So, I moved the back pylons over to the track sprite.
This hack probably works, but not looks as very good solution. Rails and pylons is complete different things, it would be better to keep them separately.
Actually it is not a hack. It is a solution to a bug that has existed for many years and it is based on a working solution for bridges.
For example, if we have this and decide to change track sprites, we cannot just get good sprites from another set but should to add pylons to them too. Situation get worse if they also use this solution and have they own pylons/pillar at the track sprites…
See my notes below. This is a unique project. With NRT we do not have to accommodate other authors' work. Their own NRT will appear as overlays where necessary.
Now if y'all will excuse me, I have a big bunch of sprites to redraw.
…And we will have this problem right now because I changing rails in NRT version.
See my notes below.
the "correct" solution here would be to have only one pillar per sprite.
This variant looks much better (if it will work). We should try, I guess.
It will work because I did try it, but for only one sprite. There remains much work to do.
This is about suspended monorails.
Suspended monorails do not have tracks.
I have included the default OpenGFX tracks as a courtesy to those who need the tracks for trams.
This is not an NRT version.
For NRT, I suggest very strongly that there be no tracks included.
If a player wants tracks, they should use a tram type that does have tracks ... and proper tram catenary as well.
NRT supports many tram types and they do not have to be all in one GRF.
Also, for NRT I am thinking about having taller monorail pylons so that the monorail can pass above the rv traffic below.
I realize that you are anxious to get the NRT version completed and I do thank you for that,
but the non-NRT version is far from complete. What I am working on will take several days to complete and test.