Difference between revisions of "NML:List of tile slopes"
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Sprites for slopes are always in the same order in TTD. For example, <code style="color:darkgreen">GROUND_SPRITE_NORMAL</code> is the sprite number of a flat grass tile. It is followed by 18 other sprites, that display a flat grass tile for each possible slope. The order of these sprites is given in the last column of the table. The [[NML:Builtin functions|builtin function]] <code style="color:darkgreen">slope_to_sprite_offset(''slope'')</code> can be used to determine the sprite offset of a given slope. |
Sprites for slopes are always in the same order in TTD. For example, <code style="color:darkgreen">GROUND_SPRITE_NORMAL</code> is the sprite number of a flat grass tile. It is followed by 18 other sprites, that display a flat grass tile for each possible slope. The order of these sprites is given in the last column of the table. The [[NML:Builtin functions|builtin function]] <code style="color:darkgreen">slope_to_sprite_offset(''slope'')</code> can be used to determine the sprite offset of a given slope. |
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! Named constant |
Latest revision as of 21:03, 30 August 2022
Vehicles, Stations, Canals, Bridges, Towns, Houses, Industries (Tiles), Cargos, Airports+Tiles, Objects, Railtypes, Roadtypes, Tramtypes, Terrain
Tiles in TTD can have various slopes. The slope is a bitmask that may contain the following bits:
bit flag | meaning |
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CORNER_W | west corner is above the lowest corner. |
CORNER_S | south corner is above the lowest corner. |
CORNER_E | east corner is above the lowest corner. |
CORNER_N | north corner is above the lowest corner. |
IS_STEEP_SLOPE | this tile is a steep slope (the corner opposite to the lowest corner is 2 units higher). |
The resulting, possible values of this bitmask are given in the following table. The image below that illustrates them graphically. See also the builtin function num_corners_raised(slope)
.
Sprites for slopes are always in the same order in TTD. For example, GROUND_SPRITE_NORMAL
is the sprite number of a flat grass tile. It is followed by 18 other sprites, that display a flat grass tile for each possible slope. The order of these sprites is given in the last column of the table. The builtin function slope_to_sprite_offset(slope)
can be used to determine the sprite offset of a given slope.