I had recently the same problem (in the mapviewer I was programming for a game which had grass sprites as ground), and the solution which worked perfectly was to introduce 4 (different) grass tiles and to chose them - no: not randomlyDaleStan wrote:They did, but the repeated patterns were vastly overwhelmed by the tile grid. If possible, I'd like to see either no noticeable patterns, or patterns that follow the gridlines.athanasios wrote:Original sprites had their own repeated patterns.

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index = (x + y) % spritecount
(with spritecount = 4, x and y as tile coordinates and index as the grass sprite
index (of the 4 available ones) to choose, % is the modulo operation)

To reduce patterns even more, spritecount could be increased (and/or the formula could be adapted). That would need additional rendering, but I think it's not /that/ much work.
Probably because the engine /currently/ doesn't support the handling of long vehicles (vehicles in a consist, of course). That's what I read in the forum recently.Ben_Robbins_ wrote:Rubidium: Why would it not be possible to gave a grf for 8bpp which is the equivalent for the 32bpp graphics. This would then allow people to play a network game, some with 8bpp some with 32bpp full zoom graphics.