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 Post subject: Re: AuzObjects
PostPosted: 25 Oct 2019, 10:42 
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Making more items for Power Stations.
Attachment:
New Power Stations10.png
New Power Stations10.png [ 179.62 KiB | Viewed 9824 times ]

Attachment:
Storage Shed1.png
Storage Shed1.png [ 32.75 KiB | Viewed 9824 times ]


Looking at idea (which I thought of many moons ago .. might have ben many Christmases ago) on removing the wires for the power and telephone poles and make some with lights and transformers on the posts. Whatcha think of that idea?

Eventually like to make High Voltage Towers. Started working on one, but to me just not look right. Still got the top section to go, but get the rest right first.
Attachment:
Tower-1.png
Tower-1.png [ 4.54 KiB | Viewed 9824 times ]

BUT hoping if SAC reading this you let me use what you have done but not allow others to have access to your templates. :)

Here the game file.


Attachments:
AuzElectricityObjects.grf [1.3 MiB]
Downloaded 446 times

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 Post subject: Re: AuzObjects
PostPosted: 25 Oct 2019, 10:47 
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Auz Depots.

Been making some depot extensions so can make the Depots that come with the game to start of trains and vehicles from look bigger and more realistic.

Can make them in all directions now.

Can hide the original depot inside these object ones. :mrgreen:


Attachments:
AuzDepotExtensionObjects.grf [596.16 KiB]
Downloaded 500 times
Road Depot2.png
Road Depot2.png [ 39.4 KiB | Viewed 9824 times ]
East West depot 2.png
East West depot 2.png [ 53.1 KiB | Viewed 9824 times ]

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 Post subject: Re: AuzObjects
PostPosted: 25 Oct 2019, 12:30 
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GarryG wrote:
Been adding a few more objects mainly to Fences and Electricity.
Electrified fences? :shock:
Sound: GZAPPY!
Animation: Smoke
Visuals: Black screen

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 Post subject: Re: AuzObjects
PostPosted: 25 Oct 2019, 13:26 
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Maybe I better put signs on the fences to tell people it ok to touch and get gzapped.

They get a new hair do if they touch the wires.

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 Post subject: Re: AuzObjects
PostPosted: 26 Oct 2019, 03:27 
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 Post subject: Re: AuzObjects
PostPosted: 26 Oct 2019, 14:42 
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Not sure if I doing this the correct way .. but making a new object set called AuzPowerStationObjects. It is intended to replace the AuzElectricityObjects.

Many items and Power Poles originally in the AuzElectricityObjects been replaced with just 7 Power Poles.
Attachment:
Power Poles-1.png
Power Poles-1.png [ 150.07 KiB | Viewed 9822 times ]

These 7 are all slope aware so can be places on any tile flat and sloped. None of them have Wires.

Plan to make some with street lights, but not sure if they could be slope aware too or just flat tile and same type of slopes as the roads use.

Only got 2 more days to work on this after that I be busy for a week or more with family commitments and a few days of travelling.


Attachments:
AuzPowerStationObjects.grf [1.53 MiB]
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 Post subject: Re: AuzObjects
PostPosted: 26 Oct 2019, 15:17 
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street lights flat tile and same type of slopes as the roads

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 Post subject: Re: AuzObjects
PostPosted: 27 Oct 2019, 00:47 
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Yep think your right as those main types that be needed.

Will experiment today and see what can be done.

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 Post subject: Re: AuzObjects
PostPosted: 27 Oct 2019, 04:04 
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I saw the light.

There are 4 Power Pole types normally seen following the roads and in towns.
Attachment:
Street Lights-1.png
Street Lights-1.png [ 100.96 KiB | Viewed 9822 times ]

They all have street light sets that are slope aware. (Made the street lights slope aware mainly to save on ID numbers.)

There are Junctions so that can have any combination of poles. And they also have a set with lights.

Now I hope we be able to see what we are not doing.

Big BIG :help: question, can the power poles be coded so can also be built in towns :?: I think be nice seeing power poles in towns. The only way I can think it could be done is to be able to code roads where can have several road types. Something like I doing with the railway tracks. Love to be able to design 4 roads. 1 normal sealed road. 1 with the white posts and one with power poles, and 1 with both white posts and power poles.


Attachments:
AuzPowerStationObjects.grf [1.88 MiB]
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 Post subject: Re: AuzObjects
PostPosted: 27 Oct 2019, 04:20 
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I haven't conquered roadtypes yet.

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 Post subject: Re: AuzObjects
PostPosted: 27 Nov 2019, 08:35 
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Quote:
I haven't conquered roadtypes yet.


Well here is your chance.

Been working with Andrew360 making more roads for the game that vehicles actually travel on.
These are his 6 roads.
Attachment:
Object roads-9.png
Object roads-9.png [ 16.72 KiB | Viewed 9710 times ]

Visit RattRoads at https://www.tt-forums.net/viewtopic.php?f=26&t=76183 to down load his set that had 6 roads and for a extra 6 roads download my file here, or over on that forum.

These are my 6 country roads with RattRoad Objects.
Attachment:
Object roads-10.png
Object roads-10.png [ 35.77 KiB | Viewed 9710 times ]


Here my game file if like to try.


Attachments:
rattroadsaddons.grf [632.43 KiB]
Downloaded 492 times

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 Post subject: Re: AuzObjects
PostPosted: 27 Nov 2019, 09:57 
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Those look good. But I'm still working on some NFO specs for NRT and then I have my own thoughts on roadtypes.

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 Post subject: Re: AuzObjects
PostPosted: 27 Nov 2019, 10:11 
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2 thinks like to do if the road types. Have a single lane road (which be difficult at moment).

With railway lines we could sneak in some other items such as Wired, Wires and the Oil Pipes.

The roads being 2 ways wonder if can do similar with roads :roll: No need for signals. :W

At moment can have 16 roads and when NML been updated can have up to 64 roads and 64 railway lines.

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 Post subject: Re: AuzObjects
PostPosted: 27 Nov 2019, 10:41 
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There are already several GRFs of those things you mention. Go ahead and do your own, but try to keep a theme/flavour/style consistent to your group.

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