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Clean up multi-dimension coaster train sprites #218
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Removes over 10000 useless invisible sprites from the multi-dimension train object by making it use new spriteGroups, massively reducing it's sprite count.
This was done for parity with the RCT1 variant, but now that has been ported in its own right.
Co-authored-by: Michael Steenbeek <[email protected]>
The original thumbnails for these vehicles were taken pretty early on in the RCT1 vehicles project from before we had implemented the proper vehicle spacing values and used the RCT1 support rendering hack, so this PR brings them up to our modern standard.
From Quantum at Thorpe Park
Co-authored-by: Michael Steenbeek <[email protected]>
I take it you have tested this? |
Yeah, it's been a while but i used it pretty frequently when i was testing some custom builds some months ago and never noticed any issues with it. |
Adds RCT1’s go karts with safety helmets with all of the proper metadata, fallback images, and thumbnail recreation. Note that RCT1 only had 12 default colours for the individual karts whilst (Open)RCT2 expects 32 colours and if you don't use all of them every colour beyond the last one you used will be black until it cycles through all 32 of the colours at which point it starts repeating the colours, we decided that repeating the RCT1 default colours until it reached 32 was the best solution for now although this does mean the last four colours of the third set of repeating RCT1 colours are missing as 12 × 3 is 36.
Curiously these are the only vehicles in the vanilla game (so far that i've noticed at least) that seem to have a negative rating multiplier.
Slight oversight i missed from my RCT1 go karts pr, removes the RCT1 source game from the RCT2 go karts now that the RCT1 go karts are implemented.
Fixes a slight oversight where the description was the same as the normal steel trains, now it uses the proper description from RCT1.
Every terrain edge sans the two wood edges have improper ranges in their image tables that are far too large and contained many unused images as a result. This fixes that and give them all their proper image ranges, this should save a few thousand sprites overall.
…ar (OpenRCT2#235) * fix OpenRCT2#19398 invisible paths still cause random sprites to appear * Implement Broxzier suggestion Co-authored-by: Hielke Morsink <[email protected]> --------- Co-authored-by: Hielke Morsink <[email protected]>
Format all json files with new script
Update localisation for objects
It was marked as available in RCT1 before we ported over the _real_ RCT1 version. At the time, we simply forgot to undo this modification on the RCT2 version.
… into optimize_multi_dim
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Removes over 10000 invisible sprites from the multi-dimension train object by making it use new spriteGroups alongside a touched up images table, massively reducing it's sprite count.