He already has them...

Moderator: Graphics Moderators
He already has them...
Here sample of the grey brick fences. (These grey stones are credited to "Froix" and the makers of "OpenGFX+ Landscape")
Thanks for reporting that .. I must be getting old as often these days forget to change things in the coding .. in this case I forgot to change the ID number .. this one should work a wee bit better.
AuzMilitaryObjects
Subject: More Fences
Snow Awareness for Roads under Objects
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childsprite {
sprite: 1313;
hide_sprite: nearby_tile_height(0, 0) > snowline_height;
}
childsprite {
sprite: 1351;
hide_sprite: nearby_tile_height(0, 0) <= snowline_height;
}
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spritelayout spritelayout_XXXXXXX {
ground {
// normal ground sprite - always draw
sprite: LOAD_TEMP(0) + LOAD_TEMP(1);
}
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building {
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spritelayout spritelayout_XXXXXXX_purchase {
ground {
sprite: GROUNDSPRITE_NORMAL;
}
building {
sprite: spriteset_XXXXXXX_PURCHASE(0);
xoffset: 0; //from NE edge
yoffset: 0; //from NW edge
zoffset: 0;
xextent: 16;
yextent: 16;
zextent: 12;
}
}
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spritelayout spritelayout_fences12_1_purchase {
ground {
sprite: 1313;
}
building {
sprite: spriteset_fences12_PURCHASE(0);
xoffset: 0; //from NE edge
yoffset: 0; //from NW edge
zoffset: 0;
xextent: 16;
yextent: 16;
zextent: 12;
}
}
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//Direction_1
spritelayout spritelayout_XXXXXXX {
ground {
// normal ground sprite - always draw
sprite: LOAD_TEMP(0) + LOAD_TEMP(1);
}
childsprite {
sprite: 1313;
hide_sprite: nearby_tile_height(0, 0) > snowline_height;
}
childsprite {
sprite: 1351;
hide_sprite: nearby_tile_height(0, 0) <= snowline_height;
}
building {
sprite: spriteset_XXXXXXX(0);
hide_sprite: nearby_tile_height(0, 0) >= snowline_height;
xoffset: 0; //from NE edge
yoffset: 0; //from NW edge
zoffset: 0;
xextent: 16;
yextent: 16;
zextent: 16;
}
building {
sprite: spriteset_XXXXXXX_SNOW(0);
hide_sprite: nearby_tile_height(0, 0) < snowline_height;
xoffset: 0; //from NE edge
yoffset: 0; //from NW edge
zoffset: 0;
xextent: 16;
yextent: 16;
zextent: 16;
}
}
spritelayout spritelayout_XXXXXXX_purchase {
ground {
sprite: 1313;
}
building {
sprite: spriteset_XXXXXXX_PURCHASE(0);
xoffset: 0; //from NE edge
yoffset: 0; //from NW edge
zoffset: 0;
xextent: 16;
yextent: 16;
zextent: 16;
}
}
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1314 instead of 1313
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1352 instead of 1351
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replace replace_road_city_universal_SNOW (1351, "gfx/misc_sprites_SNOW.png") { //replaces the base sprites to make sure city roads stay consistent across base sets
template_roads_main_new(1, 1)
}
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//==================================
//==========Extra Stuff=============
//==================================
G'day,
If you dont like the road without markings, just replace those then in misc_sprites.png and misc_sprites_SNOW.pngTried with my roads and need to do some adjustments as you indicated.
You are very welcome, it's also interesting to me to discover new codingtricksThank you kindly for all the help you have provided me again.
Be interesting where these ideas can be used elsewhere. I always thought those number codes always give you the default .. but seems like in some cases it will load what ever you replaced the originals with.
AuzMilitaryObjects
Subject: Game File
Thank you .. glad you like.
I'll do those before I start the roads.
*Very* nice Garry!GarryG wrote: ↑30 Jan 2023 08:20Thank you .. glad you like.
Been thinking the same thing. Maybe about 4 pixels lower. For Parks and around cities I think the 3 post ones would suit them best.
Should I do them next or the roads?
Looks like the Military set is turning into Auz Military Objects and Fence Add Ons.![]()
Cheers
EDIT:
Something like these?
Which ones? The ones for the parks or the taller ones?
Thank you.
What about the gates? Some smaller gates to match the path ways for pedestrians. Vehicle access what will I use . Maybe gravel?
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