BackImage/FrontImage and Dims


Following explanations also apply to the FrontImage parameter(s).
BackImage[A][B][C][D][E]=Filename without extension.row in Image file.column in Image file

With an optional offset:
BackImage[A][B][C][D][E]=Filename without extension.row in Image file.column in Image file,x offset,y offset

from Version 0.99.00 (Makeobj 39) on
BackImage[A][B][C][D][E][F]=filename without extension.row in image file.column in image file

Attention: Counting of rows and columns starts with zero.
File format for graphics: 24 bit png Without Alpha-channel.
A defines rotation or direction 0 = North, 1 = East, 2 = South, 3 = West
B and C defines position of this tile relative to the initial tile see also Dims
D defines the position of this tile in height relative to ground level Image 0 = ground level, 1, 2, 3 = top level
E Frame number in animation Image each frame gets numbered starting with zero
F winter image Image 0=no(..this is summer), 1=yes(..thats the winter view)

Value B
Counts the offset of this tile’s position relative to the position of the initial tile in southward direction(bottom left).

Value C
Counts the offset of this tile’s position relative to the position of the initial tile in eastward direction(bottom right).

B and C count in tile’s ground-units. Following picture shows values for B and C on a 4x4 Object.

The initial tile (red) is always in this upper corner, thus the values for B and C are always positive whole numbers (usually below 10).

The object in the image has 16 tiles therefore it would require 16 lines of BackImage[A][B][C][D][E][F]=... for the summer view and another 16 for the winter view.

In the game, the ground level BackImage of the rearmost tile (B=0, C=0, D=0 in the diagram above) is drawn first, followed by the upper levels if any (D=1..3), and then the FrontImages of the rearmost tile are drawn in that same order. Then the tiles of the next forward (in the viewport) rows are drawn from left-to-right.


Dims=number of tiles in east-west direction , number of tiles in north-south direction , number of rotations

e.g.: the image abowe wit the red tile would require the entry: Dims=4,4,1 assuming that it has only one rotation
  possible values
Number of tiles in east-west direction 1 to 16
Number of tiles in north-south direction 1 to 16
Citybuildings (com, ind, res) and stations are limited to one.

  possible values
Number of rotations for buildings 1, 2 or 4
from version 0.102.2 on
Number of rotations for buildings com, ind and res 1, 2, 4 or 8

  possible values
Number of rotations for stations 2 or 4
from version 0.99.09 on
Number of rotations for stations 2, 4, 8 or 16

Objects that have a ground which is not a square should have two rotations, because it’s easier for the citybuilding-routine to find a decent place then

Dims for Res, Com and Indlink





Dims for stationslink

Stations are usually restricted to 1 tile but they need rotations. Busstops need 2 rotations therefore they got the entry Dims=1,1,2 while truckyards need 4 rotations and the entry Dims=1,1,4 (see pictures below).
Dims=1,1,8 and Dims=1,1,16 are special cases that both have only 2 directions.

The numbers in []-parentheses refer to value (Wert A von BackImage/FrontImage).
[0] north-south northern end southcoast middle part north-south way A - middle part north-south
[1] east-west western end eastcoast middle part east-west way A - middle part east-west
[2] southern end northcoast southern end north-south way A - southern end north-south
[3] eastern end westcoast western end east-west way A - western end east-west
[4] northern end north-south way A - northern end north-south
[5] eastern end east-west way A - eastern end east-west
[6] single part north-south way A - single part north-south
[7] single part east-west way A - single part east-west
[8] way B - middle part north-south
[9] way B - middle part east-west
[10] way B - southern end north-south
[11] way B - western end east-west
[12] way B - northern end north-south
[13] way B - eastern end east-west
[14] way B - single part north-south
[15] way B - single part east-west

Dims 1,1,2 and 1,1,4link

Stations with Dims=1,1,2 can be placed on a way that passes through as well as on the end of a way. This is used for busstops also tram, train...

Stations with Dims=1,1,4 may only be placed on the end of a way. This is typically used for truckyards or airstops.

harbours always need 4 views so they can be placed on every shore. They also use Dims=1,1,4 which in this case doesn’t mean they have to be placed on the end of some way. Another exception is they can reach into the water by using Dims=1,4,4 for example (see pak64’s LeuchtturmShipStop or Lighthouse Ship Stop for a harbour station with dimensions 1,5,4.)
Stationen Dims=1,1,2

Stationen Dims=1,1,4

Dims 1,1,8link

Stops with dims=1,1,8 have a special feature. They got 4 graphics per direction. One is used if the stop is only one single tile long. If you build a longer stop the other 3 graphics are used. One of them is one end the other is the middle part that gets repeated if necessary and the last one is the other end. These 4 and the 4 for the other direction makes 8 images in total, therefore Dims=1,1,8, though it’s 2 rotations only.

The image below shows a trainstop which uses Dims=1,1,8, it has 8 backimages, one could also add 8 adequate frontimages to get a double sided station.
Stationen Dims=1,1,8
graphic pak.german

Dims 1,1,16link

This is similar to the dims=1,1,8 stop above, but it has a second variation.

The first eight graphics [0] to [7] are the same as in the above example (Dims=1,1,8).

The next eight graphics [8] to [15] are the second variation. In the picture below they’re used to make the platform appear on the opposite site of the track.

Those tiles that appear in front of the track, need to be FrontImages.

The second variation appears in game only when you build a station on two parallel adjacant ways. The station tiles that you build on the second parallel automatically choose the other variation than the ones on the other parallel next to them{DIV}
Stationen Dims=1,1,16
graphic pak.german

Dims 1,1,16 also works for harbours: See pak64’s FreightShipStop (Quay) for an example.

Detailed Explanationslink

Image Building upwardslink

BackImage[0][0][0][3][0]=height 3
BackImage[0][0][0][2][0]=height 2
BackImage[0][0][0][1][0]=height 1
BackImage[0][0][0][0][0]=height 0


This is how heights are counted. 3 is maximum.
Note that x,y offsets may be specified for any of the heights, and for any of the FrontImage and BackImage graphics. This gives significant leeway in combining component images across different heights, animation frames, building rotations, and even different building definitions.

Image Animationslink

BackImage[0][0][0][0][0]=frame 1
BackImage[0][0][0][0][1]=frame 2
BackImage[0][0][0][0][2]=frame 3
BackImage[0][0][0][0][3]=frame 4

You’ll need one entry per frame.

New since version (0.9x ):

You can set the animation speed by writing “animation_time=n”. n is the delay in milliseconds until it switches to the next frame.

Image Winter viewlink

If this is set to 1 this graphic will be displayed in winter when the scenery is snow covered.

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Contributors to this page: Frank , wlindley , An_dz and system .
Page last modified on Sunday July 15, 2018 19:20:31 CEST by Frank.

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