Or draw some sprites for the most important cargos...I want to keep that empty, for example people who have built gasolineharbours wouldn't want containers there.
I know it's a huge amount of cargos...
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Or draw some sprites for the most important cargos...I want to keep that empty, for example people who have built gasolineharbours wouldn't want containers there.
100500 likes! =)))Quast65 wrote:Well it's possible to make newobjecttiles that overlap the road, so it looks like cars drive over that
These are good ideas, indeed!kamnet wrote:These are all good ideas! You could also modify some of the building sprites that were meant to have trains enter them so that they can be placed over lorry stops as well.
As will I!kamnet wrote:I don't mind the glitchy graphics, if that's the best we can do right now for some honest-to-goodness eyecandy enhancement, I'll take it!
Yoshi wrote: Or draw some sprites for the most important cargos...
I know it's a huge amount of cargos...
That is a lot of drawing/coding and will also make a huge list of available objecttiles. Keeping it empty (but with a tile in ISR style) is the simplest and most universal option in my opinion. Making a harbour just one or two tiles thicker should not be a problem when using this GRF. It is meant for use in huge harbours.jor[D]1 wrote:include empty and container version?
You can choose whatever truck you want. The objecttiles just cover the road, where whatever vehicle you want drives over. The trucks I have in the screenshot are just there to show how the covering up of the road works and how it would look if a vehicle drives over them.alluke wrote:Change the box trucks to ones that carry containers. (HTS contains such things)
Good idea! I'll see what I can dokamnet wrote:You could also modify some of the building sprites that were meant to have trains enter them so that they can be placed over lorry stops as well.
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