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GarryG
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Posted: 20 Jul 2016, 06:26 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Changing a few industries .. combining the lakes and Holiday resort as one so will accept and produce cargos. Attachment:
CampLake.png [ 12.86 KiB | Viewed 7784 times ]
Be something like this.
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GarryG
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Posted: 21 Jul 2016, 07:44 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Added and changed a few things to the AuzInd160. Have a holiday camp by the lake. Lovely beaches and clear water for swimming. Attachment:
lake_holiday_1.png [ 29.71 KiB | Viewed 7778 times ]
Also made a Fish Farm thanks to an idea from Kamnet. Attachment:
fishfarm_1.png [ 22.69 KiB | Viewed 7778 times ]
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athanasios
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Posted: 22 Jul 2016, 03:46 |
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Joined: 29 Feb 2012, 00:55 Posts: 1770 Location: Hellas
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Could you add some variation on the tanks? Different colors, rust, different level of water...
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GarryG
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Posted: 22 Jul 2016, 04:02 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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athanasios wrote: Could you add some variation on the tanks? Different colors, rust, different level of water... Probably could do that .. show one or two ponds empty as well. I look into that. Hope you n o want any sharks and crabs
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athanasios
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Posted: 22 Jul 2016, 23:25 |
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Joined: 29 Feb 2012, 00:55 Posts: 1770 Location: Hellas
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Don't you export shark meat to the Japs? - I love crabs!
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GarryG
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Posted: 23 Jul 2016, 00:32 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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athanasios wrote: Don't you export shark meat to the Japs? Got no idea if we do or don't. athanasios wrote: I love crabs! Unfortunately they don't love me .. I allergic to crab, prawns and lobsters.
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GarryG
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Posted: 23 Jul 2016, 18:11 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Drained some water out of a few ponds. The round ones look good like that. The square ones I filled some a pixel more.
Attachments: |
fishfarm.png [ 22.54 KiB | Viewed 7761 times ]
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athanasios
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Posted: 24 Jul 2016, 00:29 |
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Joined: 29 Feb 2012, 00:55 Posts: 1770 Location: Hellas
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That's much much better! - Oh, at least you do not have any problem with fish. (Lobsters and prawns of some size are very expensive. And even I love crabs they have very little to eat so no money available for them either.)
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GarryG
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Posted: 28 Jul 2016, 12:42 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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This image of the Trading Post from FIRS which I have called a Wharf. Attachment:
Wharf or Jetty.png [ 16.94 KiB | Viewed 7746 times ]
Some may call it a jetty. In principle it worked the same as the Trading Post. Supplies from settlements along the river could send their produce by boat to here and onward by train and supplied the settlements needed would be railed to here and sent to the settlements by boat. I not done any graphics to water tiles before so going to see if I can do anything with this before I release it in AuzInd160. Old Wharves used to be Wooden pylons and decking .. like to see if I can change these to look similar. Last time I had anything to do with a Wharf was to go fishing off the end of it when I was a lad.
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SAC
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Posted: 28 Jul 2016, 13:14 |
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Joined: 15 Sep 2011, 09:25 Posts: 3033 Location: Sweden
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GarryG
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Posted: 29 Jul 2016, 12:49 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Update to the Wharf idea. Attachment:
Found some planking.png [ 29.85 KiB | Viewed 7737 times ]
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GarryG
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Posted: 29 Jul 2016, 15:59 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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The wharf Attachment:
Wharf3.png [ 38.48 KiB | Viewed 7736 times ]
Anyone like to have a play with the Wharf Industry over the weekend .. here's your chance. Attachment:
AuzInd160.rar [1.18 MiB]
Downloaded 274 times
Sailing ships not included .. need to get your own. Fishing allowed.
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GarryG
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Posted: 31 Jul 2016, 04:18 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Changed the ships at the wharves .. unfortunately 1 ran aground. Attachment:
Wharf with old ships.png [ 36.51 KiB | Viewed 7725 times ]
When I get chance like to try and change the shape of the wharves. Rather then the T and L shapes see if can get them to run parallel with the shore .. or go straight out from the shore. The Brigg Sailing Ship courtesy of Sailing ships by James Mitchell (Mouse) (sailing_ships-0.62) The original Trading Post courtesy from the guys who developed FIRS 1.4.3 The logs are from McZapkie's Logging Camp. The wooden planks and pylons from local trees.
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GarryG
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Posted: 01 Aug 2016, 15:17 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Changing a few things with the Wharves. Attachment:
Wharves new buildings.png [ 62.72 KiB | Viewed 7716 times ]
Removed the crane. Removed some of the freight on the wharf. Covered some freight with a tarpaulin. And changed the buildings to give a wood effect as I not known of any brick buildings being built on a wooden wharf or any other wood foundation. Changes to come: Most likely remove the Logs as they a bit big. See if I can design a jib crane .. had a few goes without success.
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GarryG
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Posted: 03 Aug 2016, 09:24 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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After I finish the bridges with wallyweb I intend to start making objects of the wharves so they can be extended.
Before I start doing that, I thinking maybe start a Water Object set if I get enough ideas together. Will transfer the Fake Rivers and Dams from Roadside and Lineside objects to here too.
Do you have any water object ideas that might be good to add?
Some ideas I have are: Make objects from some of the boats in Sailing Ships and Fish sets so can place these along side wharves .. not just my wharves but those made by MariCo, ISR and DWE sets. See if can make a rock break water. Maybe small Jetty's so can go fishing off the end. Pleasure craft similar to what see in MariCo set.
Be a few weeks before I start .. just getting some ideas in mean time.
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GarryG
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Posted: 25 Aug 2016, 11:25 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Made a few alterations to AuzInd160 .. was hoping to start a new set but it didn't like my scenarios I making so have to stick with AuzInd160.
Changes:
Grain Silos and Grain Sheds are now separate industries .. this so they will fit in my scenarios better. Grain Silos produce Grain and Wheat, Grain Sheds only produce Wheat. There are object sets in the Auz_Lineside_Objects that can be used with these.
The Wharves will build same style as FIRS Trading Post, except the Wharves have a wooden and wood pylons and building and cargo on them are different to the trading post. The Wharf Sets can be expanded by using the Auz_Water_Object set.
Here's Version 18 if like to try.
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GarryG
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Posted: 26 Aug 2016, 15:30 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Latest version 21 of Auzind160 has been uploaded to Bananas.
Hope like.
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GarryG
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Posted: 19 Jan 2017, 03:57 |
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Expert |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Making a new Industry set with 32 cargos .. previous AuzInd160 only had 31 cargos. While at it making a few changes. * I combined the Fruit and the Vegetables into one cargo and called it Fresh Produce. * Created a new cargo called Meat. * Removed Water Cargo * Removed the Water Tower, Schools and the large Shop Industries * Made a new Industry with the school, church and house and called it Outer Suburbs .. it will be something like this. Attachment:
Outer Suburbs1.png [ 241.12 KiB | Viewed 7368 times ]
But I changing the houses above the shops to terrace houses something like these. Attachment:
Outer Suburbs2.png [ 10.04 KiB | Viewed 7368 times ]
* Will have 2 types of supplies .. Engineering Supplies and Manufacturing Supplies. * Some of the small industries such as the Steam Loco Depot and Diesel Loco Depot, will combined these into one Industry. * Will make some small shops to go in the towns such as Butcher, Baker, Post Office, Hardware, Corner Store and some other ideas I have. Maybe have them joined together in groups of 2 or 3 shops. Attachment:
ButcherandBaker.png [ 6.54 KiB | Viewed 7368 times ]
* Looking at idea of changing some of the railway Industries I made before .. for Instance the Cream Shed could be changed to a Goods Siding and can then accept and produce cargos including Milk. * Some Factories I been thinking to add are: Butter Factory, Bacon Factory, Markets. * Like to have some of the following cargos if possible in game: Fresh Produce, Meat, Frozen Foods and/or dairy Products, Canned/Packet Foods. But I only got 1 spare Cargo slot now. Any suggestions appreciated. Cheers
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GarryG
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Posted: 21 Jan 2017, 01:50 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Progress to date: Combined the Steam Loco Depot and Diesel Loco Depot and just called it Locomotive Depot. Attachment:
Loco Depot-1.png [ 56.17 KiB | Viewed 7360 times ]
Accepts: Coal, Fuel and Sand. Produced nothing. Made a few changes to Outer Suburbs: Attachment:
Outer Suburbs3.png [ 143.82 KiB | Viewed 7360 times ]
At moment it only one set Outer Suburbs, but I going to change it so the small house with Garden and chooks can be come a Rural Setting and accept Mail and produce Fresh Produce. Maybe reduce size of school to a one class room school or allow the Church to provide schooling on weekdays. The Terrace Houses can become a different suburb and accept Mail .. but not sure yet if it will produce anything. Thinking of making it smaller about 1/2 the size and add a single shop to it. Can see a zoomed in image of a Butcher and Grocery Shop. Cheers
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GarryG
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Posted: 22 Jan 2017, 15:00 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Still working on new Industry set.
Source file available over on other forum if like to see .. my source files always to large to upload here .. so maybe next time I use some Ketchup.
Here a copy of the Changelog file if like to read see what I up to.
Cheers
Here some pics of sprites to what I done.
Attachments: |
File comment: Cold Storage
Cold_Storage.png [ 10.55 KiB | Viewed 7354 times ]
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File comment: Outer Suburbs change to a Country Village
outersuburbs.png [ 46.02 KiB | Viewed 7354 times ]
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File comment: Wool Dump
wool_dump_1.png [ 14.27 KiB | Viewed 7354 times ]
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ChangeLog.txt [6.7 KiB]
Downloaded 289 times
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