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
replacenew signals way too many sprites
Moderator: Graphics Moderators
Re: replacenew signals way too many sprites
Have you looked at the OGFX-extra graphics file?
Arent all or at least many of those the programmable signals?Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: replacenew signals way too many sprites
Thanks guys. I found out through experimentation the 3 tags were basically the same, just with more different signal types.
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