replacenew signals way too many sprites

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Erato
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replacenew signals way too many sprites

Post by Erato »

Hey,

I want to make a newgrf where I replace the signal sprites, so I looked into the documentation, and I found this:

https://newgrf-specs.tt-wiki.net/wiki/N ... ew_sprites

Here it says that there are 3 categories:
PRE_SIGNAL, PRE_SIGNAL_SEMAPHORE and PRE_SIGNAL_SEMAPHORE_PBS

In the game there are 6 different types of signals: block, entry, exit, combo, pbs and one way pbs. With 8 views, the signal either on or off, and both semaphores and signals, you get 8*2*6*2=192 different sprites. The block light signals can be replaced using replace(), so that leaves 176 different sprites.
The 3 categories together require I provide 48+112+240=400 sprites. Where does that discrepancy come from, and what do I put for those categories & sprites?

Thanks
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Re: replacenew signals way too many sprites

Post by Quast65 »

Have you looked at the OGFX-extra graphics file?
ogfxe_extra.png
(561.95 KiB) Not downloaded yet
Arent all or at least many of those the programmable signals?
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Re: replacenew signals way too many sprites

Post by Eddi »

Erato wrote: 28 Oct 2020 10:07 In the game there are 6 different types of signals: block, entry, exit, combo, pbs and one way pbs.
while the game only uses 6 signal types, the GRF must actually provide 8 types (2 are currently unused, but still require graphics)
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Erato
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Re: replacenew signals way too many sprites

Post by Erato »

Thanks guys. I found out through experimentation the 3 tags were basically the same, just with more different signal types.
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