viewed 117 times ]

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PostPosted: 04 Oct 2017, 11:58 
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A nice little exercise to practice with multitile and tracked/non-tracked combo's!

However...
I would not include it this way in my sets...
I would offer it in two parts, rather than a whole...

So, part-1, the front row of non-tracks, together with the platforms and track-1 (and the first half of the bridge)
Part-2, platforms and track-2, together with the back row of non-tracks (and the other half of the bridge).
That way a player is not limited to just two tracks, but can add tracks in the middle (and extend the bridge using modular waypoint-tiles), or can even add more platforms in the middle, if the game version of Awaba turns into a major city ;-)

Furthermore, you want to offer Awaba as it is kind of in reallife. Thats ok, thats what the multitile stations should be used for. That way players that dont know the station in reallife can get it without having to look at Google maps and fiddle around with loads of modular pieces.

But that does mean that you should try to mimic the reallife situation as close as possible...
In this case, first of all, I think the station is too short. The platforms should be a lot longer to the left....
Or, even better I think, dont add the ramps going down! Offer it with open ends so it can be extended using the modular platform tiles! ;-)
Attachment:
Example374.png
Example374.png [ 1.28 MiB | Viewed 111 times ]

Also add more little details, like in the picture it looks to me that the platforms should be a bit longer to the right (so under the bridge) and then you can also add that little white building just behind the bridge.
Maybe there are even more little details, like signs (either on the platforms or on the non-track parts).
You have the advantage of going to visit the real station. Pay attention to those little things, they make Multi-tile stations that more interesting.

Finally, regarding that third (side) track...
Why not make it "real", as in useable?
Maybe you can get it to fit on the row of tiles next to the row that has track-1 with the platforms (and the first part of the bridge), so on the (now non-track) row where now only the little waitingroom is.
Or, if that is too close, add it as a third row to part-1... (so the back part is 2 tiles wide, but the front part 3 tiles).
That way a player can choose to make it a terminus-track (by adding a modular buffer at one of the ends) or to have it as a sidetrack leading somewhere else (like as you said, in earlier days it led to a mine).

That way I think you can get very close to the real situation and makes it worth to offer this station as Multi-tile....


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PostPosted: 04 Oct 2017, 14:34 
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Quote:
I would offer it in two parts, rather than a whole...

That I had intentions to do have the 2 platforms separate.

Quote:
But that does mean that you should try to mimic the reallife situation as close as possible...In this case, first of all, I think the station is too short. The platforms should be a lot longer to the left....


What if I make the multitiles 2x2 and move the awnings slightly along so so the part of a 2x2 set, and the platforms with out the awnings and footbridge be a separate 2x2 .. then I make some 2x1 to go in middle if people wish to extend the platforms .. at least I think I can do that. .. Where car parking goes, it will end up as a longer car park.

In real this station only fits a 6 carriages .. Platform in real is 139 m long .. the EMUs cars average 24 m each.

6 cars just fit. Majority of trains serving this station are either 4 or 8 carriages.

Quote:
Also add more little details, like in the picture it looks to me that the platforms should be a bit longer to the right (so under the bridge) and then you can also add that little white building just behind the bridge.
Maybe there are even more little details, like signs (either on the platforms or on the non-track parts).


Unfortunately all the timetables and notice boards are under the awnings .. the only odd things along the platforms is a blue box attached to the fence .. it has a ramp in it to help disabled people to get on and off the train. Some station light posts has the station name attached. The silver post next the station exit is the Opal card machine where we tap on and off at. There are no ticket and snack machines here like see at attended stations.
Attachment:
Awaba_18.png
Awaba_18.png [ 592.12 KiB | Viewed 106 times ]


In the image you attached:

The small white building you mentioned .. is a re-lay hut for signalling and interlocking equipment. If has green walls and the white roof. Find these at stations that no longer have a signal box.

The house with the red roof is the old station masters house. .. Station is no longer attended. Wonder some times when I do the older stations if should include these houses belonging to station staff if they are close to the station.

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