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A question regarding buildings' graphics
Posted: 25 Feb 2011 18:31
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!
Re: A question regarding buildings' graphics
Posted: 25 Feb 2011 18:53
by Alberth
The simplest solution would be to make a NewGRF that supplies a replacement for the buildings.
Re: A question regarding buildings' graphics
Posted: 25 Feb 2011 18:57
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.
Re: A question regarding buildings' graphics
Posted: 25 Feb 2011 20:38
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.
Re: A question regarding buildings' graphics
Posted: 25 Feb 2011 20:48
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.
Re: A question regarding buildings' graphics
Posted: 25 Feb 2011 21:26
by Dave
That just a bit of a quick piece of work, PaulC? Or have you had it for a while?
Re: A question regarding buildings' graphics
Posted: 25 Feb 2011 21:47
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.

Re: A question regarding buildings' graphics
Posted: 25 Feb 2011 23:42
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?
Re: A question regarding buildings' graphics
Posted: 25 Feb 2011 23:59
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.
Re: A question regarding buildings' graphics
Posted: 26 Feb 2011 00:01
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!