Using toyland vehicles in all climates

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Skarfester
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Using toyland vehicles in all climates

Post by Skarfester »

Hello everybody!

I'm posting here because it seems it won't fit at the development forums.
Thanks to yagl software I started editing some NewGRF and learning how the code works. What I wanted to do is to edit toyland vehicles parameters and add them to the other climates for more variety. I managed to do that, but then I realized that in temperate (plus artic & tropical) the sprites change to the default vehicles, not showing the original sprites of toyland. Do you have any idea of why is that happening? I'll post a couple of screens, one from a toyland game and one from a temperate one.
The buses modified code have only two lines: one for climate availability and one for starting year.

Thank you very much!
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Temperate.png
Temperate.png (42.92 KiB) Viewed 644 times
Toyland.png
Toyland.png (40.32 KiB) Viewed 644 times
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Skarfester
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Re: Using toyland vehicles in all climates

Post by Skarfester »

Looking at the source code I found that toyland road vehicles sprites are on a separate png file. So probably when playing on temperate, artic or tropical only the base sprites file is used.
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kamnet
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Re: Using toyland vehicles in all climates

Post by kamnet »

Skarfester wrote: 09 Jun 2022 17:50 Looking at the source code I found that toyland road vehicles sprites are on a separate png file. So probably when playing on temperate, artic or tropical only the base sprites file is used.
Try downloading the source code for OpenGFX+ Trains and OpenGFX+ Road Vehicles.
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Skarfester
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Re: Using toyland vehicles in all climates

Post by Skarfester »

Thanks for the suggestion. OpenGFX+ Road Vehicles uses it's own sprite file, 8bpp only.
Anyway, now that I switched to GRVTS32 I was able to reuse the base RV set to fill the gap between 1900-1930, which was my original intention.
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