Difference between revisions of "MoreTransparencyOptions:Alpha"
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'''2.6 alpha 0 r1826 or later''' |
'''2.6 alpha 0 r1826 or later''' |
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− | + | ==Switch== |
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Configuration file: moretransopts on|off |
Configuration file: moretransopts on|off |
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Command line: -ZH |
Command line: -ZH |
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− | + | ==Description== |
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− | This switch replaces the |
+ | This switch replaces the "Transparent buildings" menu option with one that opens a toolbar that can set transparency and invisibility for many different classes of TTD objects (including trees, stations, depots, town buildings, houses, industries, and objects) independently. |
− | Except for the right-most, each button cycles normal- |
+ | Except for the right-most, each button cycles normal->transparent->invisible->normal for the objects it controls. The last one toggles whether or not one-way road indicators are hidden when the road-building toolbar is closed. |
− | With [[MiscellaneousModifications:Alpha|miscmods.notalwaysthreestatetrans]], the GUI will display TTD sprites, instead of these obscured sprites, when non-transparent drawing is selected. |
+ | With [[MiscellaneousModifications:Alpha| miscmods.notalwaysthreestatetrans]], the GUI will display TTD sprites, instead of these obscured sprites, when non-transparent drawing is selected. |
− | Each of the settings can be locked or unlocked by control-clicking on the corresponding button. Unlocked settings will be toggled between current and normal with the |
+ | Each of the settings can be locked or unlocked by control-clicking on the corresponding button. Unlocked settings will be toggled between current and normal with the [t] key, while locked settings can only be changed by using the GUI. |
Be careful when building with trees invisible; towns don't like tree removal any better just because you can't see the trees. |
Be careful when building with trees invisible; towns don't like tree removal any better just because you can't see the trees. |
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As of r2065, the moretransopts switch comes with 32 bits for controlling the initial transparency state. |
As of r2065, the moretransopts switch comes with 32 bits for controlling the initial transparency state. |
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− | The ten that start with |
+ | The ten that start with "trans" will, if set, cause their controlled entities to be transparent when the game starts. |
− | The ten that start with |
+ | The ten that start with "invis" will, if set, cause their controlled entities to be invisible instead of transparent, and will make the hotkey toggle between normal and invisible, instead of normal and transparent. |
− | The eleven that start with |
+ | The eleven that start with "lock" will, if set, prevent the hotkey from changing the transparency/invisibility state of that entity. |
− | + | "hideoneway", if set, will hide one-way road indicators when the road-building toolbar is closed. |
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All of these can be modified in-game by the transparency gui, as mentioned above. |
All of these can be modified in-game by the transparency gui, as mentioned above. |
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The eleven entities are: |
The eleven entities are: |
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+ | {| |
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− | + | !trees!!Trees on tree tiles, but not trees on stations or town buildings |
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+ | |- |
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− | houses|Town owned buildings: Houses, stadiums, churches, hospitals, and the like |
+ | |houses||Town owned buildings: Houses, stadiums, churches, hospitals, and the like |
+ | |- |
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− | industries|All industries |
+ | |industries||All industries |
+ | |- |
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− | stations|All Stations: train stations, road stations (normal, drivethrough, and tram), airports (including hangar), docks, and bouys |
+ | |stations||All Stations: train stations, road stations (normal, drivethrough, and tram), airports (including hangar), docks, and bouys |
+ | |- |
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− | raildepots|Rail depots for all track types |
+ | |raildepots||Rail depots for all track types |
+ | |- |
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− | roaddepots|Road and tram depots |
+ | |roaddepots||Road and tram depots |
+ | |- |
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− | shipdepots|Ship depots |
+ | |shipdepots||Ship depots |
+ | |- |
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− | bridges|Bridges, generally excluding bridge heads. |
+ | |bridges||Bridges, generally excluding bridge heads. |
+ | |- |
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− | objects|Transmitter towers, lighthouses, and anything enabled by the newobjects switch |
+ | |objects||Transmitter towers, lighthouses, and anything enabled by the newobjects switch |
+ | |- |
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− | company|Company headquarters and statues |
+ | |company||Company headquarters and statues |
+ | |- |
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− | oneway|One way road indicators. Note that no setting of these two bits, nor any similar setting in the GUI, will hide one way indicators when the road toolbar is open. |
+ | |oneway||One way road indicators. Note that no setting of these two bits, nor any similar setting in the GUI, will hide one way indicators when the road toolbar is open. |
+ | |} |
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This feature was contributed by Dale ))McCoy[[]]McCoy[[. The transparent-tree hiding code was contributed by Pikka. |
This feature was contributed by Dale ))McCoy[[]]McCoy[[. The transparent-tree hiding code was contributed by Pikka. |
Revision as of 11:18, 15 June 2011
More Transparency Options
Enables more transparency options
2.6 alpha 0 r1826 or later
Switch
Configuration file: moretransopts on|off
Command line: -ZH
Description
This switch replaces the "Transparent buildings" menu option with one that opens a toolbar that can set transparency and invisibility for many different classes of TTD objects (including trees, stations, depots, town buildings, houses, industries, and objects) independently.
Except for the right-most, each button cycles normal->transparent->invisible->normal for the objects it controls. The last one toggles whether or not one-way road indicators are hidden when the road-building toolbar is closed.
With miscmods.notalwaysthreestatetrans, the GUI will display TTD sprites, instead of these obscured sprites, when non-transparent drawing is selected.
Each of the settings can be locked or unlocked by control-clicking on the corresponding button. Unlocked settings will be toggled between current and normal with the [t] key, while locked settings can only be changed by using the GUI.
Be careful when building with trees invisible; towns don't like tree removal any better just because you can't see the trees.
As of r2065, the moretransopts switch comes with 32 bits for controlling the initial transparency state.
The ten that start with "trans" will, if set, cause their controlled entities to be transparent when the game starts.
The ten that start with "invis" will, if set, cause their controlled entities to be invisible instead of transparent, and will make the hotkey toggle between normal and invisible, instead of normal and transparent.
The eleven that start with "lock" will, if set, prevent the hotkey from changing the transparency/invisibility state of that entity.
"hideoneway", if set, will hide one-way road indicators when the road-building toolbar is closed.
All of these can be modified in-game by the transparency gui, as mentioned above.
The eleven entities are:
trees | Trees on tree tiles, but not trees on stations or town buildings |
---|---|
houses | Town owned buildings: Houses, stadiums, churches, hospitals, and the like |
industries | All industries |
stations | All Stations: train stations, road stations (normal, drivethrough, and tram), airports (including hangar), docks, and bouys |
raildepots | Rail depots for all track types |
roaddepots | Road and tram depots |
shipdepots | Ship depots |
bridges | Bridges, generally excluding bridge heads. |
objects | Transmitter towers, lighthouses, and anything enabled by the newobjects switch |
company | Company headquarters and statues |
oneway | One way road indicators. Note that no setting of these two bits, nor any similar setting in the GUI, will hide one way indicators when the road toolbar is open. |
This feature was contributed by Dale ))McCoy[[]]McCoy[[. The transparent-tree hiding code was contributed by Pikka.