KeepinItRail wrote: 17 Jan 2021 22:52
Thanks.
Just re-sent the black sprites since I must have accidentally dragged my mouse and shifted them just before exporting as pngs.
Great, I'll check it out.
KeepinItRail wrote: 17 Jan 2021 22:52
ID AC is where I tried adding new lines. Chose this since it's the last one before the waypoints, so I just needed to bump the line numbers for those.
I use nforenum, it automatically puts the right line numbers and the bytes in each line, it's quite handy, though I've been told it's not been updated for a long time and sometimes complaints about things that are actually correct.
KeepinItRail wrote: 17 Jan 2021 22:52
Think I've bitten off more than I can chew with what I was attempting with AC, and need to learn to walk before trying to run. Was trying to play with a non-track overlapping tile. I know the sprite is a mess but wanted to get it working first so I know more about what to aim for.
I haven't tested it, but I can see you forgot to change the station ID in two lines:
Code: Select all
1074 * 62 00 04 02 01 AB 08 "JSA4"
09 02
F4 03 00 00
00 0A 00 10 06 05 2D 84 00 00 00 00 00 10 06 03 2E 84 00 00 80
F3 03 00 00
0A 00 00 06 10 05 2F 84 00 00 00 00 00 06 10 03 30 84 00 00 80
Code: Select all
1077 * 10 03 04 01 AB 01 FE 01 00 00 00
they should be:
Code: Select all
1074 * 62 00 04 02 01 AC 08 "JSA4"
09 02
F4 03 00 00
00 0A 00 10 06 05 2D 84 00 00 00 00 00 10 06 03 2E 84 00 00 80
F3 03 00 00
0A 00 00 06 10 05 2F 84 00 00 00 00 00 06 10 03 30 84 00 00 80
Code: Select all
1077 * 10 03 04 01 AC 01 FE 01 00 00 00
Also, to really make it a non-track tile there should be something that prevents trains from entering that tile and stops pylons and catenary from spawning, and probably the base tile used should be plain grass, instead of tracks. The line 1074 should look something like this:
Code: Select all
1074 * 62 00 04 02 01 AC 08 "JSA4"
11 00 14 FF 15 FF
09 02
8D 0F 00 00
00 0A 00 10 06 05 2D 84 00 00 00 00 00 10 06 03 2E 84 00 00 80
8D 0F 00 00
0A 00 00 06 10 05 2F 84 00 00 00 00 00 06 10 03 30 84 00 00 80
I don't know if this is exactly right, though. Here's the tutorial where I got this information:
http://www.simuscape.net/simutalk/viewt ... f=85&t=859
This section in particular:
http://www.simuscape.net/simutalk/viewt ... =80#p12256
KeepinItRail wrote: 17 Jan 2021 22:52
It did get me wondering what you were thinking about doing for the 'base' of any non-track tile. For example, Dutch stations has the 'flat grey', grass and platform style 'bases'. One idea would be to extrapolate the base from the 'Modular stations' sprites?
Yes, that is probably the way to go for any paved stuff on ground level. For anything on the same height as platforms, I would try making it the same as the platforms themselves, so they all match.
I hope this helps!
Cheers!