Tunnels

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Lobby
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Tunnels

#1

Post by Lobby »

See here on how to create road plugins.


To add tunnel support to a road it's sufficient to add the following code to the plugin:

Code: Select all

"tunnel frames":[
  {"x":896,"y":192,"w":16,"h":19,"handle y":7},
  {"x":912,"y":192,"w":16,"h":19,"handle x":-16,"handle y":7},
  {"x":928,"y":192,"w":16,"h":19,"handle y":7},
  {"x":944,"y":192,"w":16,"h":19,"handle x":-16,"handle y":7}
]
Tunnels will then use the default tunnel frames (16x19 pixels each) :img
tunnel_frames.png
tunnel_frames.png (1.74 KiB) Viewed 12275 times
You may use your own frames. Take care to set the handles of each frame correctly (they are used to position the frame for drawing). This might look like :json

Code: Select all

"tunnel frames":[
  {"bmp":"tunnel_frames.png","x":0,"w":16,"h":19,"handle y":7},
  {"bmp":"tunnel_frames.png","x":16,"w":16,"h":19,"handle x":-16,"handle y":7},
  {"bmp":"tunnel_frames.png","x":32,"w":16,"h":19,"handle y":7},
  {"bmp":"tunnel_frames.png","x":48,"w":16,"h":19,"handle x":-16,"handle y":7}
]
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Mg3094066
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Re: Tunnels

#2

Post by Mg3094066 »

Tunnels ready:
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ButeoNew_18-02-15_15.23.18.png
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AwkwrdPrtMskrt
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Re: Tunnels

#3

Post by AwkwrdPrtMskrt »

Is it possible to make my plugin roads cost no diamonds when making tunnels?
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Quardhine
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Re: Tunnels

#4

Post by Quardhine »

Did someone said diamonds to build that?
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Mg3094066
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Re: Tunnels

#5

Post by Mg3094066 »

AwkwrdPrtMskrt wrote: 16 Feb 2018, 06:19 Is it possible to make my plugin roads cost no diamonds when making tunnels?
Nope, that are no implemented
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Mg3094066
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Re: Tunnels

#6

Post by Mg3094066 »

@actemendes do u have a problem?
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FVI
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Re: Tunnels

#7

Post by FVI »

I got two questions.
Where can I get the textures of these tunnels please?
Is there a different code to get these tunnels?
IMG_20230114_211032.jpg
I need the codes so I can test the quality of the tunnels
Thanks!
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Patchouli Knowledge
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Re: Tunnels

#8

Post by Patchouli Knowledge »

why x is 896 but not smaller number
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JustAnyone
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Re: Tunnels

#9

Post by JustAnyone »

x and y refer to the start pixel in the world texture
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