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How to code non-NRT/RATT roads?

Posted: 24 May 2018 21:31
by SimYouLater
I feel like I'm done waiting for NRT to become useable with JGR's Patch Pack, and want to attempt to draw and code a simple roadset and bridges for it with a GPL v2 license. Can I do that in NML, or will I have to code it in NFO?

Re: How to code non-NRT/RATT roads?

Posted: 24 May 2018 21:42
by acs121
SimYouLater wrote:I feel like I'm done waiting for NRT to become useable with JGR's Patch Pack, and want to attempt to draw and code a simple roadset and bridges for it witha GPL v2 license. Can I do that in NML, or will I have to code it in NFO?
AFAIK, if you're looking for sprite replacements, like TTRS, UKRS or ARRS, NML can replace base sprites, yes. You only will have to redraw them. There are pages on the tt-wiki about baseset sprite replacement with NML.

Re: How to code non-NRT/RATT roads?

Posted: 24 May 2018 21:52
by SimYouLater
acs121 wrote:
SimYouLater wrote:I feel like I'm done waiting for NRT to become useable with JGR's Patch Pack, and want to attempt to draw and code a simple roadset and bridges for it witha GPL v2 license. Can I do that in NML, or will I have to code it in NFO?
AFAIK, if you're looking for sprite replacements, like TTRS, UKRS or ARRS, NML can replace base sprites, yes. You only will have to redraw them. There are pages on the tt-wiki about baseset sprite replacement with NML.
Can anyone link me to what he's talking about?

Re: How to code non-NRT/RATT roads?

Posted: 24 May 2018 23:27
by Erato
SimYouLater wrote:
acs121 wrote:
SimYouLater wrote:I feel like I'm done waiting for NRT to become useable with JGR's Patch Pack, and want to attempt to draw and code a simple roadset and bridges for it witha GPL v2 license. Can I do that in NML, or will I have to code it in NFO?
AFAIK, if you're looking for sprite replacements, like TTRS, UKRS or ARRS, NML can replace base sprites, yes. You only will have to redraw them. There are pages on the tt-wiki about baseset sprite replacement with NML.
Can anyone link me to what he's talking about?
https://www.tt-wiki.net/wiki/NMLTutoria ... eplacement

Re: How to code non-NRT/RATT roads?

Posted: 27 May 2018 18:28
by SimYouLater
Erato wrote:
SimYouLater wrote:
acs121 wrote:
AFAIK, if you're looking for sprite replacements, like TTRS, UKRS or ARRS, NML can replace base sprites, yes. You only will have to redraw them. There are pages on the tt-wiki about baseset sprite replacement with NML.
Can anyone link me to what he's talking about?
https://www.tt-wiki.net/wiki/NMLTutoria ... eplacement
Thanks, I am currently working on the road graphics.