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Terrain Edge
zrowny edited this page May 26, 2021
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1 revision
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84 image sequence, an extra 20 (so 104 total) if hasDoors
is true.
- 10 images
- left
- normal
- rear raised
- front raised
- occluded by tile in front rear raised
- occluded by tile in front front raised
- All that repeated for the right
- left
- 10 images, same angles, used for the "internal" edges that show up underwater. For all that I looked at, these are just duplicates of the first 10.
- 10 images, same angles with transparent land
- 6 images for the "lining" that appears on the top edge of unconnected terrain. They're all 1px lines
- 45deg down
- 30deg down
- flat
- 45deg up
- 30deg up
- flag
- 48 images for tunnels - They're all split up into rear and front, then facing left and facing right (rear
left, front left, rear right, front right)
- Small round - flat (top and bottom are cut off) - 32 pixel tall - 4 images
- Small round - going up - 48 pixel tall (add 8 pixels on top and bottom) - 4 images
- Small round - going down - 4 images, 12 total for this type of tunnel
- Large round - flat, going up, going down (48 px, 64 px with extra height) - 12 images
- Small rectangular - "" (32 px tall, 48 with extra height - 12 images
- Large rectangular - only one version (48 px) - 4 images
- Half round - 4 images - 32px tall
- Half round - transparent tunnel interior - 4 images - 32 px tall
- Doors add the following, seems to always be the same design as the half-round, but with doors in the tunnel:
- Door closed (4 images)
- 2 frames of door opening outward (8 images total)
- 2 frames of door opening into the tunnel (8 images total)
- hasDoors :
boolean
- If true, this terrain edge has doors. This is a feature only seen in RCT1 terrain edges.