A question regarding buildings' graphics

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Bouben
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A question regarding buildings' graphics

Post by Bouben »

Hello, guys!

I am new on the forum and I have a question.

Is it possible somehow to choose a particular building from a whole set and remove it so that a building would be automatically replaced by another one random available?

I am talking about these two pieces of art...

http://wiki.openttd.org/images/6/61/Futuristictower.png

http://wiki.openttd.org/images/c/c9/Tal ... ilding.PNG

So I don't want them to be in my OTTD games. I've found them ugly - especially in a clump.

Thank you in advance, guys and have a good time!
Alberth
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Re: A question regarding buildings' graphics

Post by Alberth »

The simplest solution would be to make a NewGRF that supplies a replacement for the buildings.
Bouben
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Re: A question regarding buildings' graphics

Post by Bouben »

Thanks!

Any easy and fast way how to do that? I hoped that some config change inside unpacked grf file would do the trick.
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PaulC
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Re: A question regarding buildings' graphics

Post by PaulC »

This simple grf should do what you want. It won't get rid of existing buildings if you apply it to a current savegame, but it will stop them from being built.
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Last edited by PaulC on 25 Feb 2011 21:21, edited 1 time in total.
Bouben
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Re: A question regarding buildings' graphics

Post by Bouben »

YOU SIR are the man! If it works then thanks a lot!
PaulC wrote:This simple grf should do what you want. It won't get rid of existing buildings if you apply it to a current savegame, but it will stop them from being built.
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Dave
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Re: A question regarding buildings' graphics

Post by Dave »

That just a bit of a quick piece of work, PaulC? Or have you had it for a while?
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PaulC
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Re: A question regarding buildings' graphics

Post by PaulC »

Dave W wrote:That just a bit of a quick piece of work, PaulC? Or have you had it for a while?
Fast work. 8)
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Re: A question regarding buildings' graphics

Post by Bouben »

Unfortunately, the file has no intended effect. :( It is not functional. What could went wrong?

I use one of the recent cargodist builds. I tried to create several big cities in the scenario editor with the grfs set up and both of the buildings showed up in some of them.

I tried both temperate and arctic climates, where these buildings are present by default.

Any ideas?

Thank you.

edit:

can some of downloaded grf files collide with this one?
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PaulC
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Re: A question regarding buildings' graphics

Post by PaulC »

Bouben wrote:can some of downloaded grf files collide with this one?
It's certainly possible. Try it in the scenario editor without any other grfs loaded. It's working for me.
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Re: A question regarding buildings' graphics

Post by Bouben »

PaulC wrote:
Bouben wrote:can some of downloaded grf files collide with this one?
It's certainly possible. Try it in the scenario editor without any other grfs loaded. It's working for me.
I'll try!

edit:

So, it looks I got it.

Early houses 2.0 did that, obviously.

Without it I've spammed like 25 towns without single futuristic building.

With it, it started to show up.

I'll test it more extensively later. So far very good tho!

Thanks!
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