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GarryG
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Posted: 08 Apr 2016, 11:54 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Here's the latest Objects for people to try over the weekend.
Been a few changes made. Hope it works ok.
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athanasios
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Posted: 09 Apr 2016, 01:19 |
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Joined: 29 Feb 2012, 00:55 Posts: 1770 Location: Hellas
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GarryG
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Posted: 09 Apr 2016, 01:38 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Sorry I keep forgetting to update things here .. I get side tracked easy and often think I done thing and haven't. Started working on a few more object ideas .. phone booths, kids playground, Caravan and Camping grounds, Fake UK Roads are some of them. Attachment:
Playground_PhoneRed.png [ 6.07 KiB | Viewed 6549 times ]
At moment I put Phone Booth (inspired by Timeflyer) on a corner and kids play ground behind. Not sure if I be able to make any swings and things like that. But at least the ground is reserved for them if I do. Changed the T-Junctions in UK Fake Roads so can have the road signs. Thanks to Leandens help Attachment:
Leanden T_Jct with signs.png [ 376.75 KiB | Viewed 6549 times ]
I've uploaded the object sets to BaNaNaS, but already new things are being added. Changed the selection menu in game too: Attachment:
NewObjectSelectionsMenu.png [ 8.56 KiB | Viewed 6549 times ]
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GarryG
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Posted: 09 Apr 2016, 04:11 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Here's a preview of the phone booths and Playgrounds.
To make the grounds wider, use the grass from Golf Courses.
Attachments: |
Phone and playgrounds.PNG [ 16.39 KiB | Viewed 6549 times ]
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SAC
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Posted: 09 Apr 2016, 07:58 |
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Joined: 15 Sep 2011, 09:25 Posts: 3033 Location: Sweden
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Hmm, you're providing new stuff faster than the speed of light... and it all looks great, making the game even more realistic than ever... Impressive Garry...
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GarryG
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Posted: 09 Apr 2016, 12:53 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Harvesting Wheat now. Attachment:
Wheatharvest.png [ 425.92 KiB | Viewed 6547 times ]
In case anyone wondering the Wheat fields texture is from a actual wheat field. Taken from a pic on the internet.
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GarryG
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Posted: 10 Apr 2016, 01:51 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Adding some Caravans and Tents to the game so can either make a camping ground .. or can put the m individual singly where ever you want, by a river, in the mountains etc.
Attachments: |
Camping.png [ 38.59 KiB | Viewed 6544 times ]
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GarryG
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Posted: 10 Apr 2016, 03:44 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Lots been happing past few days and things getting ahead of me. Got several projects going same time .. Fake sealed roads, Wheat Fields and camping grounds.
Here is a few pics to give you idea what been happening.
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Camping2.png [ 24.62 KiB | Viewed 6544 times ]
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Last edited by GarryG on 14 Apr 2016, 16:50, edited 1 time in total.
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SAC
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Posted: 10 Apr 2016, 09:30 |
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Joined: 15 Sep 2011, 09:25 Posts: 3033 Location: Sweden
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GarryG
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Posted: 10 Apr 2016, 11:44 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Here's what I done so far to Caravan and Camping and corn fields Attachment:
Camping and corn.png [ 293.47 KiB | Viewed 6540 times ]
I think I better put latest file so you can try. Attachment:
Auz_Roadside_Objects.grf [1.59 MiB]
Downloaded 279 times
It contains: Wheat Fields, farm Machinery, Corn Fields, Caravans and Tents, Cabins, Sub-stations patched so will build on a foundation when near slopes.
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athanasios
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Posted: 11 Apr 2016, 03:15 |
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Joined: 29 Feb 2012, 00:55 Posts: 1770 Location: Hellas
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EDIT : [Harvested wheat fields seem on a wrong scale and lack detail.]
Hmm it is 2x zoomed image makes it appear bad but it isn't. My error. Only slight tweaking would be needed.
TIP: You could try adding some monochromatic noise and playing around. Something similar to this?
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some_noise.png [ 5.79 KiB | Viewed 6533 times ]
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GarryG
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Posted: 11 Apr 2016, 06:03 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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I not sure what to do about the Big Blue harvester .. some say it a bit big, but it looks so awesome and the rake takes up a full tile so makes making the wheat fields easy.
I tried reducing it a wee bit .. but means making some more harvested wheat tiles.
The harvested wheat tiles are actually from real harvested field. Just clones it to the tiles..
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wallyweb
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Posted: 12 Apr 2016, 00:46 |
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Joined: 27 Feb 2012, 22:45 Posts: 1880 Location: Canada
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GarryG wrote: I not sure what to do about the Big Blue harvester .. some say it a bit big, but it looks so awesome and the rake takes up a full tile so makes making the wheat fields easy. Not to worry. It is a combine and it is supposed to be big.
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GarryG
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Posted: 12 Apr 2016, 06:25 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Going to change all the culverts so they fit better especially the rear part as it too far from edge of roads and railway lines. This pic will give you an idea what I going to do. Attachment:
CulvertUpdates-2.png [ 339.53 KiB | Viewed 6527 times ]
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wallyweb
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Posted: 12 Apr 2016, 15:21 |
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Joined: 27 Feb 2012, 22:45 Posts: 1880 Location: Canada
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GarryG wrote: Going to change all the culverts so they fit better especially the rear part as it too far from edge of roads and railway lines. This pic will give you an idea what I going to do. Attachment: CulvertUpdates-2.png Oooh! like those. Do you mind if I adapt them to a bridge set that I am planning?
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GarryG
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Posted: 12 Apr 2016, 15:23 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Here's updates to the 2 projects I doing. Was lots of coding errors with single tiles in previous release. had some X, Y and Z extent codes wrong. Attachment:
Auz_Roadside_Objects.grf [1.59 MiB]
Downloaded 302 times
Attachment:
Auz_Lineside_Objects.grf [2.42 MiB]
Downloaded 296 times
Doing some changes to the Culverts .. some already done and in the Aus_Lineside_Objects, but still a few to do.
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GarryG
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Posted: 12 Apr 2016, 15:28 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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wallyweb wrote: Oooh! like those. Do you mind if I adapt them to a bridge set that I am planning? Your more then welcome to use them .. I doing a few more .. changing the floodway culverts to do the same. Hope have done with next 24 hours or so. I like do something simular using the wooden bridges and brick viaducts .. but not sure if the copywrite yet. Might even design my own wooden bridges simular what I seen in my country.
Attachments: |
Woodculvert.png [ 17.52 KiB | Viewed 6525 times ]
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_________________ All my projects are GPLv2 License. Soot Happens. Projects: viewtopic.php?f=179&t=811
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wallyweb
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Posted: 12 Apr 2016, 15:45 |
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Joined: 27 Feb 2012, 22:45 Posts: 1880 Location: Canada
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GarryG
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Posted: 13 Apr 2016, 01:27 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Wallyweb: When I finish the other culverts I'll upload the sprites here for you.
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GarryG
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Posted: 13 Apr 2016, 03:49 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Here the sprites wallyweb for the culverts.
I having a go at a wooden one just for railway lines. Want to see if I can make it look at if rails are directly on top of the wooden beams like in rear.
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