JGR wrote:I am also wondering if something should be done about pillars, as they can look particularly ugly when they land in the wrong place even if the bridge deck itself has a lot of clearance.
Having a "no pillars" flag for each tile edge might be an idea.
This might be already possible. Each of the six bridge tables include code to have (or not have if 00) a pillar when used in conjunction with Graphic Resource Management (GRM).
Code: Select all
// Action6 - Modifies the contents of the following sprite
// <sprite-number> * <Length> 06 (<param-num> <param-size> <offset>){n} FF
60 * 50 06
20 82 08 20 82 10 // 20 82 0C
20 82 18 20 82 20 // 20 82 1C
20 82 28 20 82 30 // 20 82 2C
20 82 38 20 82 40 // 20 82 3C
20 82 48 20 82 50 // 20 82 4C
20 82 58 20 82 60 // 20 82 5C
20 82 68 20 82 70 // 20 82 6C
20 82 78 20 82 80 // 20 82 7C
FF
// 06 bridges; 01 props; 01 info; Id 00 bridge #1; 0D bridge layout; 00 tableid; 01 numtables; spritedata;
61 * 136 00 06 01 01 00 0D 00 01
00 00 00 00 00 00 00 00 01 00 00 00 00 00 00 00 //rail X: Back&Floor, Front, Pillars, 0
02 00 00 00 00 00 00 00 03 00 00 00 00 00 00 00 //rail Y: Back&Floor, Front, Pillars, 0
00 00 00 00 00 00 00 00 01 00 00 00 00 00 00 00 //Road X: Back&Floor, Front, Pillars, 0
02 00 00 00 00 00 00 00 03 00 00 00 00 00 00 00 //Road Y: Back&Floor, Front, Pillars, 0
00 00 00 00 00 00 00 00 01 00 00 00 00 00 00 00 //Mono X: Back&Floor, Front, Pillars, 0
02 00 00 00 00 00 00 00 03 00 00 00 00 00 00 00 //Mono Y: Back&Floor, Front, Pillars, 0
00 00 00 00 00 00 00 00 01 00 00 00 00 00 00 00 //Mlev X: Back&Floor, Front, Pillars, 0
02 00 00 00 00 00 00 00 03 00 00 00 00 00 00 00 //Mlev Y: Back&Floor, Front, Pillars, 0
// Action6 - Modifies the contents of the following sprite
63 * 26 06
20 82 08 // 20 82 0C 20 82 10
20 82 18 // 20 82 1C 20 82 20
20 82 28 // 20 82 2C 20 82 30
20 82 38 // 20 82 3C 20 82 40
20 82 48 // 20 82 4C 20 82 50
20 82 58 // 20 82 5C 20 82 60
20 82 68 // 20 82 6C 20 82 70
20 82 78 // 20 82 7C 20 82 80
FF
64 * 136 00 06 01 01 00 0D 01 01
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 //rail X: Back&Floor, Front, Pillars, 0
02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 //rail Y: Back&Floor, Front, Pillars, 0
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 //Road X: Back&Floor, Front, Pillars, 0
02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 //Road Y: Back&Floor, Front, Pillars, 0
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 //Mono X: Back&Floor, Front, Pillars, 0
02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 //Mono Y: Back&Floor, Front, Pillars, 0
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 //Mlev X: Back&Floor, Front, Pillars, 0
02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 //Mlev Y: Back&Floor, Front, Pillars, 0