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PostPosted: 08 Jun 2016, 00:28 
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Location: Newcastle, Australia
Date: 8th June 2016.

This Industry set is based on FIRS and SPI and a continuation of Auzind Version 8.

The difference being is set will have many more Industries and can not be played with OpenTTD prior to version 1.6.0.

It will have the same Industries as Auzind version 8 plus many more.

See list below of Industries in this new set.

---------------------------------------
AUZIND160 INDUSTRY LIST:
---------------------------------------
New Additions:

BULK GRAIN SHED :- Accept: ,,. Produce: Grain.
FASTFOOD :- Accept: Food, Passengers, Supplies. Produce: Passengers,
FRESHWATER LAKES :- Accept: , , . Produce: Fish, Water
LAKE AND WATER TOWER :- Accept: , , . Produce: Water, Fish
SHEARING SHEDS :- Accept: Farm Supplies, , . Produce: Livestock, Wool
MILKING SHEDS :- Accept: Farm Supplies, , . Produce: Milk, Livestock
MOTOR INN :- Accept: Food, Passengers, . Produce: Passengers,
HOLIDAYRESORT :- Accept: Food, Passengers, . Produce: Passengers,
SCHOOLS :- Accept: Food, Passengers, . Produce: Passengers,
WOOL BROKERS :- Accept: Wool, Cotton, . Produce: Goods, Farm Supplies
DISTRIBUTION CENTER :- Accept: Alcohol, Fruit, Vegetables. Produce: Goods, Food


Previous Additions:

ABATTOIRS :- Accept: Livestock, Supplies, . Produce: Fertilizer, Food
AGRICULTURE FARM :- Accept: Fertilizer, , . Produce: Fruit, Vegetables
ARABLE FARM :- Accept: Fertilizer, , . Produce: Cotton, Grain
BREWERY :- Accept: Fruit, Grain, Supplies. Produce: Alcohol,
BRICK WORKS :- Accept: Clay, Coal, Sand. Produce: Building Materials,
BUILDER YARD :- Accept: Building Materials, , . Produce: Goods,
BULK TERMINAL A :- Accept: Cotton, Grain, Wool. Produce: Farm Supplies, Supplies
BULK TERMINAL B :- Accept: Alcohol, Fruit, Vegetables. Produce: Fish, Lumber
CEMENT PLANT :- Accept: Clay, Gravel, . Produce: Building Materials,
CLAY PIT :- Accept: Petrol, , . Produce: Clay,
COAL MINE :- Accept: Lumber, , . Produce: Coal, Gravel
CREAM SHED :- Accept: , , . Produce: Milk,
DAIRY :- Accept: Milk, Supplies, . Produce: Food,
DAIRY FARM :- Accept: Farm Supplies, , . Produce: Livestock, Milk
FERTILIZER PLANT :- Accept: Chemicals, , . Produce: Farm Supplies, Fertilizer
FISHING HARBOUR :- Accept: , , . Produce: Fish,
FLOUR MILL :- Accept: Grain, Supplies, . Produce: Food,
FOOD PROCESSOR :- Accept: Fish, Fruit, Vegetables. Produce: Food,
FOREST :- Accept: , , . Produce: Wood,
FRUIT PACKING SHEDS :- Accept: , , . Produce: Fruit, Vegetables
FRUIT PLANTATION :- Accept: Fertilizer, , . Produce: Fruit, Vegetables
FUEL DEPOT :- Accept: Petrol, Chemicals, . Produce: Farm Supplies, Goods
FURNITURE FACTORY :- Accept: Metal, Supplies, Lumber. Produce: Goods,
GLASS WORKS :- Accept: Sand, Chemicals, . Produce: Building Materials, Supplies
GOODS SHED A :- Accept: Fish, Fruit, Goods. Produce: Building Materials, Goods
GOODS SHED B :- Accept: Goods, Parcels, Alcohol. Produce: Parcels, Goods
GRAIN SILOS :- Accept: , , . Produce: Grain,
IRON ORE MINE :- Accept: Lumber, , . Produce: Iron Ore, Clay
IRON WORKS :- Accept: Iron Ore, Wood, . Produce: Metal,
LIME KILN :- Accept: Coal, Gravel, . Produce: Chemicals,
LIQUIDS TERMINAL :- Accept: Oil, , . Produce: Chemicals, Petrol
LIVESTOCK SALES YARDS :- Accept: Livestock, , . Produce: Livestock, Fertilizer
LIVESTOCK SIDING :- Accept: Livestock, , . Produce: Livestock, Fertilizer
LOADING BANK A :- Accept: Alcohol, Lumber, Vegetables. Produce: Farm Supplies, Supplies
LOADING BANK B :- Accept: Building Materials, Fish, Wood. Produce: Farm Supplies, Lumber
LOCOMOTIVE FUEL DEPOT :- Accept: Coal, Petrol, Water. Produce: ,
LUMBER YARD :- Accept: Chemicals, Lumber, . Produce: Building Materials,
MACHINE SHOP :- Accept: Metal, , . Produce: Building Materials, Supplies
METAL FABRICATION :- Accept: Metal, , . Produce: Goods,
METAL WORKSHOPS :- Accept: Chemicals, Metal, . Produce: Goods,
MIXED FARM :- Accept: Farm Supplies, , . Produce: Grain, Livestock
OIL REFINERY :- Accept: Oil, , . Produce: Chemical, Petrol
OIL RIG :- Accept: , , . Produce: Oil, Passengers
OPEN CUT COAL MINE :- Accept: Petrol, , . Produce: Coal, Gravel
PAPER MILL :- Accept: Chemicals, Wood, . Produce: Goods,
PARCELS OFFICE :- Accept: Parcels, , . Produce: Parcels,
PORT :- Accept: Coal, Iron Ore, Livestock. Produce: Metal,
PUB :- Accept: Alcohol, , . Produce: ,
QUARRY :- Accept: Petrol, , . Produce: Gravel, Sand
SAWMILL :- Accept: Wood, , . Produce: Lumber,
SHEEP FARM :- Accept: Farm Supplies, , . Produce: Livestock, Wool
SHOPPING CENTER :- Accept: Fruit, Alcohol, Vegetables. Produce: Mail, Food
SMITHY FORGE :- Accept: Metal, , . Produce: Goods,
STEEL MILL :- Accept: Coal, Iorn Ore, . Produce: Metal,
SUGAR PLANTATION :- Accept: Farm Supplies, , . Produce: Milk, Sugarcane
SUGAR REFINERY :- Accept: Sugarcane, Supplies, . Produce: Food,
TEXTILE MILL :- Accept: Cotton, Supplies, Wool. Produce: Goods,
TIMBER SIDING :- Accept: , , . Produce: Wood,
VINEYARD :- Accept: Fertilizer, Farm Supplies, . Produce: Alcohol, Fruit
WATER TOWER LARGE :- Accept: , , . Produce: Water,
WOOL DUMP :- Accept: , , . Produce: Cotton, Wool


------------------------------------------------------------------

The amount the following produce depends on the size of the town nearby (*** recently added).

CREAM SHED
*** BULK GRAIN SHED
FRUIT PACKING SHEDS
GOODS SHED A
GOODS SHED B
GRAIN SILOS
LIVESTOCK SALES YARDS
LIVESTOCK SIDING
LOADING BANK A
LOADING BANK B
PARCELS OFFICE
*** SCHOOLS
SHOPPING CENTER
TIMBER SIDING
WOOL DUMP
*** FASTFOOD
*** WOOL BROKERS
*** DISTRIBUTION CENTER

-------------------------------------------------------------------

Delivery of the following have an impact on TOWNGROWTH

MAIL
PASSENGERS
FOOD
FRUIT
VEGETABLES
GOODS
ALCOHOL
PARCELS
WATER

--------------------------------------------------------------------

Here's the first version of AuzInd160.
Attachment:
AuzInd160V1.rar [396.74 KiB]
Downloaded 59 times


Cheers

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Last edited by GarryG on 09 Jun 2016, 14:08, edited 2 times in total.

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PostPosted: 08 Jun 2016, 00:37 
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Some of the new Industries I like to add.

Make Industries from the following Objects:
Motor Inn
Fastfood
Shearing Shed
Dairy Shed
Caravan Park (make it a Holiday Resort).
DAM (to produce Water)
Lake .. Maybe a Lake to also produce Water

Like to make little industries that you would find in towns so can truck cargo from railway station to those businesses.

if you have an idea let me know.

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PostPosted: 08 Jun 2016, 02:04 
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Water Supply Industry.
Hope to add one or both of these to the set.


Attachments:
Lake and water tower-1.png
Lake and water tower-1.png [ 5.72 KiB | Viewed 2807 times ]
Lake and Pump.png
Lake and Pump.png [ 4.38 KiB | Viewed 2807 times ]

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PostPosted: 08 Jun 2016, 08:51 
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Added a few more Industries.
Attachment:
NewIndustries1.png
NewIndustries1.png [ 27.17 KiB | Viewed 2802 times ]


Milking Sheds accept Farm Supplies and Produces Milk and Livestock
Shearing Shed accept Farm Supplies and Produces Wool and Livestock
Lakes accepts Rain and produces Water.

You can connect the creeks from the Objects sets to the Lakes if desired to help replenish the water supply especially if it don't rain.

I'll add a few more before releasing the newgrf.

Cheers

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PostPosted: 08 Jun 2016, 10:43 
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Some more Industrys.
Attachment:
NewIndustries2.png
NewIndustries2.png [ 237.26 KiB | Viewed 2800 times ]


Schools - Accepts Food and Passengers. Produce Passengers (depending on size of town)
Motor Inn - Accepts Food and Supplies. Produces Nothing
Holiday Resorts - Accepts Food and Supplies. Produces Nothing

Should Motor Inn and Holiday Resort Accept Goods instead of Supplies .. and maybe accept and produce Passengers?

Anyone want to try here's the Newgrf file
Attachment:
AuzInd160.rar [474.46 KiB]
Downloaded 47 times

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PostPosted: 08 Jun 2016, 15:40 
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Improved some graphics on the Livestock Sale Yards and Flour Mill.
Attachment:
NewIndustries3.png
NewIndustries3.png [ 83.08 KiB | Viewed 2797 times ]

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PostPosted: 09 Jun 2016, 02:43 
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Add passengers. Lakes could produce fish. They could also have a more irregular shape.


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PostPosted: 09 Jun 2016, 03:04 
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I like those ideas .. and now I know how to do 2x3 sprites thinking to make the Lakes a wee bit bigger and let them produce fish too. Don't mind a feed of Trout.

I don't think I mentioned that here .. Quast65 invented 2x2 sprite set for use in Objects so not need to split buildings to fit them on single tile sprites.

Silverx50 first brought to my attention the 2x3 and then 3iff displayed the coding to use in Objects.

Can find it over at https://www.tt-forums.net/viewtopic.php ... start=1140

I since coded them to work in Industry.

Can also find them at that link and here.

With them being so tall they are suitable for almost any graphics you want to do to fit on all the tiles. No more splitting the graphics like before.


Attachments:
NML TEMPLATE COMBINED SPRITES.txt [152.59 KiB]
Downloaded 48 times
Template2x3.png
Template2x3.png [ 3.76 KiB | Viewed 2793 times ]
template_2x2.png
template_2x2.png [ 3.68 KiB | Viewed 2793 times ]

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PostPosted: 09 Jun 2016, 09:17 
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Added a few more Industries.
Attachment:
NewIndustries4.png
NewIndustries4.png [ 162.75 KiB | Viewed 2793 times ]

T is for Tucker or Transport Tycoon which ever you fancy.
Attachment:
NewIndustries5.png
NewIndustries5.png [ 104.16 KiB | Viewed 2793 times ]

Hope the lakes attract some ducks later.

Industries added so far:

FASTFOOD :- Accept: Food, Passengers, Supplies. Produce: Passengers,
FRESHWATER LAKES :- Accept: , , . Produce: Fish, Water
LAKE AND WATER TOWER :- Accept: , , . Produce: Water, Fish
SHEARING SHEDS :- Accept: Farm Supplies, , . Produce: Livestock, Wool
MILKING SHEDS :- Accept: Farm Supplies, , . Produce: Milk, Livestock
MOTOR INN :- Accept: Food, Passengers, . Produce: Passengers,
HOLIDAYRESORT :- Accept: Food, Passengers, . Produce: Passengers,
SCHOOLS :- Accept: Food, Passengers, . Produce: Passengers,
BULK GRAIN SHED :- Accept: , , . Produce: Grain,

Hope be able to release these before the weekend.

Like to add at least 3 more before I release the next version .. Wool Stores, Markets and Distribution Center.

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PostPosted: 09 Jun 2016, 13:17 
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Here's a test version of AuzInd160.
Attachment:
AuzInd160.rar [534.67 KiB]
Downloaded 51 times


It also has these the Distribution Center and Wool Brokers.
Attachment:
NewIndustries6.png
NewIndustries6.png [ 11.31 KiB | Viewed 2790 times ]


WOOL BROKERS:- Accept: Wool, Cotton, . Produce: Goods, Farm Supplies
DISTRIBUTION CENTER :- Accept: Alcohol, Fruit, Vegetables. Produce: Goods, Food

Wool Brokers normally the Wool and Cotton would be auctioned and sent to Textile Mills and Exported Overseas. I made it Goods for a change. Also produce Farm Supplies .. this is the empty wool and cotton sacks being returned to farmers.

Distribution Center .. if you feel the cargos for here should be different let me know.

Going to let you have a go at it and help me test it over the weekend.

Hope to put it on BaNaNaS tomorrow after I had a play with it first.

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PostPosted: 10 Jun 2016, 03:36 
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Thanks for the trout!


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PostPosted: 10 Jun 2016, 03:46 
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athanasios wrote:
Thanks for the trout!


Your welcome .. the lakes produce fish, but have to catch them yourself :)

Update to AuzInd160.
Fixed Graphics to the Wool Brokers .. and shortened the maximum distance from towns to some of the Industries as some building way to far away.
Attachment:
AuzInd160.rar [534.78 KiB]
Downloaded 50 times

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PostPosted: 10 Jun 2016, 06:47 
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A new types of Industry :)

Quast65 made a combined Sprite sets for Objects so I converting them to Industries.

These allow you to build whatever you like within the tiles and not need to split your buildings to single tiles later for your Industry.
Attachment:
CombinedSpritesForIndustriesrenumbered.png
CombinedSpritesForIndustriesrenumbered.png [ 2.8 KiB | Viewed 2783 times ]

1st one has 2 lots of 2x2 tiles .. this so can make 2 images of your Industry each one different.
2nd one also has 2 lots 2x3 tiles .. same thing can make you industy this direction NW to SE or NE to SW.
3rd has 4 lots of 2x2 tiles .. here can make 4 different images of your Industry.

I intend to try do tiles sizes from 1x2 up to 4x5.

Let us know what you think?

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PostPosted: 10 Jun 2016, 14:13 
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GarryG wrote:
Let us know what you think?


That´s an old hat, see e.g. https://www.tt-forums.net/viewtopic.php ... 0#p1046970 (or other ancient posts).

In fact, you won´t even need different graphics for a single object/building/vehicle/whatever, but you might use different x/y coordinates from one and the same graphics.You could even use overlapping part graphics and leave correct placement to the sprite sorter.

However, the best method to use would be different, depending on the use case.

regards
Michael


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PostPosted: 10 Jun 2016, 16:31 
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Quote:
That´s an old hat, see e.g. https://www.tt-forums.net/viewtopic.php ... 0#p1046970 (or other ancient posts).

In fact, you won´t even need different graphics for a single object/building/vehicle/whatever, but you might use different x/y coordinates from one and the same graphics.You could even use overlapping part graphics and leave correct placement to the sprite sorter.

Well, I just recently discovered that this is possible ;-) I went through a lot of old posts but not that far back as almost 4 years ;-)
A good thing that is coming out of this is that there are a lot of examples being posted.
This is very useful to new coders (and old ones like me) as you now can easily compare different codes (for example objects of different sizes) and see what changes you have to make to the code (for example to get a different size).
A suggestion has been made at the OpenTTD forums to add a page to the wiki with links to the various examples. This will make it even easier to find the various examples (also for further on in the future) and means that the wheel doesnt have to be reinvented time after time.


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PostPosted: 12 Jun 2016, 08:31 
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Changing the Shopping Center to this:
Attachment:
NewIndustries7.png
NewIndustries7.png [ 337.45 KiB | Viewed 2760 times ]

Just 3 shops they had the monopoly on costs of things .. so not there is opposition so things should cost so much.

Be improving some others now I have some template combine sprites made.

So far I done templates for the following sizes:

1x2 4 views, 1x3 4 views, 2x2 2 & 4 views, 2x3 2 & 4 views, 3x3 2 & 4 views, 4x4 2 & 4 views and my latest 8x8 2 views.

If interested here's all those files.
Attachment:
templates_Industry.rar [1.49 MiB]
Downloaded 55 times

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PostPosted: 12 Jun 2016, 08:34 
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Here's the 8x8 template so can see what like:

Can use as little of it as you like .. and cells not used just use your rubber in your editor and rub them out. And in the NML file remove any references to the cells you didn't use.
Attachment:
test8x8x2_1.png
test8x8x2_1.png [ 20.07 KiB | Viewed 2760 times ]

The shops I did the one on left took up cells 1 to 7 out to 41 to 46. I deleted all references to 8, 16, 24, 32, 40, 48 to 64.

The shops on right took up frpm 65 to 70 ot to 105 to 110 and I just removed the overs not used.

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PostPosted: 12 Jun 2016, 11:10 
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8x8 looks like an insane amount! good work.


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PostPosted: 12 Jun 2016, 11:16 
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I did some tests with the large tiles by removing rows down the middle.

And works perfectly.

I thought also had to remove ALL refence to the tiles I removed. But no so.

Just remove from 2 sections:

Here:

switch(FEAT_INDUSTRYTILES, SELF, test8x8x2_industry_layout_1_graphics_switch, relative_pos) {

and here

tilelayout test8x8x2_industry_layout_1_tilelayout {

do for layout 2.

Like this

Code:
    switch(FEAT_INDUSTRYTILES, SELF, test8x8x2_industry_layout_1_graphics_switch, relative_pos) {

   relative_coord(0, 0): test8x8x2_spritelayout_1;
   relative_coord(0, 1): test8x8x2_spritelayout_2;
   relative_coord(0, 2): test8x8x2_spritelayout_3;
   relative_coord(0, 3): test8x8x2_spritelayout_4;
   relative_coord(0, 4): test8x8x2_spritelayout_5;
   relative_coord(0, 5): test8x8x2_spritelayout_6;
   relative_coord(0, 6): test8x8x2_spritelayout_7;
   relative_coord(0, 7): test8x8x2_spritelayout_8;
   relative_coord(1, 0): test8x8x2_spritelayout_9;
   relative_coord(1, 1): test8x8x2_spritelayout_10;
   relative_coord(1, 2): test8x8x2_spritelayout_11;
   relative_coord(1, 3): test8x8x2_spritelayout_12;
   relative_coord(1, 4): test8x8x2_spritelayout_13;
   relative_coord(1, 5): test8x8x2_spritelayout_14;
   relative_coord(1, 6): test8x8x2_spritelayout_15;
   relative_coord(1, 7): test8x8x2_spritelayout_16;
   relative_coord(2, 0): test8x8x2_spritelayout_17;
   relative_coord(2, 1): test8x8x2_spritelayout_18;
   relative_coord(2, 2): test8x8x2_spritelayout_19;
   relative_coord(2, 3): test8x8x2_spritelayout_20;
   relative_coord(2, 4): test8x8x2_spritelayout_21;
   relative_coord(2, 5): test8x8x2_spritelayout_22;
   relative_coord(2, 6): test8x8x2_spritelayout_23;
   relative_coord(2, 7): test8x8x2_spritelayout_24;



   relative_coord(4, 0): test8x8x2_spritelayout_33;
   relative_coord(4, 1): test8x8x2_spritelayout_34;
   relative_coord(4, 2): test8x8x2_spritelayout_35;
   relative_coord(4, 3): test8x8x2_spritelayout_36;
   relative_coord(4, 4): test8x8x2_spritelayout_37;
   relative_coord(4, 5): test8x8x2_spritelayout_38;
   relative_coord(4, 6): test8x8x2_spritelayout_39;
   relative_coord(4, 7): test8x8x2_spritelayout_40;
   relative_coord(5, 0): test8x8x2_spritelayout_41;
   relative_coord(5, 1): test8x8x2_spritelayout_42;
   relative_coord(5, 2): test8x8x2_spritelayout_43;
   relative_coord(5, 3): test8x8x2_spritelayout_44;
   relative_coord(5, 4): test8x8x2_spritelayout_45;
   relative_coord(5, 5): test8x8x2_spritelayout_46;
   relative_coord(5, 6): test8x8x2_spritelayout_47;
   relative_coord(5, 7): test8x8x2_spritelayout_48;
   relative_coord(6, 0): test8x8x2_spritelayout_49;
   relative_coord(6, 1): test8x8x2_spritelayout_50;
   relative_coord(6, 2): test8x8x2_spritelayout_51;
   relative_coord(6, 3): test8x8x2_spritelayout_52;
   relative_coord(6, 4): test8x8x2_spritelayout_53;
   relative_coord(6, 5): test8x8x2_spritelayout_54;
   relative_coord(6, 6): test8x8x2_spritelayout_55;
   relative_coord(6, 7): test8x8x2_spritelayout_56;
   relative_coord(7, 0): test8x8x2_spritelayout_57;
   relative_coord(7, 1): test8x8x2_spritelayout_58;
   relative_coord(7, 2): test8x8x2_spritelayout_59;
   relative_coord(7, 3): test8x8x2_spritelayout_60;
   relative_coord(7, 4): test8x8x2_spritelayout_61;
   relative_coord(7, 5): test8x8x2_spritelayout_62;
   relative_coord(7, 6): test8x8x2_spritelayout_63;
   relative_coord(7, 7): test8x8x2_spritelayout_64;


        test8x8x2_spritelayout_1; // a default is needed, but should never be reached, layout definitions are explicit

    tilelayout test8x8x2_industry_layout_1_tilelayout {

      0, 0: test8x8x2_tile;
      0, 1: test8x8x2_tile;
      0, 2: test8x8x2_tile;
      0, 3: test8x8x2_tile;
      0, 4: test8x8x2_tile;
      0, 5: test8x8x2_tile;
      0, 6: test8x8x2_tile;
      0, 7: test8x8x2_tile;
      1, 0: test8x8x2_tile;
      1, 1: test8x8x2_tile;
      1, 2: test8x8x2_tile;
      1, 3: test8x8x2_tile;
      1, 4: test8x8x2_tile;
      1, 5: test8x8x2_tile;
      1, 6: test8x8x2_tile;
      1, 7: test8x8x2_tile;
      2, 0: test8x8x2_tile;
      2, 1: test8x8x2_tile;
      2, 2: test8x8x2_tile;
      2, 3: test8x8x2_tile;
      2, 4: test8x8x2_tile;
      2, 5: test8x8x2_tile;
      2, 6: test8x8x2_tile;
      2, 7: test8x8x2_tile;



      4, 0: test8x8x2_tile;
      4, 1: test8x8x2_tile;
      4, 2: test8x8x2_tile;
      4, 3: test8x8x2_tile;
      4, 4: test8x8x2_tile;
      4, 5: test8x8x2_tile;
      4, 6: test8x8x2_tile;
      4, 7: test8x8x2_tile;
      5, 0: test8x8x2_tile;
      5, 1: test8x8x2_tile;
      5, 2: test8x8x2_tile;
      5, 3: test8x8x2_tile;
      5, 4: test8x8x2_tile;
      5, 5: test8x8x2_tile;
      5, 6: test8x8x2_tile;
      5, 7: test8x8x2_tile;
      6, 0: test8x8x2_tile;
      6, 1: test8x8x2_tile;
      6, 2: test8x8x2_tile;
      6, 3: test8x8x2_tile;
      6, 4: test8x8x2_tile;
      6, 5: test8x8x2_tile;
      6, 6: test8x8x2_tile;
      6, 7: test8x8x2_tile;
      7, 0: test8x8x2_tile;
      7, 1: test8x8x2_tile;
      7, 2: test8x8x2_tile;
      7, 3: test8x8x2_tile;
      7, 4: test8x8x2_tile;
      7, 5: test8x8x2_tile;
      7, 6: test8x8x2_tile;
      7, 7: test8x8x2_tile;



No need to remove anywhere else as when you run the nmlc it just ignores the cells not mentioned in those two places.


Attachments:
8x8test.png
8x8test.png [ 260.9 KiB | Viewed 2752 times ]

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PostPosted: 12 Jun 2016, 15:39 
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