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Quast65
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Posted: 04 Oct 2017, 14:58 |
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Joined: 06 Mar 2012, 21:55 Posts: 480 Location: The Netherlands
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Quote: That I had intentions to do have the 2 platforms separate. Nice! Quote: 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. Well, that is up to you... I would try to offer as much as possible in a single Multi-tile, to make it easier for a player to recreate a station based on a reallife situation.... I think having no ramps at all the ends would be good enough. Players can then extend it if they want (with whatever modular pieces they want to use), that is the easiest way... Quote: Little details I think the platforms are ok regarding details, up to you to add a bit more, but I think its ok. I more mean for the large empty spaces you may end up with. Like for example the yellow tiles next to the stairs of the bridge. There is enough room there to place that re-lay hut and that makes it more reallife... Quote: 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. Again, up to you If you feel those are an important part of the station, include them in the Multi-tile. However in this case they may be a bit too far away, especially as there is a road between the station and those houses. Having them as separate non-tracks would be nice though, you can name them Awaba-style stationmaster houses, or something like that. Then people who want to recreate that actual piece of track know that they need those. This is basically what Silverx50 and I are up to right now. Looking at various reallife situations and thinking about what buildings are iconical for that area and then seeing how to include them (either as a huge Multi-tile or as separate pieces, depending on for example if you want usable roads in between).
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GarryG
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Posted: 04 Oct 2017, 22:22 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Quote: I think having no ramps at all the ends would be good enough. But that will mean leaving the fence off at the end of platform too. I think with the main details of the stations have as a set 2x2, 3x2 what ever size needed, then one end have it as a 2x1 or 1x1 so players can decide to join this piece to rest of station or insert more pieces. I Quote: think the platforms are ok regarding details, up to you to add a bit more, but I think its ok. Stations I do that do have any details along platforms I see if can put them in .. they all have the disability ramp so a little bit of blue on one fence might look ok. Appreciate your feedback as help give me more ideas. Thanks pal
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GarryG
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Posted: 14 Oct 2017, 10:48 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Very shortly (hope within the next hour or so) will release some of my projects on Bananas.
Intend to release all parts except the Wired Set and Fantasy Set.
The Car Parks from the Fantasy Set have been added to Part 4.
Auz Stations Part 1 version 2: (Use with Part 2)
Waypoints Foot Bridges Country Platforms Gravel Surface Country Stations Gravel and Bitumen Surface Country Platforms Bitumen Surface City Platforms Bitumen Surface City Platforms Tile Surfaces Country Intermediate Platforms
Auz Stations Part 2 version 2: (Use with Part 1)
Railway Stations Non-Track Tiles Island Stations Footbridges Buffer Stops Infrastructure
Auz Stations Part 3 version 1:
Catenary Platforms Bitumen Catenary Platforms Tiles
Auz Stations Part 4 version 1:
Waypoints: Modern Footbridges Non-Track Tiles More Footbridges (Modern that go on the ends of the platforms) Island Single Platforms Non-Track Tiles for Island Platforms Car Parks .. above platforms
Auz Freight Stations version 2:
Waypoint Girder Crane Extension Goods Sheds girder crane Gates (Path Aware) Livestock pens Buffer stops Platforms and loading banks (The Coal loaders temporarily removed)
AuzWaypoints
Waypoints marked with a "*" are Path Aware and will change appearance on approach of a train.
Signal Boxes * Staff Huts Pedestrian Crossings Used Railway Lines New Sleepers * Farm Crossing and Gates Water Columns * Fake Signals (These do not control trains) * Fettlers Trolley Shed
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GarryG
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Posted: 24 Oct 2017, 06:24 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Added a multitile station designed on Dora Creek which is located between Newcastle and Sydney. Attachment:
Dora Creek.png [ 87.76 KiB | Viewed 7889 times ]
It is in AusStations Part 4 .. find test file below. Before Silos were invented wheat was stored in 50kg hessian bags. See this website for info: http://www.hanovale.com.au/cwhistory/forbes1916a.htmlSo I added bagged wheat stacks to the AusFreightstations. Attachment:
Bags of Wheat2.png [ 260.2 KiB | Viewed 7889 times ]
Has mixture of horses drawn carts and bullock teams. Courtesy of McZapkie's Polroad set.
_________________ All my projects are GPLv2 License. Soot Happens. Projects: viewtopic.php?f=179&t=811
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GarryG
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Posted: 05 Dec 2017, 16:22 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Been making changes to the AuzFreightStations. Attachment:
Goods Sheds with office, water tank and Crane.png [ 116.98 KiB | Viewed 7788 times ]
Improved the platform edges to the Loading Banks and Wool Dumps. Put new timbers on the Wooden Platforms. Added Jib Cranes. Made changes to Goods Shed and the Wooden Goods platforms with stairs and ramps so they can be used better with other parts. If like to sample what I done here the file.
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GarryG
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Posted: 11 Jan 2018, 14:12 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Made some Coal Loaders to go with the new Coal Mines in the AuzInd2 being released soon. Attachment:
CoalLoaders1.png [ 341.8 KiB | Viewed 7732 times ]
Attachment:
CoalLoaders2.png [ 625.73 KiB | Viewed 7732 times ]
If like to give it a try before this too be release on Bananas here a copy. Cheers all
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GarryG
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Posted: 12 Jan 2018, 06:29 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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This latest copy of AuzFreightStations_v003 that I hope to release soon. There are some Coal Loader Platforms designed to work with AuzInd2 that can be found here: viewtopic.php?f=171&t=824
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GarryG
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Posted: 13 Jan 2018, 05:00 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Here the latest AuzFreightStations. Version above might be corrupt due to a problem with WinRAR.
This here is the version added to Bananas.
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GarryG
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Posted: 22 Jan 2018, 13:53 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Added a new Coal Loader to the AuzFreightStations. This one a bit more modern. Attachment:
Coal Loader Bin and Conveyor Belts.png [ 87.24 KiB | Viewed 7682 times ]
The bins can be up to 7 platforms wide. The conveyor belt is non-track station tiles so can be as long as you want across flat ground which means your Coal Bin can be as far from the Coal Mine as you wish. Still some work to do to this. Need to decide do I make separate conveyor belts for each type of raw material? Or do I cover it over so not see what it loads.
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wallyweb
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Posted: 23 Jan 2018, 03:59 |
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Joined: 27 Feb 2012, 22:45 Posts: 1880 Location: Canada
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GarryG wrote: Need to decide do I make separate conveyor belts for each type of raw material? A "recolour sprites" in your code should be able to do this with only one sprite for all. ISR does this with mineral piles. Quote: Or do I cover it over so not see what it loads. That would be the lazy man's way.
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GarryG
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Posted: 23 Jan 2018, 08:15 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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wallyweb wrote: A "recolour sprites" in your code should be able to do this with only one sprite for all. ISR does this with mineral piles. No idea how do that yet .. until I learn I do the lazy mans way Here's the conveyor belts I done so far. I included some of the yellow ones from ISA but they don't animate like the object ones do. Probably remove the yellow ones if no one want them to stay. Attachment:
Conveyor Belts and Junctions.png [ 36.04 KiB | Viewed 7679 times ]
Sample of the CoalLoading and a train. Attachment:
Coalloader and Train.png [ 85.88 KiB | Viewed 7679 times ]
Might be Thursday before I can do any more to it as tomorrow got appointments to go to and some shopping.
_________________ All my projects are GPLv2 License. Soot Happens. Projects: viewtopic.php?f=179&t=811
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Quast65
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Posted: 23 Jan 2018, 12:59 |
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Joined: 06 Mar 2012, 21:55 Posts: 480 Location: The Netherlands
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GarryG
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Posted: 23 Jan 2018, 13:55 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Thanks for that info .. I forgot about that lesson Have a look at it more later in week when get a few other things done. Cheers pal
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GarryG
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Posted: 25 Jan 2018, 05:28 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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There's Coal in them there hills. But don't want your train to go up the hill. How to build the platforms on lower area and have station tiles going up the hills to the mine. Well I came up with this solution so far. Attachment:
Conveyers Slopes2.png [ 49.03 KiB | Viewed 7672 times ]
Can go up as many levels as want in steps .. can not go up continues slopes. Looking at changing the grass under them too. Photos I seen of conveyor belts didn't see any on grass. They all have a crushed ballast or dirt under them and a maintenance road on each side. So I going to try the same principle and see if they look ok. If you want to try those I done above and give me your opinion here the file.
_________________ All my projects are GPLv2 License. Soot Happens. Projects: viewtopic.php?f=179&t=811
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GarryG
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Posted: 29 Jan 2018, 09:40 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Been busy other the weekend making and changing things with the station sets. Did more to the Coal Loaders by adding Coal Bins for all 4 directions now. So can see what your doing added some yard lights too. Attachment:
Yard Lights.png [ 63.34 KiB | Viewed 7634 times ]
I finished Newcastle station from the street views .. still do no platform views. Attachment:
Newcastle.png [ 60.29 KiB | Viewed 7634 times ]
I added crushed ballast in front off all platforms and almost finished the buffer stops. You can notice the difference in image of the crushed ballast between the platforms and the buffers have uncrushed ballast as used on the railway lines elsewhere. A better sample of what I done can be seen with this image of a Goods Siding. Attachment:
GoodsSiding.png [ 308.54 KiB | Viewed 7634 times ]
Heres all 5 Stations sets zipped up together. There are now 2 Railway Station Selections for finding Stations .. AusStations: Railway Stations and AuzStations: Large Railways Stations. Cheers
_________________ All my projects are GPLv2 License. Soot Happens. Projects: viewtopic.php?f=179&t=811
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GarryG
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Posted: 30 Jan 2018, 14:04 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Been experimenting with the Overlap station tiles. Made these. Attachment:
Overlaps-1.png [ 225.37 KiB | Viewed 7626 times ]
Attachment:
Overlaps-2.png [ 267.16 KiB | Viewed 7626 times ]
Conveyor Belts can now cross over roads, creeks, railway lines and Truck Loading Bays. Couldn't get the Front overlap to work properly. The road would go under them, but vehicles drive over the top. The conveyor Belts when crossing over something .. they build as separate stations unless you hold down the Ctrl key and select the station you want it to be part of. The buildings courtesy of the Industrial Stations Renewal (ISR) v1.0.2 You want to try .. here the game file
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athanasios
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Posted: 31 Jan 2018, 03:46 |
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Joined: 29 Feb 2012, 00:55 Posts: 1770 Location: Hellas
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Idea: What about going under like a tunnel?
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GarryG
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Posted: 31 Jan 2018, 04:04 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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That might be a nice idea too. Also looking at modernising the loading facilities to my Coal Mines. Attachment:
High Level Conveyor Belts.png [ 692.23 KiB | Viewed 7622 times ]
Will have a choice from my mines .. load the old way, the conveyor Belt way, or use both. Going to see if can run the high level Conveyor belt same height all the way to the Coal Bins. Since I have so many station pieces for the mines .. made a new Rail Station Selection called "AuzFreight: Mining"
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GarryG
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Posted: 31 Jan 2018, 10:13 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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I think I done enough stations and platforms for the mining industry. ISA/DWE and Chips pretty well cover what I haven't done. The set is almost full (room for 20 more) .. but hope to use these at a later date for Grain Loaders and a few other ideas I have. Can now go underground and over Roads and other things. Attachment:
Conveyors Underground.png [ 117.95 KiB | Viewed 7621 times ]
Test for a few days and if no one reports any problems will release on weekend. It may not work with saved games using previous versions of AuzFreightStations.
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GarryG
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Posted: 01 Feb 2018, 05:41 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Chap calling himself ISA sent me some sprites to see if can use in Industry and Station Sets. Attachment:
untitled.PNG [ 59.99 KiB | Viewed 7610 times ]
So far I made these station sets from them. Attachment:
ISAStationPieces.png [ 48.14 KiB | Viewed 7610 times ]
The Cranes in his image has a raised conveyor system .. but I lowered it to allow trains to travel through the buildings and under the cranes. Will see what kind of Industry they can be used for later. He suggested a Ore Mine which should be ok. Also like some of it to be a container terminal and Grain Silos as well. We shall see what we can do with them.
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