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 Post subject: Re: AuzObjects
PostPosted: 13 May 2018, 06:42 
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You think 4, 6, and 8 pipes be ok? Maybe add a 2 and a 1 to the collections as well.

The 8 pipes can go side by side to make long floodways. Like to see if I can design the Concrete culvert a but better so can be used the same.

I have improved the graphics to those a bit.
Attachment:
Ne Concrete Culver Design.png
Ne Concrete Culver Design.png [ 4.01 KiB | Viewed 6627 times ]


That an object set I like to add .. swamps .. water and grass mixed together and maybe an odd tree in the middle of the water .. whatcha think of that idea?

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 Post subject: Re: AuzObjects
PostPosted: 14 May 2018, 01:52 
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Swamps would be great! They shouldn't be coded as objects but developers will never expand the map array to allow such goodies on ground. :(
Culverts: If you make the a bit shorter they will look better (like the trick with the faked bridge we had discussed some time ago).
Many pipes in a row? Is this common in Australia?


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 Post subject: Re: AuzObjects
PostPosted: 14 May 2018, 06:05 
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Quote:
Swamps would be great! They shouldn't be coded as objects but developers will never expand the map array to allow such goodies on ground. :(


I make a variety with edging so can make a swampy pond with links to the normal water and creek I did.

Quote:
Culverts: If you make the a bit shorter they will look better (like the trick with the faked bridge we had discussed some time ago).


You read my mind. The once I did are 6 pixels just to get idea .. will make the next lot just 4 as they look a lot better.

Quote:
Many pipes in a row? Is this common in Australia?


We do have long flood ways .. not 100% sure how many pipes in a row. Some locations I have seen several pipes, a gap and another lot of pipes.

Will keep experimenting and see what I come up with.

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 Post subject: Re: AuzObjects
PostPosted: 14 May 2018, 07:28 
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GarryG wrote:
Quote:
Swamps would be great! They shouldn't be coded as objects but developers will never expand the map array to allow such goodies on ground. :(


I make a variety with edging so can make a swampy pond with links to the normal water and creek I did.
In OpenGFX and TTD, the default flat rough tile is sprite number 4000. There are four more flat rough tiles: 4019, 4020, 4021 and 4022 which appear randomly. I wouldn't touch 4000, but any of those other four could be graphically altered using an Action A. This would save you having to waste some valuable object IDs. The only restrictions are that they can't be placed expressly and there is no guarantee that they would appear next to water.

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 Post subject: Re: AuzObjects
PostPosted: 14 May 2018, 09:44 
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That could be interesting but got no idea how I would do that.

What made me want swamps .. is making a scenario there are several swamps between Newcastle and Maitland. The largest is called Hexham Swamp .. it the home of the Hexham Grey Mosquito which are about the size of a blow fly.

So have swamp tiles be good in my games.

First I will make some up and see who they look and go from there.

These are my first go.
Got 4 tiles of different amount of green to represent grass and water.
Attachment:
Swamp1.png
Swamp1.png [ 7.14 KiB | Viewed 6622 times ]


These show several together to get better idea. Number 0 top left, 1 top right, 2, bottom left and 3 bottom right. Not sure if need all 4 but 2 be ok .. and I do a few more with trees in the water.
Attachment:
Swamp2.png
Swamp2.png [ 20.14 KiB | Viewed 6622 times ]


And this with them mixed
Attachment:
Swamp3.png
Swamp3.png [ 19.77 KiB | Viewed 6622 times ]


Still to make shore lines.

If like try what romanzoo and I are doing they all here. They all rough at moment till we get what idea we want than we will pretty them up.


Attachments:
Test.grf [138.52 KiB]
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 Post subject: Re: AuzObjects
PostPosted: 14 May 2018, 17:18 
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Very interesting!
I think offering them as objects could indeed just be step-1 (as you can then place them in all climates).
Going for landscape may eventually be even nicer and I would dare to go even further than Wally's suggestion.... Changing the desert-tiles to swamp!
You could then also change the cacti (cactuses) to groups of reeds...
I would even dare to think even further now with the development of more roadtypes, lanes for swamp-boats :twisted:


Changing base-graphics using Action-A (or Action-5 for the extra-base-graphics) is very easy, if you want to change the desert-graphics you also need to add an Action-7 (to check for climate, so it will only change tropical graphics). Its something loads of people can help you with, but start out with the objects first, see if you can come up with some nice looking graphics ;-)


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 Post subject: Re: AuzObjects
PostPosted: 15 May 2018, 01:49 
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I've improved the 4 swamp tiles so they don't look so square.

Planted a few trees and done some shore lines. Tried to make the shores lines swampy looking too.

Will make a few shore line varieties and plant some trees too.
Attachment:
Swamp4.png
Swamp4.png [ 41.93 KiB | Viewed 6618 times ]

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 Post subject: Re: AuzObjects
PostPosted: 15 May 2018, 03:28 
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Great! Indeed you will need a variety of shore lines. Maybe even going to half a tile?
Other ideas:
No shore line?
Reeds?
Muddy patches?


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 Post subject: Re: AuzObjects
PostPosted: 15 May 2018, 04:06 
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This is were I up to now.
Attachment:
Swamp5.png
Swamp5.png [ 93.81 KiB | Viewed 6617 times ]


Can place them over top of rivers and other water tiles as well as on dry land.

Doing some muddy ones should look good .. not sure how I be doing that yet, but figure out a way.

The green amongst the water suppose to represent weeds and Lilies.

Something I bee wanting to do for a long time with the lakes shore lines .. get ride of the sharp 90 degree corners and make them more curvy.

Hope to work on that idea soon.

Wonder if I can add some Alligators?

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 Post subject: Re: AuzObjects
PostPosted: 15 May 2018, 12:16 
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Trump called. He wants to know if you want your swamps drained. 8-)

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 Post subject: Re: AuzObjects
PostPosted: 15 May 2018, 12:31 
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What and kill all the wild life it supports?

How will the Hexham Grey Mosquitos survive?

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 Post subject: Re: AuzObjects
PostPosted: 15 May 2018, 13:26 
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GarryG wrote:
What and kill all the wild life it supports?
Only if it lives in Washington DC. :lol:

Quote:
How will the Hexham Grey Mosquitos survive?
By feeding on Hexham Grey's blood. :twisted:

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 Post subject: Re: AuzObjects
PostPosted: 15 May 2018, 14:05 
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Can you imagine if a Hexham Grey fed on blood from those in Washington .. if would be worse than any nuclear weapon going off.

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 Post subject: Re: AuzObjects
PostPosted: 15 May 2018, 14:32 
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:lol:

Canadian mosquitoes are so nasty, they consider bug spray to be the ideal energy drink.
Have you ever noticed that there are no alligators or crocodiles in Canadian swamps? The mosquitoes got'em.
In Canada, if you can scratch a mosquito bite, you're doing good. It means you're still alive.

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 Post subject: Re: AuzObjects
PostPosted: 16 May 2018, 03:56 
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GarryG wrote:
How will the Hexham Grey Mosquitos survive?

FINISH them! :x
I hate mosquitoes. They gave me a 'treatment' earlier as I went to cut some fruit from our garden. I couldn't bear it. I used Fenistil but they are still punishing me.


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 Post subject: Re: AuzObjects
PostPosted: 16 May 2018, 06:16 
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So you fellas know I not pulling your leg :oops: .

I took this photo today of a real Hexham Grey resting on top of the Bowling Club sign at Hexham :o .

By the looks of his rear end he already been sucking some ones blood. Just wonder if the person who it sucked on was before or after he had a few beers in the Bowling Club.


Attachments:
HexhamGreyMosquito-1.png
HexhamGreyMosquito-1.png [ 137.95 KiB | Viewed 6608 times ]

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 Post subject: Re: AuzObjects
PostPosted: 17 May 2018, 06:28 
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:lol:


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 Post subject: Re: AuzObjects
PostPosted: 20 May 2018, 01:55 
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"romazoon" is coming up with some nice ideas.

Making River junctions using 2x2 and 2x3 tiles.
Attachment:
Junctions2.png
Junctions2.png [ 58.74 KiB | Viewed 6588 times ]

Those 2 in pic is his Lake Junctions. He has also done some river ones as well which show you another time.

Making new curves for rivers and lake shore lines as well .. these also allow a diagonal river look a lot better.
Attachment:
Curved shores 2.png
Curved shores 2.png [ 28.96 KiB | Viewed 6588 times ]


Can see in first image a diagonal river using old curves and some using the new curves.

He also has idea of removing the green grass from the water tiles we make so they will go on any background your using.

We be working on the rivers, creeks and lakes first and then make culverts to match them.

Cheers

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 Post subject: Re: AuzObjects
PostPosted: 20 May 2018, 05:46 
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I've been working on diagonal river tiles for a couple of years. The problem is that you have to use objects and those don't allow ship navigation. Even worse, a diagonal river at the base of a steep slope. Rivers do not have diagonal riverbanks the way that sea coasts do, and so sea coast tiles can't be used as groundtiles for rivers because the regular river tiles will make their own riverbanks around the object tile. In TTDPatch those sea coast tiles can be used as ground tiles, but not in OpenTTD. Pity. It would be nice if someone with the right skills were to make a patch. In TTDPatch I had cruise ships sailing through a fjord.

Good to see that Romazon has figured how to have ground tiles that match the climate without having to draw the same sprite for each climate. In NFO its very easy to do with a Extended format Action2 using multiple combined sprites and referencing the groundtile by the default sprite number instead of a real sprite.

Let me know if you guys have any problems. I may already have the solution.

If I have time tomorrow, I will work up a screenshot comparing TTDPatch to OpenTTD, but only if you promise not to drool. :roll:

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 Post subject: Re: AuzObjects
PostPosted: 20 May 2018, 06:05 
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Hi Wally,

Thanks for the comments.

At moment only working on Object rivers and water ways, but would be good if ships could sail along them eventually.

Kind of hoping when he and I finish the rivers how we like and show them in forums here and other at other forum with the source, someone out there might like to try code them into games properly.

Would you like to be included in our PM?
Quote:
If I have time tomorrow, I will work up a screenshot comparing TTDPatch to OpenTTD, but only if you promise not to drool. :roll:


I better go buy a bib before I see them. :mrgreen:

Cheers

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