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PostPosted: 27 Jun 2016, 08:51 
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That would be appreciated .. I have both palettes so can use either.

Thanks pal

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PostPosted: 27 Jun 2016, 11:12 
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Had a go making a wooden bridge.
Attachment:
WoodenRiverBridge1.png
WoodenRiverBridge1.png [ 32.26 KiB | Viewed 7037 times ]


It a fake object bridge .. it is hiding the Urban Transit System Bridge.

Problem is when I send a train across it it also hides under the bridge so matter of me getting the zextent height right .. I think.

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PostPosted: 27 Jun 2016, 13:43 
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GarryG wrote:
Had a go making a wooden bridge.
Good start. :)

Quote:
It a fake object bridge .. it is hiding the Urban Transit System Bridge.
That was my first bridge release, a very simple frame, a good place to start. The license is Creative Commons but not to worry. I'll bill you later. :lol:

Quote:
Problem is when I send a train across it it also hides under the bridge so matter of me getting the zextent height right .. I think.
Yes, objects can be built under a bridge but must not extend above the bridge. Go to my submission for this month's screenshot contest and you can see my stuff in action with gabion and culvert object underlays.

I should have the template together in a couple of hours.

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PostPosted: 27 Jun 2016, 14:12 
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Like those in your screenshot .. well done.

I just did a steel girder with my fake gravel roads.
Attachment:
SteelGirderBridge.png
SteelGirderBridge.png [ 22.55 KiB | Viewed 7033 times ]


To get the girders looking right I based it on the girder bridge in Total Bridge Replacement .. but like to change the girder colours to a more rusty iron look.

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PostPosted: 27 Jun 2016, 14:42 
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I have set up a topic in my workshop for your bridges.

GarryG Does Bridges

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PostPosted: 27 Jun 2016, 14:48 
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Thanks for this wallyweb.

I practicing doing the fake object types to get the designs I hoping for.

When I get hold of some actual bridge sprites so I know what is required .. I see if can transfer the fake to the real deal.

I won't get much more done tonight as it almost my bedtime .. but hope to get a fresh start at it after some sleep see what I can come up with.

Thanks heaps.

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PostPosted: 27 Jun 2016, 15:05 
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Pleasant dreams.
I'll be working on the templates and tutorial while you sleep.

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PostPosted: 27 Jun 2016, 15:09 
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Thanks wallyweb.

Just got you message on other forum .. I see if can change the girders so not over the ramps for proper bridges .. just keep other ones as objects only.

I did object to cross large body of water too.

Catch up with you tomorrow.

Thanks pal

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PostPosted: 28 Jun 2016, 05:17 
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Here latest AuzInd160 version 7.
Attachment:
AuzInd160.rar [1.06 MiB]
Downloaded 278 times

Changes:
Railway Repair Shops removed
Perway Siding .. renamed Perway Depot
Locomotive Refueling Siding .. removed .. replaced by Diesel Locomotive Depot and Steam Locomotive Depot.

Added:
CREAMERY: Accept - MILK, SUGAR, SUPPLIES. Produce - FOOD,
CARRIAGE and WAGON WORKSHOPS: Accept - TIMBER, METAL, GOODS. Produce - ,
LOCOMOTIVE WORKSHOPS: Accept - METAL, SUPPLIES, . Produce - ,
DIESEL LOCOMOTIVE DEPOT: Accept - PETROL, CHEMICALS, . Produce - ,
STEAM LOCOMOTIVE DEPOT: Accept - COAL, PETROL, WATER. Produce - ,

Might be a while before I do any more to AuzInd as seeing if I can start a new career .. with the help from Wallyweb going to see if I can learn bridge building.

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PostPosted: 29 Jun 2016, 02:03 
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Regarding what you mentioned about the bridges in tt-forums, did you hear about the kid that died when their family went for a walk? The kid fell from the hole that is used from the engineer to inspect a rail bridge over the vouraikos. No chance to survive from there. The kid hit his head on the rocks. Even if it wouldn't hit, the rough waters would do the job. The river swallowed the body underground and they found it far away. Horrible death in front of the eyes of his father and mother... :(
IMO rail company should be punished for this. There should be some protection even if the bridge is meant only for trains.


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PostPosted: 29 Jun 2016, 04:09 
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I've heard of accidents on bridges even in Australia where people walk across them and try out run trains.

Railways here now have security mesh fences along railway lines to try keep people off the tracks and places that unsafe. Bridges also have warning signs tell people not to cross.

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PostPosted: 04 Jul 2016, 15:05 
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Things will be quiet here for a while .. maybe a few weeks or more .. I be going back to my family on Thursday and I have 12 months to catch up on with them. So they be my priority for a while.

When I do get back to this should have my son to help me so be interesting what the two of us will produce as he is keen to learn.

Some ideas we have .. reduce size of the shopping center I did to half the size, so can leave room to add shops from the object sets.

Been suggested in object sets I remove the footpaths and cars in front of shops because when the town you build them at expands they will make footpaths for you. Might be better if I make the footpaths with cars as separate objects so you can place these in front of shops and other buildings if desired.

Like to make some single shops .. the old faithful corner store that we shopped at before big shopping centers become available. As these will look good in small towns.

Been suggested that I make some Post Offices as single Industry sets too.

Shall see what happens when I team up with my kids.

Delay to the industries is also caused by Wallyweb and me making some bridges.

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PostPosted: 11 Jul 2016, 12:43 
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Had a few problems with the AuzInd160 set.

Those who like to try Version 10 .. here's a copy with Changelog so can read what been changed.
Attachment:
AuzInd160V10.rar [1.05 MiB]
Downloaded 259 times

Some changes to note:

The default with the Set Parameters is now "Primary Industries Never Close".

Many of the new Industries I added to represent railway station sidings do not enter the game until 1835 and later. Based this on date of first available train from the 2cc Train set.

The Liquid terminal been changed to Produce Oil and Chemicals to represent imported oils .. thanks to kamnet for the idea.

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PostPosted: 12 Jul 2016, 14:16 
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Still having a few problems with the AuzInd160 set and also making a few alterations and improvements.

Some of these changes are:

Much thanks to 3iff he helped me with some coding so that certain Industries will not build too close together.

Goods Shed A will be at least 40 tiles apart from ..Goods Shed B, Loading Bank B
Goods Shed B will be at least 40 tiles apart from Goods Shed A and Loading Bank A
Livestock Siding and Livestock Sales Yards will be at least 40 tiles from each other.
Cream Siding, Creamery, Dairy and dairy farm will be further Apart from each other.

I intend to separate the Shearing Shed from the Sheep Farm and to make it more interesting .. The Sheep Farm will produce Livestock (sheep) and Wheat.

If want some wool need to take the livestock (sheep) to the Shearing Sheds to be sheared to produce the Wool. The sheep can be returned to the Sheep Farm by herding them back using the horse riders and their dogs found in one of the Auz Object sets :)

If you want to take livestock from a Dairy Farm (cattle) to shearing sheds .. that is up to you.

Changed some dates in AuzInd160 Version 10.

METAL WORKSHOPS 1762
HOLIDAYRESORT 1820
CARRIAGE WORKSHOPS 1828
LOCOMOTIVE WORKSHOPS 1828
PERWAY SIDING 1828
LOADING BANK A 1830
LOCOMOTIVE FUEL DEPOT 1830
OIL WELLS 1830
PARCELS OFFICE 1830
WATER TOWER LARGE 1830
GOODS SIDING (SHED B) 1832
GOODS SHED A 1835
LOADING BANK B 1835
CREAM SHED 1840
LIVESTOCK SIDING 1840
TIMBER SIDING 1840
WOOL DUMP 1840
FRUIT PACKING SHEDS 1848
STEEL MILL 1850
LIQUIDS TERMINAL 1856
OIL REFINERY 1856
POWER STATION 1868
SUB_STATION 1868
FUEL DEPOT 1870
GRAIN SILOS 1870
OIL RIG 1870
LOCOMOTIVE DIESEL FUEL 1892
METAL FABRICATION 1901
FASTFOOD 1940
MOTOR INN 1945

Since first steam was in 1830 .. they needed a place to build it and tracks to run on, so the Loco Workshops, Carriage and Wagon Workshops and Perway Siding all become available a few years earlier.

Flour Mill changed back to the original graphics used by FIRS and SPI so it includes the Windmill.

Been suggested I add Post Office and a Courier Parcel Service to game for the road vehicles? What you think?

Post Office could start when your game starts .. but not sure when a courier service first started.

If had a Courier Service it would probably carry both parcels and goods.

Hope to have this finished in a day or 2 so can get back to the bridges.

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PostPosted: 12 Jul 2016, 16:01 
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Here is version 12 of AuzInd160
Attachment:
AuzInd160.rar [1.05 MiB]
Downloaded 259 times


Been several alterations made as listed above.

Sheep farm and the Shearing Shed are 2 separate industries now. Need to take sheep (livestock) from the sheep farm to the Shearing Sheds to produce Wool.

Liquid terminal now called oil terminal it produces OIL and chemicals.

For other changes read the changelog included in the rar file.

Cheers all

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PostPosted: 18 Jul 2016, 11:24 
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Almost forgot to mention here ..

Started changing some of the original Industries to basically my own designs with a few bits and pieces still from other sources.

Many of the originals are from FIRS 1.4.3 .. much thanks goes to the makers of FIRS for permission to use their Industry sets and to make the odd alteration to try make some of my own.

Having a go at a Flour Mill .. based on one called Mungo Scott, located at Summer Hill, Sydney, Australia.
Attachment:
File comment: I making this
MungoScott.png
MungoScott.png [ 6.92 KiB | Viewed 6916 times ]

Attachment:
File comment: from this
MungoScott2.png
MungoScott2.png [ 105.67 KiB | Viewed 6916 times ]

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PostPosted: 18 Jul 2016, 16:48 
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Flour Mill to date.

Attachment:
MungoScott.png
MungoScott.png [ 6.92 KiB | Viewed 6913 times ]


Want to try put buildings on top of silos next .. then try do some different views.

Also need to take the shine of the face of the rails .. being a siding they wouldn't have much shine on them be more of a rusty look.

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PostPosted: 19 Jul 2016, 03:04 
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I basically finish the flour mill in one direction.
Attachment:
FlourMill3.png
FlourMill3.png [ 14.1 KiB | Viewed 6911 times ]


Before I add to AuzInd160 intend to do a version of this flour mill from the opposite direction.

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PostPosted: 19 Jul 2016, 09:10 
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I basically finished the flour mills. Now need to decide do I replace the original flour mills including the windmill .. or do I see if can keep the windmill in the game.

His image of Flour Mill in both directions.
Attachment:
FlourMill4.png
FlourMill4.png [ 29.44 KiB | Viewed 6909 times ]


This diagram is Mungo Scott in the 1940s .. the siding on the other sider of the main lines is a Freezing Works .. if I can find images of it .. it will be one of my future projects.
Attachment:
Mungo Scott Flour Mill Siding.png
Mungo Scott Flour Mill Siding.png [ 57.55 KiB | Viewed 6909 times ]


The diagram courtesy of http://www.arhsnsw.com.au/bookshop.htm .. can purchase a DVD called "New South Wales Track and Signal Diagrams Version 3 " has diagrams of all NSW stations and sidingsd dating back to the late 1800s.

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PostPosted: 19 Jul 2016, 13:39 
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Flour Mill finished. Randomly builds one of these Industries I made or a windmill.
Attachment:
FlourMill5.png
FlourMill5.png [ 346.08 KiB | Viewed 6907 times ]


Anyone want to try for themselves go to https://www.tt-forums.net/viewtopic.php ... 7#p1173404

Just found out I missed some shading on some silos .. will fix soon.

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