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		<id>https://www.tt-wiki.net/index.php?title=NMLTutorial/Train_four_part_refit&amp;diff=10264</id>
		<title>NMLTutorial/Train four part refit</title>
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		<updated>2026-01-24T17:15:52Z</updated>

		<summary type="html">&lt;p&gt;Brickblock1: /* Total code so far */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NMLTutorial}}&lt;br /&gt;
&#039;&#039;The example used here is from the [http://dev.openttdcoop.org/projects/nml/repository/show/examples NML source]. The code for this was originally written in NFO by DJNekkid for the 2cc Trainset and rewritten in NML by Hirundo. The graphics used in the example are by Purno. Code and graphics are both licensed according to the GPL v2 or later. The code has been modified for the purpose of this tutorial&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This continues the [[NMLTutorial/Train three part articulated|third part]] of the train example. The three part EMU will be made refittable to a four part EMU.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What&#039;s going to happen ==&lt;br /&gt;
A lot of things need to be added to make this train refittable between three and four parts.&lt;br /&gt;
&lt;br /&gt;
The method used to do this is actually the other way round than the user will think from the behaviour ingame. The train will be changed to a four part EMU. For the (default) three part refit one of these four parts will be hidden. A lot of switches will be used to make the train look right, make it have the correct capacity, power, weight, running costs and tractive effort.&lt;br /&gt;
&lt;br /&gt;
There are some drawbacks to this method. There is a way to charge the player for the extra vehicle part, but it has some issues, and we shall not bother with it here (if you want more details, feel free to check out [http://www.tt-forums.net/viewtopic.php?f=26&amp;amp;t=62672#p1046538 the source code of the Fake Subways GRF]). Also autoreplacing will be difficult, as there&#039;s no way for the user to select which vehicle length they want. For that reason the author of this tutorial thinks making two different vehicles and having both available from the purchase menu is a better solution, but this method is a good illustration for some of the more advanced features of NML. It&#039;s up to you to decide which implementation you think is best for your vehicles.&lt;br /&gt;
&lt;br /&gt;
What we&#039;ll be doing:&lt;br /&gt;
* Add the refit option;&lt;br /&gt;
* Make the graphics work;&lt;br /&gt;
* Add callbacks to supply the correct vehicle properties;&lt;br /&gt;
* Make the purchase menu display the correct values.&lt;br /&gt;
&lt;br /&gt;
== Refit option ==&lt;br /&gt;
The refit option will be added by means of the &amp;quot;cargo subtype&amp;quot;. This allows to split each cargo into multiple entities which can be assigned different properties by means of other callbacks.&lt;br /&gt;
&lt;br /&gt;
The first step towards this is defining names for these separate entries using the &amp;lt;code&amp;gt;cargo_subtype_text&amp;lt;/code&amp;gt; [http://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles#Vehicle_callbacks callback]. This callback requires the use of a switch, so reference a switch from the graphics block:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
        cargo_subtype_text:           sw_icm_cargo_subtype_text;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The switch itself will use the &amp;lt;code&amp;gt;cargo_subtype&amp;lt;/code&amp;gt; [http://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles#Vehicle_variables variable]. This variable starts at 0 and will be increased by 1 until the callback returns &amp;lt;code&amp;gt;CB_RESULT_NO_TEXT&amp;lt;/code&amp;gt;. Return strings to use as cargo subtype. Each returned string will be a separate cargo subtype:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_cargo_subtype_text, cargo_subtype) {&lt;br /&gt;
    0: return string(STR_ICM_SUBTYPE_3_PART);&lt;br /&gt;
    1: return string(STR_ICM_SUBTYPE_4_PART);&lt;br /&gt;
    return CB_RESULT_NO_TEXT;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This adds two cargo subtypes. Also add these strings to the language file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
STR_ICM_SUBTYPE_3_PART       : (3 parts)&lt;br /&gt;
STR_ICM_SUBTYPE_4_PART       : (4 parts)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
The graphics defined previously were for a three part vehicle. Now we have to make this into a four part vehicle and hide one wagon for the three part refit.&lt;br /&gt;
&lt;br /&gt;
=== Four part articulated vehicle ===&lt;br /&gt;
In order to make the vehicle four parts, the articulated vehicle callback switch needs to be changed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_articulated_part, extra_callback_info1) {&lt;br /&gt;
    /* Add three articulated parts, for a total of four */&lt;br /&gt;
    1 .. 3: return item_icm;&lt;br /&gt;
    return CB_RESULT_NO_MORE_ARTICULATED_PARTS;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is done by changing the value range from &amp;lt;code&amp;gt;1 .. 2&amp;lt;/code&amp;gt; into &amp;lt;code&amp;gt;1 .. 3&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Start/stop callback ===&lt;br /&gt;
The start/stop callback checking the vehicle length needs to be changed as well. If we still want a maximum of four EMUs, the maximum length will now be 4 * 4 instead of 4 * 3. This means changing the switch for this callback:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_start_stop, num_vehs_in_consist) {&lt;br /&gt;
    /* Vehicles may be coupled to a maximum of 4 units (12-16 cars) */&lt;br /&gt;
    1 .. 16: return CB_RESULT_NO_TEXT;&lt;br /&gt;
    return string(STR_ICM_CANNOT_START);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is done by changing the value range from &amp;lt;code&amp;gt;1 .. 12&amp;lt;/code&amp;gt; into &amp;lt;code&amp;gt;1 .. 16&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
Now that the vehicle is four parts, the default graphics switch needs to be changed as well to allow for two middle parts instead of one:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_graphics, position_in_consist % 4) {&lt;br /&gt;
    0:      set_icm_front_lighted;&lt;br /&gt;
    3:      set_icm_rear_lighted;&lt;br /&gt;
    sw_icm_graphics_middle;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instead of modulo 3 we&#039;re now taking modulo 4. And the value for the rear vehicle part was changed from 2 to 3. For the middle parts, we also need to hide the one of the wagons for the three part EMU. Therefore we can&#039;t directly reference the spriteset but need an extra intermediate switch block.&lt;br /&gt;
&lt;br /&gt;
The extra switch block:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_graphics_middle, ((position_in_consist % 4) == 2) &amp;amp;&amp;amp; (cargo_subtype == 0)) {&lt;br /&gt;
    1: set_icm_invisible;&lt;br /&gt;
    set_icm_middle;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even an expression this advanced can be used for switch block decision. Here we again check the position of the vehicle part, but also which cargo subtype is used for this vehicle. If it is the three part EMU (cargo subtype 0) AND it is the third vehicle part (position 2 counting from 0), we hide this vehicle part by displaying no graphics for it. In all other cases we display the regular middle part.&lt;br /&gt;
&lt;br /&gt;
=== Vehicle length ===&lt;br /&gt;
If you were to encode the result so far as a NewGRF, you end up with a three part train that has a big gap between the second and last part. This is because it&#039;s essentially still a four part vehicle, just with no graphics for the third part. This can be solved by changing the length of the two middle parts. If we make the second part (7/8) long and the third part (1/8), both together are a full wagon length, completely hiding the invisible third part.&lt;br /&gt;
&lt;br /&gt;
This is done by means of the &amp;lt;code&amp;gt;length&amp;lt;/code&amp;gt; [http://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles#Vehicle_callbacks callback], referencing a switch block as we first need to differentiate between the two cargo subtypes and then by the position in consist. Reference the switch block from the graphics block:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
        length:              sw_icm_shorten_vehicle;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then we get the two switch blocks:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
/* --- Shorten vehicle callback  --- */&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_shorten_3_part_vehicle, position_in_consist % 4) {&lt;br /&gt;
    /* In the three part version, shorten the 2nd vehicle to 7/8 and the 3rd to 1/8&lt;br /&gt;
     * The rear (1/8) part is then made invisisble */&lt;br /&gt;
    1: return 7;&lt;br /&gt;
    2: return 1;&lt;br /&gt;
    return 8;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_shorten_vehicle, cargo_subtype) {&lt;br /&gt;
    0: sw_icm_shorten_3_part_vehicle;&lt;br /&gt;
    return 8; // 4-part vehicle needs no shortening&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The second of these switch blocks (called first from the graphics block) differentiates between the two cargo subtypes. For subtype 0 (three part vehicle) we need to do the shortenings and reference the first switch block. For the four part vehicle we need no shortening, so directly return to &amp;quot;shorten&amp;quot; to full length.&lt;br /&gt;
&lt;br /&gt;
The first switch again makes a decision based on the &amp;lt;code&amp;gt;position_in_consist&amp;lt;/code&amp;gt; [http://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles#Vehicle_variables variable] we&#039;ve seen several times now. As said, the second part will be shortened to (7/8), the third part to (1/8) and the front and back part are kept full length (8/8).&lt;br /&gt;
&lt;br /&gt;
Now the vehicle looks good in both refits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vehicle properties ==&lt;br /&gt;
Both refits still have identical properties. Surely the four part EMU has a higher capacity. We&#039;ll also change the running costs, power, weight and tractive effort depending on the refit chosen. This is all done by callbacks. You can find the available vehicle callbacks [http://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles#Vehicle_callbacks here], with the second table especially on callbacks that change certain properties.&lt;br /&gt;
&lt;br /&gt;
=== Running cost factor ===&lt;br /&gt;
You can easily imagine that the longer vehicle will be more expensive to run. The three part has a running cost factor of 100, the four part will get a factor of 150. This requires adding the &amp;lt;code&amp;gt;running_cost_factor&amp;lt;/code&amp;gt; callback to the graphics block. From there we can link to a switch block and base the decision on the &amp;lt;code&amp;gt;cargo_subtype&amp;lt;/code&amp;gt; [http://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles#Vehicle_variables variable]. A different method as shown below is not to use a switch block but to make the decision directly from the graphics block using a conditional assignment. We&#039;ve used a conditional assignment [[Train_single_engine#Templates|before]] in one of the template blocks.&lt;br /&gt;
&lt;br /&gt;
Add to the graphics block:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
        running_cost_factor:          return (cargo_subtype == 1) ? 150 : 100;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In case the &amp;lt;code&amp;gt;cargo_subtype&amp;lt;/code&amp;gt; is 1 (the four part vehicle), a running cost factor of 150 is used. Otherwise, a factor of 100 is used. If you&#039;d rather used a switch block then that&#039;s up to you. Just reference one from the graphics block instead of the conditional assignment and use the switch block to make the decision based on the &amp;lt;code&amp;gt;cargo_subtype&amp;lt;/code&amp;gt; variable.&lt;br /&gt;
&lt;br /&gt;
=== Cargo capacity ===&lt;br /&gt;
The cargo capacity is 36 passengers per unit. Now the three part EMU will have a capacity that is too high, because it technically is a four part EMU with one part hidden. We need to give this hidden part 0 capacity.&lt;br /&gt;
&lt;br /&gt;
This is done by the &amp;lt;code&amp;gt;cargo_capacity&amp;lt;/code&amp;gt; callback. If the &amp;lt;code&amp;gt;cargo_subtype&amp;lt;/code&amp;gt; is 0 and the &amp;lt;code&amp;gt;position_in_consist&amp;lt;/code&amp;gt; is the third part, we give it 0 capacity. Else it will get 36 capacity. Also this can be done directly from the graphics block, using a slightly more advanced conditional assignment. Of course you could again have used a switch block here, but there&#039;s no need for that in this case.&lt;br /&gt;
&lt;br /&gt;
Add to the graphics block:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
cargo_capacity:               return (cargo_subtype == 0) &amp;amp;&amp;amp; ((position_in_consist % 4) == 2) ? 0 : 36;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
The power of the four part vehicle will be higher. Let&#039;s use a switch block this time. Of course a conditional assignment could be used here, but compare this example with the running cost factor yourself. The callback used here is called &amp;lt;code&amp;gt;power&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Reference the switch block from the graphics block:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
        power:                        sw_icm_power;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The switch block itself will again make a decision based on the &amp;lt;code&amp;gt;cargo_subtype&amp;lt;/code&amp;gt; variable. The callback must return the vehicle power in horsepower (imperial) and this must be an integer value. Because we know the power in kW, a little calculation is needed which NML can do for you. Returning the integer is done by the &amp;lt;code&amp;gt;int()&amp;lt;/code&amp;gt; function that turns a (decimal) number into an integer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_power, cargo_subtype) {&lt;br /&gt;
    0: return int(1260 / 0.7457); // kW -&amp;gt; hp&lt;br /&gt;
    return int(1890 / 0.7457); // kW -&amp;gt; hp&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weight ===&lt;br /&gt;
Of course you could have done the calculation yourself and put the rounded values in the switch block. That we&#039;ll do for the weight of the vehicle. The callback used here is called &amp;lt;code&amp;gt;weight&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Again, reference the switch block from the graphics block:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
weight:                       sw_icm_weight;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The switch block itself will again make a decision based on the &amp;lt;code&amp;gt;cargo_subtype&amp;lt;/code&amp;gt; variable. The weight here must be specified in tons:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_weight, cargo_subtype) {&lt;br /&gt;
    0: return 144; //ton, 3 part train&lt;br /&gt;
    return 192; //ton, 4 part train&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tractive effort coefficient===&lt;br /&gt;
The last property to sort out is the tractive effort. The callback used here is called &amp;lt;code&amp;gt;tractive_effort_coefficient&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Again, reference the switch block from the graphics block:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
        tractive_effort_coefficient:  sw_icm_te;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the switch block we&#039;ll actually calculate the tractive effort coefficient:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_te, cargo_subtype) {&lt;br /&gt;
    /* Base TE coefficient = 0.3&lt;br /&gt;
     * 3 parts: 4/12 of weight on driving wheels&lt;br /&gt;
     * 4 parts: 6/16 of weight on driving wheels */&lt;br /&gt;
    0: return int(0.3 * 255 / 3);&lt;br /&gt;
    return int(0.3 * 255 * 3 / 8);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The technical background of the tractive effort coefficient is that it must be supplied as value between 0 and 255, with 255 equal to 100%. The tractive effort coefficient itself is calculated by multiplying the friction coefficient (see [http://en.wikipedia.org/wiki/Rail_adhesion Wikipedia] for it&#039;s meaning) with the percentage of weight that is on driven wheels. I this case we use a friction of 30%. In real life the three part vehicle has 12 axles of which 4 powered. The four part vehicle has 16 axles of which 6 powered. Assuming an equal distribution of weight along the length of the vehicle, the three part vehicle has 33.3% of it&#039;s weight on powered wheels. The four part vehicle has 37.5% of it&#039;s weight on powered wheels. Multiply both by the friction coefficient and the factor of 255 and you have the tractive effort coefficient.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you don&#039;t provide a tractive effort coefficient, the game will assume a friction coefficient of 0.3 and all axles powered. A tractive effort coefficient of 100% you&#039;ll only get with 100% friction and and all axles powered. This is unrealistic for railroads but can be used for maglev when there actually is no contact between vehicle and guideway.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Purchase menu ==&lt;br /&gt;
With all these callbacks we&#039;ve sort of broken the display of properties in the purchase menu. This is because the &amp;lt;code&amp;gt;position_in_consist&amp;lt;/code&amp;gt; [http://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles#Vehicle_variables variable] is not available in the purchase menu and &amp;lt;code&amp;gt;cargo_subtype&amp;lt;/code&amp;gt; variable is always 0 in the purchase menu. The latter can be to our advantage if we want to display the properties of the shorter refit, but the other needs some fixing.&lt;br /&gt;
&lt;br /&gt;
=== Running cost factor ===&lt;br /&gt;
This callback was only based on &amp;lt;code&amp;gt;cargo_subtype&amp;lt;/code&amp;gt;, so no fixing needed here.&lt;br /&gt;
&lt;br /&gt;
=== Cargo capacity ===&lt;br /&gt;
The capacity used both variables, so some fixing is in order here. We want to display 36*3 as capacity. Because capacity is defined per unit and our vehicle is technically four units, we need to divide this over four units: 36*3/4. Add the &amp;lt;code&amp;gt;purchase_cargo_capacity&amp;lt;/code&amp;gt; [http://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles#Vehicle_callbacks callback] to the graphics block and return this value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
        purchase_cargo_capacity:      return 36 * 3 / 4;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Power, weight and tractive effort coefficient ===&lt;br /&gt;
Luckily, these are also only based on the cargo subtype variable, so no fixing needed. If you wanted a different value to be displayed in the purchase menu, you&#039;d use the &amp;lt;code&amp;gt;purchase_power&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;purchase_weight&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;purchase_tractive_effort_coefficient&amp;lt;/code&amp;gt; [http://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles#Vehicle_callbacks callbacks] to do this. And if you want to know, the running cost factor would logically use the &amp;lt;code&amp;gt;purchase_running_cost_factor&amp;lt;/code&amp;gt; callback.&lt;br /&gt;
&lt;br /&gt;
=== Additional text ===&lt;br /&gt;
We want to inform the user that this train has an option to refit it into a four part version and that the properties shown are for the three part version. For this we&#039;ll use the &amp;lt;code&amp;gt;additional_text&amp;lt;/code&amp;gt; [http://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles#Vehicle_callbacks callback] which we also used in the tram example. It can directly return a string from the graphics block:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
        additional_text:              return string(STR_ICM_ADDITIONAL_TEXT);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also don&#039;t forget to add this string to the language file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
STR_ICM_ADDITIONAL_TEXT      :Choose between 3- and 4-part EMU via refit{}Stated values are for the 3-part variant, the 4-part version has 33% more capacity and 50% more power and running cost.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This means our vehicle now works like it should with the two refits. Encode it into a NewGRF if you like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Total code so far ==&lt;br /&gt;
When put in the correct order, this should now encode as a working NewGRF. The total code so far:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap; max-height: 200px; overflow:scroll&amp;quot;&amp;gt;&lt;br /&gt;
/* Define grf */&lt;br /&gt;
grf {&lt;br /&gt;
    grfid: &amp;quot;NML\00&amp;quot;;&lt;br /&gt;
    /* GRF name and description strings are defined in the lang files */&lt;br /&gt;
    name: string(STR_GRF_NAME);&lt;br /&gt;
    desc: string(STR_GRF_DESC);&lt;br /&gt;
    /* This is the first version, start numbering at 0. */&lt;br /&gt;
    version: 0;&lt;br /&gt;
    min_compatible_version: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Define a rail type table,&lt;br /&gt;
 * this allows referring to railtypes&lt;br /&gt;
 * irrespective of the grfs loaded.&lt;br /&gt;
 */&lt;br /&gt;
railtypetable {&lt;br /&gt;
    ELRL&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Basic template for 4 vehicle views */&lt;br /&gt;
template tmpl_vehicle_basic(x, y) {&lt;br /&gt;
    // arguments x, y: coordinates of top-left corner of first sprite&lt;br /&gt;
    [x,      y,  8, 24,  -3, -12] //xpos ypos xsize ysize xrel yrel&lt;br /&gt;
    [x +  9, y, 22, 20, -14, -12]&lt;br /&gt;
    [x + 32, y, 32, 16, -16, -12]&lt;br /&gt;
    [x + 65, y, 22, 20,  -6, -12]&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Template for a vehicle with only 4 views (symmetric) */&lt;br /&gt;
template tmpl_vehicle_4_views(num) {&lt;br /&gt;
    // argument num: Index in the graphics file, assuming vertical ordering of vehicles&lt;br /&gt;
    tmpl_vehicle_basic(1, 1 + 32 * num)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Template for a vehicle with 8 views (non-symmetric) */&lt;br /&gt;
template tmpl_vehicle_8_views(num, reversed) {&lt;br /&gt;
    // argument num: Index in the graphics file, assuming vertical ordering of vehicles&lt;br /&gt;
    // argument reversed: Reverse visible orientation of vehicle, if set to 1&lt;br /&gt;
    tmpl_vehicle_basic(reversed ? 89 : 1, 1 + 32 * num)&lt;br /&gt;
    tmpl_vehicle_basic(reversed ? 1 : 89, 1 + 32 * num)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Template for a single vehicle sprite */&lt;br /&gt;
template tmpl_vehicle_single(num, xsize, ysize, xoff, yoff) {&lt;br /&gt;
    [1, 1 + 32 * num, xsize, ysize, xoff, yoff]&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Define the spritesets, these allow referring to these sprites later on */&lt;br /&gt;
spriteset (set_icm_front_lighted, &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(0, 0) }&lt;br /&gt;
spriteset (set_icm_rear_lighted,  &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(1, 1) }&lt;br /&gt;
spriteset (set_icm_front,         &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(2, 0) }&lt;br /&gt;
spriteset (set_icm_rear,          &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(3, 1) }&lt;br /&gt;
spriteset (set_icm_middle,        &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_4_views(4)    }&lt;br /&gt;
spriteset (set_icm_purchase,      &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_single(5, 53, 14, -25, -10) }&lt;br /&gt;
spriteset (set_icm_invisible,     &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_single(6,  1,  1,   0,   0) }&lt;br /&gt;
&lt;br /&gt;
/* --- Graphics callback  --- */&lt;br /&gt;
&lt;br /&gt;
/* In the 3-part version, the 3rd car is invisible */&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_graphics_middle, ((position_in_consist % 4) == 2) &amp;amp;&amp;amp; (cargo_subtype == 0)) {&lt;br /&gt;
    1: set_icm_invisible;&lt;br /&gt;
    set_icm_middle;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Choose between front, middle and back parts */&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_graphics, position_in_consist % 4) {&lt;br /&gt;
    0:      set_icm_front_lighted;&lt;br /&gt;
    3:      set_icm_rear_lighted;&lt;br /&gt;
    set_icm_middle;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* --- Cargo subtype text --- */&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_cargo_subtype_text, cargo_subtype) {&lt;br /&gt;
    0: return string(STR_ICM_SUBTYPE_3_PART);&lt;br /&gt;
    1: return string(STR_ICM_SUBTYPE_4_PART);&lt;br /&gt;
    return CB_RESULT_NO_TEXT;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* --- Articulated part callback  --- */&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_articulated_part, extra_callback_info1) {&lt;br /&gt;
    /* Add three articulated parts, for a total of four */&lt;br /&gt;
    1 .. 3: return item_icm;&lt;br /&gt;
    return CB_RESULT_NO_MORE_ARTICULATED_PARTS;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* --- Start/stop callback  --- */&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_start_stop, num_vehs_in_consist) {&lt;br /&gt;
    /* Vehicles may be coupled to a maximum of 4 units (12-16 cars) */&lt;br /&gt;
    1 .. 16: return CB_RESULT_NO_TEXT;&lt;br /&gt;
    return string(STR_ICM_CANNOT_START);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* --- Wagon attach callback  --- */&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_can_attach_wagon, vehicle_type_id) {&lt;br /&gt;
    /* SELF refers to the wagon here, check that it&#039;s an ICM */&lt;br /&gt;
    item_icm: return CB_RESULT_ATTACH_ALLOW;&lt;br /&gt;
    return string(STR_ICM_CANNOT_ATTACH_OTHER);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* --- Shorten vehicle callback  --- */&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_shorten_3_part_vehicle, position_in_consist % 4) {&lt;br /&gt;
    /* In the three part version, shorten the 2nd vehicle to 7/8 and the 3rd to 1/8&lt;br /&gt;
     * The rear (1/8) part is then made invisisble */&lt;br /&gt;
    1: return 7;&lt;br /&gt;
    2: return 1;&lt;br /&gt;
    return 8;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_shorten_vehicle, cargo_subtype) {&lt;br /&gt;
    0: sw_icm_shorten_3_part_vehicle;&lt;br /&gt;
    return 8; // 4-part vehicle needs no shortening&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Power, weight and TE are all applied to the front vehicle only */&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_power, cargo_subtype) {&lt;br /&gt;
    0: return int(1260 / 0.7457); // kW -&amp;gt; hp&lt;br /&gt;
    return int(1890 / 0.7457); // kW -&amp;gt; hp&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_weight, cargo_subtype) {&lt;br /&gt;
    0: return 144; //ton, 3 part train&lt;br /&gt;
    return 192; //ton, 4 part train&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_te, cargo_subtype) {&lt;br /&gt;
    /* Base TE coefficient = 0.3&lt;br /&gt;
     * 3 parts: 4/12 of weight on driving wheels&lt;br /&gt;
     * 4 parts: 6/16 of weight on driving wheels */&lt;br /&gt;
    0: return int(0.3 * 255 / 3);&lt;br /&gt;
    return int(0.3 * 255 * 3 / 8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Define the actual train */&lt;br /&gt;
item(FEAT_TRAINS, item_icm) {&lt;br /&gt;
    /* Define properties first, make sure to set all of them */&lt;br /&gt;
    property {&lt;br /&gt;
        name:                         string(STR_ICM_NAME);&lt;br /&gt;
        // not available in toyland:&lt;br /&gt;
        climates_available:           bitmask(CLIMATE_TEMPERATE, CLIMATE_ARCTIC, CLIMATE_TROPICAL); &lt;br /&gt;
        introduction_date:            date(1983, 1, 1);&lt;br /&gt;
        model_life:                   VEHICLE_NEVER_EXPIRES;&lt;br /&gt;
        vehicle_life:                 30;&lt;br /&gt;
        reliability_decay:            20;&lt;br /&gt;
        refittable_cargo_classes:     bitmask(CC_PASSENGERS);&lt;br /&gt;
        non_refittable_cargo_classes: bitmask();&lt;br /&gt;
        // refitting is done via cargo classes only, no cargo types need explicit enabling/disabling&lt;br /&gt;
        // It&#039;s an intercity train, loading is relatively slow:&lt;br /&gt;
        loading_speed:                6; &lt;br /&gt;
        cost_factor:                  45;&lt;br /&gt;
        running_cost_factor:          100; // Changed by callback&lt;br /&gt;
        sprite_id:                    SPRITE_ID_NEW_TRAIN;&lt;br /&gt;
        speed:                        141 km/h; // actually 140, but there are rounding errors&lt;br /&gt;
        misc_flags:                   bitmask(TRAIN_FLAG_2CC, TRAIN_FLAG_MU);&lt;br /&gt;
        refit_cost:                   0; //refit costs don&#039;t apply to subcargo display &lt;br /&gt;
        // callback flags are not set manually&lt;br /&gt;
        track_type:                   ELRL; // from rail type table&lt;br /&gt;
        ai_special_flag:              AI_FLAG_PASSENGER;&lt;br /&gt;
        power:                        1260 kW; // Changed by CB&lt;br /&gt;
        running_cost_base:            RUNNING_COST_ELECTRIC;&lt;br /&gt;
        dual_headed:                  0;&lt;br /&gt;
        cargo_capacity:               36; // per part, changed by callback&lt;br /&gt;
        weight:                       144 ton; // Total, changed by callback&lt;br /&gt;
        ai_engine_rank:               0; // not intended to be used by the ai&lt;br /&gt;
        engine_class:                 ENGINE_CLASS_ELECTRIC;&lt;br /&gt;
        extra_power_per_wagon:        0 kW;&lt;br /&gt;
        // 4/12 of weight on driving wheels, with a default friction coefficient of 0.3:&lt;br /&gt;
        tractive_effort_coefficient:  0.3 / 3; // changed by callback&lt;br /&gt;
        air_drag_coefficient:         0.06;&lt;br /&gt;
        length:                       8;&lt;br /&gt;
        // Overridden by callback to disable for non-powered wagons:&lt;br /&gt;
        visual_effect_and_powered:    visual_effect_and_powered(VISUAL_EFFECT_ELECTRIC, 2, DISABLE_WAGON_POWER);&lt;br /&gt;
        extra_weight_per_wagon:       0 ton;&lt;br /&gt;
        bitmask_vehicle_info:         0;&lt;br /&gt;
    }&lt;br /&gt;
    /* Define graphics and callbacks&lt;br /&gt;
     * Setting all callbacks is not needed, only define what is used */&lt;br /&gt;
    graphics {&lt;br /&gt;
        default:                      sw_icm_graphics;&lt;br /&gt;
        purchase:                     set_icm_purchase;&lt;br /&gt;
        cargo_subtype_text:           sw_icm_cargo_subtype_text;&lt;br /&gt;
        additional_text:              return string(STR_ICM_ADDITIONAL_TEXT);&lt;br /&gt;
        start_stop:                   sw_icm_start_stop;&lt;br /&gt;
        articulated_part:             sw_icm_articulated_part;&lt;br /&gt;
        can_attach_wagon:             sw_icm_can_attach_wagon;&lt;br /&gt;
        running_cost_factor:          return (cargo_subtype == 1) ? 150 : 100;&lt;br /&gt;
        /* Capacity is per part */&lt;br /&gt;
        cargo_capacity:               return (cargo_subtype == 0) &amp;amp;&amp;amp; ((position_in_consist % 4) == 2) ? 0 : 36;&lt;br /&gt;
        /* In the purchase menu, we want to show the capacity for the three-part version,&lt;br /&gt;
         * i.e. divide the capacity of three cars across four */&lt;br /&gt;
        purchase_cargo_capacity:      return 36 * 3 / 4;&lt;br /&gt;
        length:                       sw_icm_shorten_vehicle;&lt;br /&gt;
        /* Only the front vehicle has power */&lt;br /&gt;
        power:                        sw_icm_power;&lt;br /&gt;
        /* Only the front vehicle has weight */&lt;br /&gt;
        weight:                       sw_icm_weight;&lt;br /&gt;
        /* Only the front vehicle has TE */&lt;br /&gt;
        tractive_effort_coefficient:  sw_icm_te;&lt;br /&gt;
        /* Only 1/3 of the weight is on the driving weels. */&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Language file so far ===&lt;br /&gt;
english.lng now contains this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap; max-height: 200px; overflow:scroll&amp;quot;&amp;gt;&lt;br /&gt;
##grflangid 0x01&lt;br /&gt;
&lt;br /&gt;
STR_GRF_NAME                 :NML Example NewGRF: Train&lt;br /&gt;
STR_GRF_DESC                 :{ORANGE}NML Example NewGRF: Train{}{BLACK}This NewGRF is intended to provide a coding example for the high-level NewGRF-coding language NML.{}Original graphics by {SILVER}Purno, {BLACK}coding by {SILVER}DJNekkid.{}{BLACK}This NewGRF defines a Dutch EMU, the ICM &#039;Koploper&#039;.&lt;br /&gt;
&lt;br /&gt;
STR_ICM_NAME                 :ICM &#039;Koploper&#039; (Electric)&lt;br /&gt;
STR_ICM_ADDITIONAL_TEXT      :Choose between 3- and 4-part EMU via refit{}Stated values are for the 3-part variant, the 4-part version has 33% more capacity and 50% more power and running cost.&lt;br /&gt;
STR_ICM_SUBTYPE_3_PART       : (3 parts)&lt;br /&gt;
STR_ICM_SUBTYPE_4_PART       : (4 parts)&lt;br /&gt;
STR_ICM_CANNOT_START         :... train too long (max. 4 coupled EMUs).&lt;br /&gt;
STR_ICM_CANNOT_ATTACH_OTHER  :... only other ICMs can be attached to ICM.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you like, this train is done. If you like to continue, you can learn about GRF parameters and then we&#039;ll add a parameter setting to display this train in either 1cc, 2cc or real life colours.&lt;br /&gt;
&lt;br /&gt;
{{NMLTutorialNavbar|Train three part articulated|Parameters}}&lt;/div&gt;</summary>
		<author><name>Brickblock1</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=NMLTutorial/Train_three_part_articulated&amp;diff=10263</id>
		<title>NMLTutorial/Train three part articulated</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=NMLTutorial/Train_three_part_articulated&amp;diff=10263"/>
		<updated>2026-01-24T17:15:07Z</updated>

		<summary type="html">&lt;p&gt;Brickblock1: /* Total code so far */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NMLTutorial}}&lt;br /&gt;
&#039;&#039;The example used here is from the [http://dev.openttdcoop.org/projects/nml/repository/show/examples NML source]. The code for this was originally written in NFO by DJNekkid for the 2cc Trainset and rewritten in NML by Hirundo. The graphics used in the example are by Purno. Code and graphics are both licensed according to the GPL v2 or later. The code has been modified for the purpose of this tutorial&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This continues the [[NMLTutorial/Train single engine|second part]] of the train example. The train will be made into an articulated EMU that can be purchased all at once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Callbacks ==&lt;br /&gt;
Except the articulated vehicle callback, we&#039;ll add two more callbacks to only allow attaching more of these multiple units (and not other trains/wagons) and to give the train a maximum length.&lt;br /&gt;
&lt;br /&gt;
The callbacks and switch blocks that are needed for this will be discussed below. What callbacks are available for vehicles can be found in the [http://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles#Vehicle_callbacks NML Documentation]. From here you can decide what callbacks suit your needs and find their names to be used in the graphics block.&lt;br /&gt;
&lt;br /&gt;
=== Articulated part callback ===&lt;br /&gt;
We have seen this one before in the tram example. Returning a single value is not enough for this callback, so we need to reference a switch block to handle the callback.&lt;br /&gt;
&lt;br /&gt;
Add to the graphics block:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
        articulated_part:             sw_icm_articulated_part;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The callback needs to return the identifier of a vehicle for as long as you want to keep adding parts and return &amp;lt;code&amp;gt;CB_RESULT_NO_MORE_ARTICULATED_PARTS&amp;lt;/code&amp;gt; to stop the process. During the callback the game will continuously call the callback, each time increasing the &amp;lt;code&amp;gt;extra_callback_info1&amp;lt;/code&amp;gt; [http://newgrf-specs.tt-wiki.net/wiki/NML:General variable] by one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_articulated_part, extra_callback_info1) {&lt;br /&gt;
    /* Add two articulated parts, for a total of three */&lt;br /&gt;
    1 .. 2: return item_icm;&lt;br /&gt;
    return CB_RESULT_NO_MORE_ARTICULATED_PARTS;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This causes the callback to be called three times, adding two extra parts to the &amp;lt;code&amp;gt;item_icm&amp;lt;/code&amp;gt; vehicle. For an extended explanation of this, see the tram example.&lt;br /&gt;
&lt;br /&gt;
=== Start/stop callback ===&lt;br /&gt;
The start/stop callback is called whenever a vehicle is started in the depot and decides if the vehicle may leave the depot. The callback must return &amp;lt;code&amp;gt;CB_RESULT_NO_TEXT&amp;lt;/code&amp;gt; to allow the vehicle to leave the depot. If you want to prevent the vehicle from leaving the depot, the callback must return a string containing an error message.&lt;br /&gt;
&lt;br /&gt;
We want to use this callback to check the vehicle length. As such it makes sense to base the decision on the length of the train, which can be found using the &amp;lt;code&amp;gt;num_vehs_in_consist&amp;lt;/code&amp;gt; [http://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles#Vehicle_variables variable]. Because we need to base a decision on some variable, we&#039;ll use a switch block to do that.&lt;br /&gt;
&lt;br /&gt;
Add to the graphics block:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
        start_stop:                   sw_icm_start_stop;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We want to limit our train length to a maximum of four coupled EMUs. As each EMU has a length of three, the total possible train length is twelve. So for train lengths 1 to 12 we want to return &amp;lt;code&amp;gt;CB_RESULT_NO_TEXT&amp;lt;/code&amp;gt; (and allow the train to leave the depot). For any other train length we return a string to disallow starting the train and informing the user why that is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_start_stop, num_vehs_in_consist) {&lt;br /&gt;
    /* Vehicles may be coupled to a maximum of 4 units (12 cars) */&lt;br /&gt;
    1 .. 12: return CB_RESULT_NO_TEXT;&lt;br /&gt;
    return string(STR_ICM_CANNOT_START);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As we added a new string, define it in the language file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
STR_ICM_CANNOT_START         :... train too long (max. 4 coupled EMUs).&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wagon attach callback ===&lt;br /&gt;
We only want to allow attaching more of the same EMUs to this train. Amongst others, the callback can return a custom string to disallow or return &amp;lt;code&amp;gt;CB_RESULT_ATTACH_ALLOW&amp;lt;/code&amp;gt; to allow attaching. The decision must be made on the basis of the identifier of the wagon that is being attached. We can use the &amp;lt;code&amp;gt;vehicle_type_id&amp;lt;/code&amp;gt; [http://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles#Vehicle_variables variable] to make that decision, using a switch block.&lt;br /&gt;
&lt;br /&gt;
Add to the graphics block:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
        can_attach_wagon:             sw_icm_can_attach_wagon;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will be the switch block:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_can_attach_wagon, vehicle_type_id) {&lt;br /&gt;
    /* SELF refers to the wagon here, check that it&#039;s an ICM */&lt;br /&gt;
    item_icm: return CB_RESULT_ATTACH_ALLOW;&lt;br /&gt;
    return string(STR_ICM_CANNOT_ATTACH_OTHER);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the attached wagon is of the type &#039;&#039;item_icm&#039;&#039;, it is allowed. Otherwise, a custom error message is displayed. This obviously means that we have to add this message to the language file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
STR_ICM_CANNOT_ATTACH_OTHER  :... only other ICMs can be attached to ICM.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
The final step in making this work is adding the graphics for the second and third part of the train. This is the same as in the tram example: point to a switch from the graphics block, make a decision based on the &amp;lt;code&amp;gt;position_in_consist&amp;lt;/code&amp;gt; [http://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles#Vehicle_variables variable] and point to the spritesets from there.&lt;br /&gt;
&lt;br /&gt;
We already have the graphics and spritesets defined, so that&#039;s no problem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
/* Choose between front, middle and back parts */&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_graphics, position_in_consist % 3) {&lt;br /&gt;
    0:      set_icm_front_lighted;&lt;br /&gt;
    2:      set_icm_rear_lighted;&lt;br /&gt;
    set_icm_middle;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This particular switch block actually first does a calculation on the &amp;lt;code&amp;gt;position_in_consist&amp;lt;/code&amp;gt; variable before making a decision on the result of that calculation. Here the modulo 3 of the value of &amp;lt;code&amp;gt;position_in_consist&amp;lt;/code&amp;gt; is calculated (&amp;lt;code&amp;gt;%&amp;lt;/code&amp;gt; is the modulo operator, see [http://en.wikipedia.org/wiki/Modulo_operation Wikipedia] for more details on modulo but basically it&#039;s the remainder after devision (by three in this case)).&lt;br /&gt;
&lt;br /&gt;
So for the first three vehicle parts the expression will yield 0, 1 and 2. For part four through six, it will again yield 0, 1 and 2, etc. The callback decision is then made on these three values alone: for part 0 use graphics for the train front, for part 2 use graphics for the train end and for all other parts use graphics for the middle.&lt;br /&gt;
&lt;br /&gt;
Also don&#039;t forget to reference this switch instead of the spriteset directly from the graphics block:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
        default:                      sw_icm_graphics;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Purchase menu sprite ==&lt;br /&gt;
The spriteset for the purchase menu sprite is already there. We only need to reference it from the graphics block&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
        purchase:                     set_icm_purchase;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Total code so far ==&lt;br /&gt;
When put in the correct order, this should now encode as a working NewGRF. The total code so far:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap; max-height: 200px; overflow:scroll&amp;quot;&amp;gt;&lt;br /&gt;
/* Define grf */&lt;br /&gt;
grf {&lt;br /&gt;
    grfid: &amp;quot;NML\00&amp;quot;;&lt;br /&gt;
    /* GRF name and description strings are defined in the lang files */&lt;br /&gt;
    name: string(STR_GRF_NAME);&lt;br /&gt;
    desc: string(STR_GRF_DESC);&lt;br /&gt;
    /* This is the first version, start numbering at 0. */&lt;br /&gt;
    version: 0;&lt;br /&gt;
    min_compatible_version: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Define a rail type table,&lt;br /&gt;
 * this allows referring to railtypes&lt;br /&gt;
 * irrespective of the grfs loaded.&lt;br /&gt;
 */&lt;br /&gt;
railtypetable {&lt;br /&gt;
    RAIL, ELRL, MONO, MGLV,&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Basic template for 4 vehicle views */&lt;br /&gt;
template tmpl_vehicle_basic(x, y) {&lt;br /&gt;
    // arguments x, y: coordinates of top-left corner of first sprite&lt;br /&gt;
    [x,      y,  8, 24,  -3, -12] //xpos ypos xsize ysize xrel yrel&lt;br /&gt;
    [x +  9, y, 22, 20, -14, -12]&lt;br /&gt;
    [x + 32, y, 32, 16, -16, -12]&lt;br /&gt;
    [x + 65, y, 22, 20,  -6, -12]&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Template for a vehicle with only 4 views (symmetric) */&lt;br /&gt;
template tmpl_vehicle_4_views(num) {&lt;br /&gt;
    // argument num: Index in the graphics file, assuming vertical ordering of vehicles&lt;br /&gt;
    tmpl_vehicle_basic(1, 1 + 32 * num)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Template for a vehicle with 8 views (non-symmetric) */&lt;br /&gt;
template tmpl_vehicle_8_views(num, reversed) {&lt;br /&gt;
    // argument num: Index in the graphics file, assuming vertical ordering of vehicles&lt;br /&gt;
    // argument reversed: Reverse visible orientation of vehicle, if set to 1&lt;br /&gt;
    tmpl_vehicle_basic(reversed ? 89 : 1, 1 + 32 * num)&lt;br /&gt;
    tmpl_vehicle_basic(reversed ? 1 : 89, 1 + 32 * num)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Template for a single vehicle sprite */&lt;br /&gt;
template tmpl_vehicle_single(num, xsize, ysize, xoff, yoff) {&lt;br /&gt;
    [1, 1 + 32 * num, xsize, ysize, xoff, yoff]&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Define the spritesets, these allow referring to these sprites later on */&lt;br /&gt;
spriteset (set_icm_front_lighted, &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(0, 0) }&lt;br /&gt;
spriteset (set_icm_rear_lighted,  &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(1, 1) }&lt;br /&gt;
spriteset (set_icm_front,         &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(2, 0) }&lt;br /&gt;
spriteset (set_icm_rear,          &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(3, 1) }&lt;br /&gt;
spriteset (set_icm_middle,        &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_4_views(4)    }&lt;br /&gt;
spriteset (set_icm_purchase,      &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_single(5, 53, 14, -25, -10) }&lt;br /&gt;
spriteset (set_icm_invisible,     &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_single(6,  1,  1,   0,   0) }&lt;br /&gt;
&lt;br /&gt;
/* Choose between front, middle and back parts */&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_graphics, position_in_consist % 3) {&lt;br /&gt;
    0:      set_icm_front_lighted;&lt;br /&gt;
    2:      set_icm_rear_lighted;&lt;br /&gt;
    set_icm_middle;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* --- Articulated part callback  --- */&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_articulated_part, extra_callback_info1) {&lt;br /&gt;
    /* Add three articulated parts, for a total of four */&lt;br /&gt;
    1 .. 2: return item_icm;&lt;br /&gt;
    return CB_RESULT_NO_MORE_ARTICULATED_PARTS;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* --- Start/stop callback  --- */&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_start_stop, num_vehs_in_consist) {&lt;br /&gt;
    /* Vehicles may be coupled to a maximum of 4 units (12 cars) */&lt;br /&gt;
    1 .. 12: return CB_RESULT_NO_TEXT;&lt;br /&gt;
    return string(STR_ICM_CANNOT_START);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* --- Wagon attach callback  --- */&lt;br /&gt;
switch(FEAT_TRAINS, SELF, sw_icm_can_attach_wagon, vehicle_type_id) {&lt;br /&gt;
    /* SELF refers to the wagon here, check that it&#039;s an ICM */&lt;br /&gt;
    item_icm: return CB_RESULT_ATTACH_ALLOW;&lt;br /&gt;
    return string(STR_ICM_CANNOT_ATTACH_OTHER);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Define the actual train */&lt;br /&gt;
item(FEAT_TRAINS, item_icm) {&lt;br /&gt;
    /* Define properties first, make sure to set all of them */&lt;br /&gt;
    property {&lt;br /&gt;
        name:                         string(STR_ICM_NAME);&lt;br /&gt;
        // not available in toyland:&lt;br /&gt;
        climates_available:           bitmask(CLIMATE_TEMPERATE, CLIMATE_ARCTIC, CLIMATE_TROPICAL); &lt;br /&gt;
        introduction_date:            date(1983, 1, 1);&lt;br /&gt;
        model_life:                   VEHICLE_NEVER_EXPIRES;&lt;br /&gt;
        vehicle_life:                 30;&lt;br /&gt;
        reliability_decay:            20;&lt;br /&gt;
        refittable_cargo_classes:     bitmask(CC_PASSENGERS);&lt;br /&gt;
        non_refittable_cargo_classes: bitmask();&lt;br /&gt;
        // refitting is done via cargo classes only, no cargo types need explicit enabling/disabling&lt;br /&gt;
        // It&#039;s an intercity train, loading is relatively slow:&lt;br /&gt;
        loading_speed:                6; &lt;br /&gt;
        cost_factor:                  45;&lt;br /&gt;
        running_cost_factor:          100; // Changed by callback&lt;br /&gt;
        sprite_id:                    SPRITE_ID_NEW_TRAIN;&lt;br /&gt;
        speed:                        141 km/h; // actually 140, but there are rounding errors&lt;br /&gt;
        misc_flags:                   bitmask(TRAIN_FLAG_2CC, TRAIN_FLAG_MU);&lt;br /&gt;
        refit_cost:                   0; //refit costs don&#039;t apply to subcargo display &lt;br /&gt;
        // callback flags are not set manually&lt;br /&gt;
        track_type:                   ELRL; // from rail type table&lt;br /&gt;
        ai_special_flag:              AI_FLAG_PASSENGER;&lt;br /&gt;
        power:                        1260 kW; // Changed by CB&lt;br /&gt;
        running_cost_base:            RUNNING_COST_ELECTRIC;&lt;br /&gt;
        dual_headed:                  0;&lt;br /&gt;
        cargo_capacity:               36; // per part, changed by callback&lt;br /&gt;
        weight:                       144 ton; // Total, changed by callback&lt;br /&gt;
        ai_engine_rank:               0; // not intended to be used by the ai&lt;br /&gt;
        engine_class:                 ENGINE_CLASS_ELECTRIC;&lt;br /&gt;
        extra_power_per_wagon:        0 kW;&lt;br /&gt;
        // 4/12 of weight on driving wheels, with a default friction coefficient of 0.3:&lt;br /&gt;
        tractive_effort_coefficient:  0.3 / 3; // changed by callback&lt;br /&gt;
        air_drag_coefficient:         0.06;&lt;br /&gt;
        length:                       8;&lt;br /&gt;
        // Overridden by callback to disable for non-powered wagons:&lt;br /&gt;
        visual_effect_and_powered:    visual_effect_and_powered(VISUAL_EFFECT_ELECTRIC, 2, DISABLE_WAGON_POWER);&lt;br /&gt;
        extra_weight_per_wagon:       0 ton;&lt;br /&gt;
        bitmask_vehicle_info:         0;&lt;br /&gt;
    }&lt;br /&gt;
    /* Define graphics and callbacks&lt;br /&gt;
     * Setting all callbacks is not needed, only define what is used */&lt;br /&gt;
    graphics {&lt;br /&gt;
        default:                      sw_icm_graphics;&lt;br /&gt;
        purchase:                     set_icm_purchase;&lt;br /&gt;
        start_stop:                   sw_icm_start_stop;&lt;br /&gt;
        articulated_part:             sw_icm_articulated_part;&lt;br /&gt;
        can_attach_wagon:             sw_icm_can_attach_wagon;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Language file so far ===&lt;br /&gt;
english.lng now contains this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap; max-height: 200px; overflow:scroll&amp;quot;&amp;gt;&lt;br /&gt;
##grflangid 0x01&lt;br /&gt;
&lt;br /&gt;
STR_GRF_NAME                 :NML Example NewGRF: Train&lt;br /&gt;
STR_GRF_DESC                 :{ORANGE}NML Example NewGRF: Train{}{BLACK}This NewGRF is intended to provide a coding example for the high-level NewGRF-coding language NML.{}Original graphics by {SILVER}Purno, {BLACK}coding by {SILVER}DJNekkid.{}{BLACK}This NewGRF defines a Dutch EMU, the ICM &#039;Koploper&#039;.&lt;br /&gt;
&lt;br /&gt;
STR_ICM_NAME                 :ICM &#039;Koploper&#039; (Electric)&lt;br /&gt;
STR_ICM_CANNOT_START         :... train too long (max. 4 coupled EMUs).&lt;br /&gt;
STR_ICM_CANNOT_ATTACH_OTHER  :... only other ICMs can be attached to ICM.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is now a working 3-part EMU. In real life, the EMU is also available as a 4-part variant. In the next part of the tutorial, we will add the option to choose between a 3- and 4 part EMU via a refit.&lt;br /&gt;
&lt;br /&gt;
{{NMLTutorialNavbar|Train single engine|Train four part refit}}&lt;/div&gt;</summary>
		<author><name>Brickblock1</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=NMLTutorial/Train_single_engine&amp;diff=10262</id>
		<title>NMLTutorial/Train single engine</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=NMLTutorial/Train_single_engine&amp;diff=10262"/>
		<updated>2026-01-24T17:14:38Z</updated>

		<summary type="html">&lt;p&gt;Brickblock1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NMLTutorial}}&lt;br /&gt;
&#039;&#039;The example used here is from the [http://dev.openttdcoop.org/projects/nml/repository/show/examples NML source]. The code for this was originally written in NFO by DJNekkid for the 2cc Trainset and rewritten in NML by Hirundo. The graphics used in the example are by Purno. Code and graphics are both licensed according to the GPL v2 or later. The code has been modified for the purpose of this tutorial&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This continues the [[NMLTutorial/Train|first part]] of the train example. On this page we&#039;ll make a single engined train.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Item block ==&lt;br /&gt;
The first step towards a train is defining an item block for it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
/* Define the actual train */&lt;br /&gt;
item(FEAT_TRAINS, item_icm) {&lt;br /&gt;
    /* Define properties first, make sure to set all of them */&lt;br /&gt;
    property {&lt;br /&gt;
        name:                         string(STR_ICM_NAME);&lt;br /&gt;
        // not available in toyland:&lt;br /&gt;
        climates_available:           bitmask(CLIMATE_TEMPERATE, CLIMATE_ARCTIC, CLIMATE_TROPICAL); &lt;br /&gt;
        introduction_date:            date(1983, 1, 1);&lt;br /&gt;
        model_life:                   VEHICLE_NEVER_EXPIRES;&lt;br /&gt;
        vehicle_life:                 30;&lt;br /&gt;
        reliability_decay:            20;&lt;br /&gt;
        refittable_cargo_classes:     bitmask(CC_PASSENGERS);&lt;br /&gt;
        non_refittable_cargo_classes: bitmask();&lt;br /&gt;
        // refitting is done via cargo classes only, no cargo types need explicit enabling/disabling&lt;br /&gt;
        // It&#039;s an intercity train, loading is relatively slow:&lt;br /&gt;
        loading_speed:                6; &lt;br /&gt;
        cost_factor:                  45;&lt;br /&gt;
        running_cost_factor:          100; // Changed by callback&lt;br /&gt;
        sprite_id:                    SPRITE_ID_NEW_TRAIN;&lt;br /&gt;
        speed:                        141 km/h; // actually 140, but there are rounding errors&lt;br /&gt;
        misc_flags:                   bitmask(TRAIN_FLAG_2CC, TRAIN_FLAG_MU);&lt;br /&gt;
        refit_cost:                   0; //refit costs don&#039;t apply to subcargo display &lt;br /&gt;
        // callback flags are not set manually&lt;br /&gt;
        track_type:                   ELRL; // from rail type table&lt;br /&gt;
        ai_special_flag:              AI_FLAG_PASSENGER;&lt;br /&gt;
        power:                        1260 kW; // Changed by CB&lt;br /&gt;
        running_cost_base:            RUNNING_COST_ELECTRIC;&lt;br /&gt;
        dual_headed:                  0;&lt;br /&gt;
        cargo_capacity:               36; // per part, changed by callback&lt;br /&gt;
        weight:                       144 ton; // Total, changed by callback&lt;br /&gt;
        ai_engine_rank:               0; // not intended to be used by the ai&lt;br /&gt;
        engine_class:                 ENGINE_CLASS_ELECTRIC;&lt;br /&gt;
        extra_power_per_wagon:        0 kW;&lt;br /&gt;
        // 4/12 of weight on driving wheels, with a default friction coefficient of 0.3:&lt;br /&gt;
        tractive_effort_coefficient:  0.3 / 3; // changed by callback&lt;br /&gt;
        air_drag_coefficient:         0.06;&lt;br /&gt;
        length:                       8;&lt;br /&gt;
        // Overridden by callback to disable for non-powered wagons:&lt;br /&gt;
        visual_effect_and_powered:    visual_effect_and_powered(VISUAL_EFFECT_ELECTRIC, 2, DISABLE_WAGON_POWER);&lt;br /&gt;
        extra_weight_per_wagon:       0 ton;&lt;br /&gt;
        bitmask_vehicle_info:         0;&lt;br /&gt;
    }&lt;br /&gt;
    /* Define graphics and callbacks&lt;br /&gt;
     * Setting all callbacks is not needed, only define what is used */&lt;br /&gt;
    graphics {&lt;br /&gt;
        default:                      set_icm_front_lighted;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The property block is again a list with properties for this vehicle. You can look the available properties up in the [http://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles#Properties_common_to_all_vehicle_types NML Documentation]. The properties are self-explanatory with a little help from their descriptions in the NML Documentation. Properties that have a comment that they will be changed by a callback actually need not be changed by a callback for the single engined train, these callbacks are only relevant for when we get to refitting the train in a three and four part version.&lt;br /&gt;
&lt;br /&gt;
From the graphics block we&#039;ll add the default sprites for this vehicle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Language file ==&lt;br /&gt;
The properties block references one string (the vehicle name), which of course must be added to the language file. Open the language file and add the string.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
STR_ICM_NAME                 :ICM &#039;Koploper&#039; (Electric)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Railtype table ==&lt;br /&gt;
For the &amp;lt;code&amp;gt;track_type&amp;lt;/code&amp;gt; we&#039;ve used the &amp;lt;code&amp;gt;ELRL&amp;lt;/code&amp;gt; railtype label. Apart from the fact that this is not available by default, we want our train to be working regardless of the track sets loaded in OpenTTD. This means adding a railtype table:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
railtypetable {&lt;br /&gt;
    ELRL&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We only use one railtype label, so that&#039;s really all we need in the railtypetable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
Below you&#039;ll find the complete graphics file that will be used throughout the example. For now we&#039;ll only use the first block of eight sprites for the vehicle, but define templates and spritesets for all others while we&#039;re at it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Icm.png|frame|none|Dutch ICM &#039;Koploper&#039; sprites. Drawn by Purno.]]&lt;br /&gt;
&lt;br /&gt;
=== Templates ===&lt;br /&gt;
This example will show you some advanced tricks that you can use with templates. Of course you&#039;re free to use more simple templates like those used in the road vehicle and tram examples. In total this example defines four templates for all sprite uses (including those that will be added later) and uses templates inside templates (yes, that&#039;s possible). &lt;br /&gt;
&lt;br /&gt;
Below each template will be introduced and explained.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
/* Basic template for 4 vehicle views */&lt;br /&gt;
template tmpl_vehicle_basic(x, y) {&lt;br /&gt;
    // arguments x, y: coordinates of top-left corner of first sprite&lt;br /&gt;
    [x,      y,  8, 24,  -3, -12] //xpos ypos xsize ysize xoff yoff&lt;br /&gt;
    [x +  9, y, 22, 20, -14, -12]&lt;br /&gt;
    [x + 32, y, 32, 16, -16, -12]&lt;br /&gt;
    [x + 65, y, 22, 20,  -6, -12]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The template above is a normal template as we&#039;ve seen those before. Arguments are used for the top-left corner of the first sprite. Nothing fancy here, except that only four sprites are listed and we need eight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
/* Template for a vehicle with only 4 views (symmetric) */&lt;br /&gt;
template tmpl_vehicle_4_views(num) {&lt;br /&gt;
    // argument num: Index in the graphics file, assuming vertical ordering of vehicles&lt;br /&gt;
    tmpl_vehicle_basic(1, 1 + 32 * num)&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This template includes the previous templated and is intended to be used for blocks of four sprites, like the passenger carriage in the image above. This template takes one argument where you set in which row of the graphics file to find the sprites. NML then calculates the actual values for x and y that the included template needs. The value for x in this case is a constant 1, as each block of sprites in the graphics file starts one pixel from the left. The distance from the top is calculated: each block of sprites is 32 pixels apart and the first block starts one pixel from the top. So with the number of the row as input argument, the calculation is to multiply this input by 32 and add 1. This gives the correct value for y.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
/* Template for a vehicle with 8 views (non-symmetric) */&lt;br /&gt;
template tmpl_vehicle_8_views(num, reversed) {&lt;br /&gt;
    // argument num: Index in the graphics file, assuming vertical ordering of vehicles&lt;br /&gt;
    // argument reversed: Reverse visible orientation of vehicle, if set to 1&lt;br /&gt;
    tmpl_vehicle_basic(reversed ? 89 : 1, 1 + 32 * num)&lt;br /&gt;
    tmpl_vehicle_basic(reversed ? 1 : 89, 1 + 32 * num)&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This template also includes the first template and uses a same argument for the row number as the previous template. This argument is again used to calculate the value of y for the first template. The first template is included twice, which means it&#039;s intended for blocks of eight sprites.&lt;br /&gt;
&lt;br /&gt;
The template also takes a second argument, which adds a trick to swap the first four and last four sprites. If the argument is set to 1, the last four sprites are included first and the first four second. If it&#039;s set to any other value, the normal sprite order is used for the eight sprites. That way a spriteset for a reversed vehicle can be created. This argument is used to calculate the value of x by means of a [http://en.wikipedia.org/wiki/%3F:#Conditional_assignment conditional assignment]. How this works is that the expression in front of the ? is evaluated to true or false. If the expression returns true, the value between the ? and : is used. If the expression returns false the value after the : is used.&lt;br /&gt;
&lt;br /&gt;
A value of 1 in this case is equal to true. Then a value for x of 89 is used for the first included template, otherwise value 1 is used for x. The same reasoning applies to the second included template, but of course the other way round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
/* Template for a single vehicle sprite */&lt;br /&gt;
template tmpl_vehicle_single(num, xsize, ysize, xoff, yoff) {&lt;br /&gt;
    [1, 1 + 32 * num, xsize, ysize, xoff, yoff]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This last template has arguments for almost everything, so sprite size and offsets must be set every time this template is used. Only the distance from the top is calculated using the row number (like in the previous two templates) and the distance from the left is again a constant 1.&lt;br /&gt;
&lt;br /&gt;
=== Spritesets ===&lt;br /&gt;
With these templates, spritesets can be defined:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
/* Define the spritesets, these allow referring to these sprites later on */&lt;br /&gt;
spriteset (set_icm_front_lighted, &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(0, 0) }&lt;br /&gt;
spriteset (set_icm_rear_lighted,  &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(1, 1) }&lt;br /&gt;
spriteset (set_icm_front,         &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(2, 0) }&lt;br /&gt;
spriteset (set_icm_rear,          &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(3, 1) }&lt;br /&gt;
spriteset (set_icm_middle,        &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_4_views(4)    }&lt;br /&gt;
spriteset (set_icm_purchase,      &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_single(5, 53, 14, -25, -10) }&lt;br /&gt;
spriteset (set_icm_invisible,     &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_single(6,  1,  1,   0,   0) }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first and third spriteset are for the front of the EMU, with and without lights. The template for eight sprites, unreversed, is used for these two spritesets.&lt;br /&gt;
The second and fourth spriteset are similar, this time for the back of the EMU, using the same template but this time reversed.&lt;br /&gt;
The fifth spriteset is for the middle parts of the EMU, the wagons if you like, only using the template for four sprites.&lt;br /&gt;
The sixth spriteset is for the purchase menu sprite, using the last template setting the fifth row and manual values for size and offsets.&lt;br /&gt;
The last spriteset is a single transparent pixel sprite, which will be used to hide one of the middle parts when we get to adding the four part refit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the single engine we now only use the &amp;lt;code&amp;gt;set_icm_front_lighted&amp;lt;/code&amp;gt; spriteset. It is already referenced from the graphics block. This will also be used for the purchase menu, which is fine for non-articulated trains and road vehicles. If you want to encode this intermediate result, you best remove the other spritesets or comment them out (as is done for the total code so far below).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Total code so far ==&lt;br /&gt;
When put in the correct order, this should now encode as a working NewGRF. The total code so far:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap; max-height: 200px; overflow:scroll&amp;quot;&amp;gt;&lt;br /&gt;
/* Define grf */&lt;br /&gt;
grf {&lt;br /&gt;
    grfid: &amp;quot;NML\00&amp;quot;;&lt;br /&gt;
    /* GRF name and description strings are defined in the lang files */&lt;br /&gt;
    name: string(STR_GRF_NAME);&lt;br /&gt;
    desc: string(STR_GRF_DESC);&lt;br /&gt;
    /* This is the first version, start numbering at 0. */&lt;br /&gt;
    version: 0;&lt;br /&gt;
    min_compatible_version: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Define a rail type table,&lt;br /&gt;
 * this allows referring to railtypes&lt;br /&gt;
 * irrespective of the grfs loaded.&lt;br /&gt;
 */&lt;br /&gt;
railtypetable {&lt;br /&gt;
    RAIL, ELRL, MONO, MGLV,&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Basic template for 4 vehicle views */&lt;br /&gt;
template tmpl_vehicle_basic(x, y) {&lt;br /&gt;
    // arguments x, y: coordinates of top-left corner of first sprite&lt;br /&gt;
    [x,      y,  8, 24,  -3, -12] //xpos ypos xsize ysize xrel yrel&lt;br /&gt;
    [x +  9, y, 22, 20, -14, -12]&lt;br /&gt;
    [x + 32, y, 32, 16, -16, -12]&lt;br /&gt;
    [x + 65, y, 22, 20,  -6, -12]&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Template for a vehicle with only 4 views (symmetric) */&lt;br /&gt;
template tmpl_vehicle_4_views(num) {&lt;br /&gt;
    // argument num: Index in the graphics file, assuming vertical ordering of vehicles&lt;br /&gt;
    tmpl_vehicle_basic(1, 1 + 32 * num)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Template for a vehicle with 8 views (non-symmetric) */&lt;br /&gt;
template tmpl_vehicle_8_views(num, reversed) {&lt;br /&gt;
    // argument num: Index in the graphics file, assuming vertical ordering of vehicles&lt;br /&gt;
    // argument reversed: Reverse visible orientation of vehicle, if set to 1&lt;br /&gt;
    tmpl_vehicle_basic(reversed ? 89 : 1, 1 + 32 * num)&lt;br /&gt;
    tmpl_vehicle_basic(reversed ? 1 : 89, 1 + 32 * num)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Template for a single vehicle sprite */&lt;br /&gt;
template tmpl_vehicle_single(num, xsize, ysize, xoff, yoff) {&lt;br /&gt;
    [1, 1 + 32 * num, xsize, ysize, xoff, yoff]&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Define the spritesets, these allow referring to these sprites later on */&lt;br /&gt;
spriteset (set_icm_front_lighted, &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(0, 0) }&lt;br /&gt;
spriteset (set_icm_rear_lighted,  &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(1, 1) }&lt;br /&gt;
spriteset (set_icm_front,         &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(2, 0) }&lt;br /&gt;
spriteset (set_icm_rear,          &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(3, 1) }&lt;br /&gt;
spriteset (set_icm_middle,        &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_4_views(4)    }&lt;br /&gt;
spriteset (set_icm_purchase,      &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_single(5, 53, 14, -25, -10) }&lt;br /&gt;
spriteset (set_icm_invisible,     &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_single(6,  1,  1,   0,   0) }&lt;br /&gt;
&lt;br /&gt;
/* Define the actual train */&lt;br /&gt;
item(FEAT_TRAINS, item_icm) {&lt;br /&gt;
    /* Define properties first, make sure to set all of them */&lt;br /&gt;
    property {&lt;br /&gt;
        name:                         string(STR_ICM_NAME);&lt;br /&gt;
        // not available in toyland:&lt;br /&gt;
        climates_available:           bitmask(CLIMATE_TEMPERATE, CLIMATE_ARCTIC, CLIMATE_TROPICAL); &lt;br /&gt;
        introduction_date:            date(1983, 1, 1);&lt;br /&gt;
        model_life:                   VEHICLE_NEVER_EXPIRES;&lt;br /&gt;
        vehicle_life:                 30;&lt;br /&gt;
        reliability_decay:            20;&lt;br /&gt;
        refittable_cargo_classes:     bitmask(CC_PASSENGERS);&lt;br /&gt;
        non_refittable_cargo_classes: bitmask();&lt;br /&gt;
        // refitting is done via cargo classes only, no cargo types need explicit enabling/disabling&lt;br /&gt;
        // It&#039;s an intercity train, loading is relatively slow:&lt;br /&gt;
        loading_speed:                6; &lt;br /&gt;
        cost_factor:                  45;&lt;br /&gt;
        running_cost_factor:          100; // Changed by callback&lt;br /&gt;
        sprite_id:                    SPRITE_ID_NEW_TRAIN;&lt;br /&gt;
        speed:                        141 km/h; // actually 140, but there are rounding errors&lt;br /&gt;
        misc_flags:                   bitmask(TRAIN_FLAG_2CC, TRAIN_FLAG_MU);&lt;br /&gt;
        refit_cost:                   0; //refit costs don&#039;t apply to subcargo display &lt;br /&gt;
        // callback flags are not set manually&lt;br /&gt;
        track_type:                   ELRL; // from rail type table&lt;br /&gt;
        ai_special_flag:              AI_FLAG_PASSENGER;&lt;br /&gt;
        power:                        1260 kW; // Changed by CB&lt;br /&gt;
        running_cost_base:            RUNNING_COST_ELECTRIC;&lt;br /&gt;
        dual_headed:                  0;&lt;br /&gt;
        cargo_capacity:               36; // per part, changed by callback&lt;br /&gt;
        weight:                       144 ton; // Total, changed by callback&lt;br /&gt;
        ai_engine_rank:               0; // not intended to be used by the ai&lt;br /&gt;
        engine_class:                 ENGINE_CLASS_ELECTRIC;&lt;br /&gt;
        extra_power_per_wagon:        0 kW;&lt;br /&gt;
        // 4/12 of weight on driving wheels, with a default friction coefficient of 0.3:&lt;br /&gt;
        tractive_effort_coefficient:  0.3 / 3; // changed by callback&lt;br /&gt;
        air_drag_coefficient:         0.06;&lt;br /&gt;
        length:                       8;&lt;br /&gt;
        // Overridden by callback to disable for non-powered wagons:&lt;br /&gt;
        visual_effect_and_powered:    visual_effect_and_powered(VISUAL_EFFECT_ELECTRIC, 2, DISABLE_WAGON_POWER);&lt;br /&gt;
        extra_weight_per_wagon:       0 ton;&lt;br /&gt;
        bitmask_vehicle_info:         0;&lt;br /&gt;
    }&lt;br /&gt;
    /* Define graphics and callbacks&lt;br /&gt;
     * Setting all callbacks is not needed, only define what is used */&lt;br /&gt;
    graphics {&lt;br /&gt;
        default:                      set_icm_front_lighted;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Language file so far ===&lt;br /&gt;
english.lng now contains this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap; max-height: 200px; overflow:scroll&amp;quot;&amp;gt;&lt;br /&gt;
##grflangid 0x01&lt;br /&gt;
&lt;br /&gt;
STR_GRF_NAME                 :NML Example NewGRF: Train&lt;br /&gt;
STR_GRF_DESC                 :{ORANGE}NML Example NewGRF: Train{}{BLACK}This NewGRF is intended to provide a coding example for the high-level NewGRF-coding language NML.{}Original graphics by {SILVER}Purno, {BLACK}coding by {SILVER}DJNekkid.{}{BLACK}This NewGRF defines a Dutch EMU, the ICM &#039;Koploper&#039;.&lt;br /&gt;
&lt;br /&gt;
STR_ICM_NAME                 :ICM &#039;Koploper&#039; (Electric)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is now a working train engine, but not an EMU. On the next page we&#039;ll expand the code we have so far to make this train into a proper EMU which can be purchased as prebuilt consist without the need to add wagons yourself.&lt;br /&gt;
&lt;br /&gt;
{{NMLTutorialNavbar|Train|Train three part articulated}}&lt;/div&gt;</summary>
		<author><name>Brickblock1</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=NMLTutorial/Train_single_engine&amp;diff=10261</id>
		<title>NMLTutorial/Train single engine</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=NMLTutorial/Train_single_engine&amp;diff=10261"/>
		<updated>2026-01-24T17:14:14Z</updated>

		<summary type="html">&lt;p&gt;Brickblock1: /* Total code so far */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NMLTutorial}}&lt;br /&gt;
&#039;&#039;The example used here is from the [http://dev.openttdcoop.org/projects/nml/repository/show/examples NML source]. The code for this was originally written in NFO by DJNekkid for the 2cc Trainset and rewritten in NML by Hirundo. The graphics used in the example are by Purno. Code and graphics are both licensed according to the GPL v2 or later. The code has been modified for the purpose of this tutorial&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This continues the [[NMLTutorial/Train|first part]] of the train example. On this page we&#039;ll make a single engined train.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Item block ==&lt;br /&gt;
The first step towards a train is defining an item block for it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
/* Define the actual train */&lt;br /&gt;
item(FEAT_TRAINS, item_icm) {&lt;br /&gt;
    /* Define properties first, make sure to set all of them */&lt;br /&gt;
    property {&lt;br /&gt;
        name:                         string(STR_ICM_NAME);&lt;br /&gt;
        // not available in toyland:&lt;br /&gt;
        climates_available:           bitmask(CLIMATE_TEMPERATE, CLIMATE_ARCTIC, CLIMATE_TROPICAL); &lt;br /&gt;
        introduction_date:            date(1983, 1, 1);&lt;br /&gt;
        model_life:                   VEHICLE_NEVER_EXPIRES;&lt;br /&gt;
        vehicle_life:                 30;&lt;br /&gt;
        reliability_decay:            20;&lt;br /&gt;
        refittable_cargo_classes:     bitmask(CC_PASSENGERS);&lt;br /&gt;
        non_refittable_cargo_classes: bitmask();&lt;br /&gt;
        // refitting is done via cargo classes only, no cargo types need explicit enabling/disabling&lt;br /&gt;
        // It&#039;s an intercity train, loading is relatively slow:&lt;br /&gt;
        loading_speed:                6; &lt;br /&gt;
        cost_factor:                  45;&lt;br /&gt;
        running_cost_factor:          100; // Changed by callback&lt;br /&gt;
        sprite_id:                    SPRITE_ID_NEW_TRAIN;&lt;br /&gt;
        speed:                        141 km/h; // actually 140, but there are rounding errors&lt;br /&gt;
        misc_flags:                   bitmask(TRAIN_FLAG_2CC, TRAIN_FLAG_MU);&lt;br /&gt;
        refit_cost:                   0; //refit costs don&#039;t apply to subcargo display &lt;br /&gt;
        // callback flags are not set manually&lt;br /&gt;
        track_type:                   ELRL; // from rail type table&lt;br /&gt;
        ai_special_flag:              AI_FLAG_PASSENGER;&lt;br /&gt;
        power:                        1260 kW; // Changed by CB&lt;br /&gt;
        running_cost_base:            RUNNING_COST_ELECTRIC;&lt;br /&gt;
        dual_headed:                  0;&lt;br /&gt;
        cargo_capacity:               36; // per part, changed by callback&lt;br /&gt;
        weight:                       144 ton; // Total, changed by callback&lt;br /&gt;
        ai_engine_rank:               0; // not intended to be used by the ai&lt;br /&gt;
        engine_class:                 ENGINE_CLASS_ELECTRIC;&lt;br /&gt;
        extra_power_per_wagon:        0 kW;&lt;br /&gt;
        // 4/12 of weight on driving wheels, with a default friction coefficient of 0.3:&lt;br /&gt;
        tractive_effort_coefficient:  0.3 / 3; // changed by callback&lt;br /&gt;
        air_drag_coefficient:         0.06;&lt;br /&gt;
        length                        8;&lt;br /&gt;
        // Overridden by callback to disable for non-powered wagons:&lt;br /&gt;
        visual_effect_and_powered:    visual_effect_and_powered(VISUAL_EFFECT_ELECTRIC, 2, DISABLE_WAGON_POWER);&lt;br /&gt;
        extra_weight_per_wagon:       0 ton;&lt;br /&gt;
        bitmask_vehicle_info:         0;&lt;br /&gt;
    }&lt;br /&gt;
    /* Define graphics and callbacks&lt;br /&gt;
     * Setting all callbacks is not needed, only define what is used */&lt;br /&gt;
    graphics {&lt;br /&gt;
        default:                      set_icm_front_lighted;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The property block is again a list with properties for this vehicle. You can look the available properties up in the [http://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles#Properties_common_to_all_vehicle_types NML Documentation]. The properties are self-explanatory with a little help from their descriptions in the NML Documentation. Properties that have a comment that they will be changed by a callback actually need not be changed by a callback for the single engined train, these callbacks are only relevant for when we get to refitting the train in a three and four part version.&lt;br /&gt;
&lt;br /&gt;
From the graphics block we&#039;ll add the default sprites for this vehicle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Language file ==&lt;br /&gt;
The properties block references one string (the vehicle name), which of course must be added to the language file. Open the language file and add the string.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
STR_ICM_NAME                 :ICM &#039;Koploper&#039; (Electric)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Railtype table ==&lt;br /&gt;
For the &amp;lt;code&amp;gt;track_type&amp;lt;/code&amp;gt; we&#039;ve used the &amp;lt;code&amp;gt;ELRL&amp;lt;/code&amp;gt; railtype label. Apart from the fact that this is not available by default, we want our train to be working regardless of the track sets loaded in OpenTTD. This means adding a railtype table:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
railtypetable {&lt;br /&gt;
    ELRL&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We only use one railtype label, so that&#039;s really all we need in the railtypetable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
Below you&#039;ll find the complete graphics file that will be used throughout the example. For now we&#039;ll only use the first block of eight sprites for the vehicle, but define templates and spritesets for all others while we&#039;re at it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Icm.png|frame|none|Dutch ICM &#039;Koploper&#039; sprites. Drawn by Purno.]]&lt;br /&gt;
&lt;br /&gt;
=== Templates ===&lt;br /&gt;
This example will show you some advanced tricks that you can use with templates. Of course you&#039;re free to use more simple templates like those used in the road vehicle and tram examples. In total this example defines four templates for all sprite uses (including those that will be added later) and uses templates inside templates (yes, that&#039;s possible). &lt;br /&gt;
&lt;br /&gt;
Below each template will be introduced and explained.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
/* Basic template for 4 vehicle views */&lt;br /&gt;
template tmpl_vehicle_basic(x, y) {&lt;br /&gt;
    // arguments x, y: coordinates of top-left corner of first sprite&lt;br /&gt;
    [x,      y,  8, 24,  -3, -12] //xpos ypos xsize ysize xoff yoff&lt;br /&gt;
    [x +  9, y, 22, 20, -14, -12]&lt;br /&gt;
    [x + 32, y, 32, 16, -16, -12]&lt;br /&gt;
    [x + 65, y, 22, 20,  -6, -12]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The template above is a normal template as we&#039;ve seen those before. Arguments are used for the top-left corner of the first sprite. Nothing fancy here, except that only four sprites are listed and we need eight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
/* Template for a vehicle with only 4 views (symmetric) */&lt;br /&gt;
template tmpl_vehicle_4_views(num) {&lt;br /&gt;
    // argument num: Index in the graphics file, assuming vertical ordering of vehicles&lt;br /&gt;
    tmpl_vehicle_basic(1, 1 + 32 * num)&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This template includes the previous templated and is intended to be used for blocks of four sprites, like the passenger carriage in the image above. This template takes one argument where you set in which row of the graphics file to find the sprites. NML then calculates the actual values for x and y that the included template needs. The value for x in this case is a constant 1, as each block of sprites in the graphics file starts one pixel from the left. The distance from the top is calculated: each block of sprites is 32 pixels apart and the first block starts one pixel from the top. So with the number of the row as input argument, the calculation is to multiply this input by 32 and add 1. This gives the correct value for y.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
/* Template for a vehicle with 8 views (non-symmetric) */&lt;br /&gt;
template tmpl_vehicle_8_views(num, reversed) {&lt;br /&gt;
    // argument num: Index in the graphics file, assuming vertical ordering of vehicles&lt;br /&gt;
    // argument reversed: Reverse visible orientation of vehicle, if set to 1&lt;br /&gt;
    tmpl_vehicle_basic(reversed ? 89 : 1, 1 + 32 * num)&lt;br /&gt;
    tmpl_vehicle_basic(reversed ? 1 : 89, 1 + 32 * num)&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This template also includes the first template and uses a same argument for the row number as the previous template. This argument is again used to calculate the value of y for the first template. The first template is included twice, which means it&#039;s intended for blocks of eight sprites.&lt;br /&gt;
&lt;br /&gt;
The template also takes a second argument, which adds a trick to swap the first four and last four sprites. If the argument is set to 1, the last four sprites are included first and the first four second. If it&#039;s set to any other value, the normal sprite order is used for the eight sprites. That way a spriteset for a reversed vehicle can be created. This argument is used to calculate the value of x by means of a [http://en.wikipedia.org/wiki/%3F:#Conditional_assignment conditional assignment]. How this works is that the expression in front of the ? is evaluated to true or false. If the expression returns true, the value between the ? and : is used. If the expression returns false the value after the : is used.&lt;br /&gt;
&lt;br /&gt;
A value of 1 in this case is equal to true. Then a value for x of 89 is used for the first included template, otherwise value 1 is used for x. The same reasoning applies to the second included template, but of course the other way round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
/* Template for a single vehicle sprite */&lt;br /&gt;
template tmpl_vehicle_single(num, xsize, ysize, xoff, yoff) {&lt;br /&gt;
    [1, 1 + 32 * num, xsize, ysize, xoff, yoff]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This last template has arguments for almost everything, so sprite size and offsets must be set every time this template is used. Only the distance from the top is calculated using the row number (like in the previous two templates) and the distance from the left is again a constant 1.&lt;br /&gt;
&lt;br /&gt;
=== Spritesets ===&lt;br /&gt;
With these templates, spritesets can be defined:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
/* Define the spritesets, these allow referring to these sprites later on */&lt;br /&gt;
spriteset (set_icm_front_lighted, &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(0, 0) }&lt;br /&gt;
spriteset (set_icm_rear_lighted,  &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(1, 1) }&lt;br /&gt;
spriteset (set_icm_front,         &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(2, 0) }&lt;br /&gt;
spriteset (set_icm_rear,          &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(3, 1) }&lt;br /&gt;
spriteset (set_icm_middle,        &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_4_views(4)    }&lt;br /&gt;
spriteset (set_icm_purchase,      &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_single(5, 53, 14, -25, -10) }&lt;br /&gt;
spriteset (set_icm_invisible,     &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_single(6,  1,  1,   0,   0) }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first and third spriteset are for the front of the EMU, with and without lights. The template for eight sprites, unreversed, is used for these two spritesets.&lt;br /&gt;
The second and fourth spriteset are similar, this time for the back of the EMU, using the same template but this time reversed.&lt;br /&gt;
The fifth spriteset is for the middle parts of the EMU, the wagons if you like, only using the template for four sprites.&lt;br /&gt;
The sixth spriteset is for the purchase menu sprite, using the last template setting the fifth row and manual values for size and offsets.&lt;br /&gt;
The last spriteset is a single transparent pixel sprite, which will be used to hide one of the middle parts when we get to adding the four part refit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the single engine we now only use the &amp;lt;code&amp;gt;set_icm_front_lighted&amp;lt;/code&amp;gt; spriteset. It is already referenced from the graphics block. This will also be used for the purchase menu, which is fine for non-articulated trains and road vehicles. If you want to encode this intermediate result, you best remove the other spritesets or comment them out (as is done for the total code so far below).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Total code so far ==&lt;br /&gt;
When put in the correct order, this should now encode as a working NewGRF. The total code so far:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap; max-height: 200px; overflow:scroll&amp;quot;&amp;gt;&lt;br /&gt;
/* Define grf */&lt;br /&gt;
grf {&lt;br /&gt;
    grfid: &amp;quot;NML\00&amp;quot;;&lt;br /&gt;
    /* GRF name and description strings are defined in the lang files */&lt;br /&gt;
    name: string(STR_GRF_NAME);&lt;br /&gt;
    desc: string(STR_GRF_DESC);&lt;br /&gt;
    /* This is the first version, start numbering at 0. */&lt;br /&gt;
    version: 0;&lt;br /&gt;
    min_compatible_version: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Define a rail type table,&lt;br /&gt;
 * this allows referring to railtypes&lt;br /&gt;
 * irrespective of the grfs loaded.&lt;br /&gt;
 */&lt;br /&gt;
railtypetable {&lt;br /&gt;
    RAIL, ELRL, MONO, MGLV,&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Basic template for 4 vehicle views */&lt;br /&gt;
template tmpl_vehicle_basic(x, y) {&lt;br /&gt;
    // arguments x, y: coordinates of top-left corner of first sprite&lt;br /&gt;
    [x,      y,  8, 24,  -3, -12] //xpos ypos xsize ysize xrel yrel&lt;br /&gt;
    [x +  9, y, 22, 20, -14, -12]&lt;br /&gt;
    [x + 32, y, 32, 16, -16, -12]&lt;br /&gt;
    [x + 65, y, 22, 20,  -6, -12]&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Template for a vehicle with only 4 views (symmetric) */&lt;br /&gt;
template tmpl_vehicle_4_views(num) {&lt;br /&gt;
    // argument num: Index in the graphics file, assuming vertical ordering of vehicles&lt;br /&gt;
    tmpl_vehicle_basic(1, 1 + 32 * num)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Template for a vehicle with 8 views (non-symmetric) */&lt;br /&gt;
template tmpl_vehicle_8_views(num, reversed) {&lt;br /&gt;
    // argument num: Index in the graphics file, assuming vertical ordering of vehicles&lt;br /&gt;
    // argument reversed: Reverse visible orientation of vehicle, if set to 1&lt;br /&gt;
    tmpl_vehicle_basic(reversed ? 89 : 1, 1 + 32 * num)&lt;br /&gt;
    tmpl_vehicle_basic(reversed ? 1 : 89, 1 + 32 * num)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Template for a single vehicle sprite */&lt;br /&gt;
template tmpl_vehicle_single(num, xsize, ysize, xoff, yoff) {&lt;br /&gt;
    [1, 1 + 32 * num, xsize, ysize, xoff, yoff]&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Define the spritesets, these allow referring to these sprites later on */&lt;br /&gt;
spriteset (set_icm_front_lighted, &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(0, 0) }&lt;br /&gt;
spriteset (set_icm_rear_lighted,  &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(1, 1) }&lt;br /&gt;
spriteset (set_icm_front,         &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(2, 0) }&lt;br /&gt;
spriteset (set_icm_rear,          &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(3, 1) }&lt;br /&gt;
spriteset (set_icm_middle,        &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_4_views(4)    }&lt;br /&gt;
spriteset (set_icm_purchase,      &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_single(5, 53, 14, -25, -10) }&lt;br /&gt;
spriteset (set_icm_invisible,     &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_single(6,  1,  1,   0,   0) }&lt;br /&gt;
&lt;br /&gt;
/* Define the actual train */&lt;br /&gt;
item(FEAT_TRAINS, item_icm) {&lt;br /&gt;
    /* Define properties first, make sure to set all of them */&lt;br /&gt;
    property {&lt;br /&gt;
        name:                         string(STR_ICM_NAME);&lt;br /&gt;
        // not available in toyland:&lt;br /&gt;
        climates_available:           bitmask(CLIMATE_TEMPERATE, CLIMATE_ARCTIC, CLIMATE_TROPICAL); &lt;br /&gt;
        introduction_date:            date(1983, 1, 1);&lt;br /&gt;
        model_life:                   VEHICLE_NEVER_EXPIRES;&lt;br /&gt;
        vehicle_life:                 30;&lt;br /&gt;
        reliability_decay:            20;&lt;br /&gt;
        refittable_cargo_classes:     bitmask(CC_PASSENGERS);&lt;br /&gt;
        non_refittable_cargo_classes: bitmask();&lt;br /&gt;
        // refitting is done via cargo classes only, no cargo types need explicit enabling/disabling&lt;br /&gt;
        // It&#039;s an intercity train, loading is relatively slow:&lt;br /&gt;
        loading_speed:                6; &lt;br /&gt;
        cost_factor:                  45;&lt;br /&gt;
        running_cost_factor:          100; // Changed by callback&lt;br /&gt;
        sprite_id:                    SPRITE_ID_NEW_TRAIN;&lt;br /&gt;
        speed:                        141 km/h; // actually 140, but there are rounding errors&lt;br /&gt;
        misc_flags:                   bitmask(TRAIN_FLAG_2CC, TRAIN_FLAG_MU);&lt;br /&gt;
        refit_cost:                   0; //refit costs don&#039;t apply to subcargo display &lt;br /&gt;
        // callback flags are not set manually&lt;br /&gt;
        track_type:                   ELRL; // from rail type table&lt;br /&gt;
        ai_special_flag:              AI_FLAG_PASSENGER;&lt;br /&gt;
        power:                        1260 kW; // Changed by CB&lt;br /&gt;
        running_cost_base:            RUNNING_COST_ELECTRIC;&lt;br /&gt;
        dual_headed:                  0;&lt;br /&gt;
        cargo_capacity:               36; // per part, changed by callback&lt;br /&gt;
        weight:                       144 ton; // Total, changed by callback&lt;br /&gt;
        ai_engine_rank:               0; // not intended to be used by the ai&lt;br /&gt;
        engine_class:                 ENGINE_CLASS_ELECTRIC;&lt;br /&gt;
        extra_power_per_wagon:        0 kW;&lt;br /&gt;
        // 4/12 of weight on driving wheels, with a default friction coefficient of 0.3:&lt;br /&gt;
        tractive_effort_coefficient:  0.3 / 3; // changed by callback&lt;br /&gt;
        air_drag_coefficient:         0.06;&lt;br /&gt;
        length:                       8;&lt;br /&gt;
        // Overridden by callback to disable for non-powered wagons:&lt;br /&gt;
        visual_effect_and_powered:    visual_effect_and_powered(VISUAL_EFFECT_ELECTRIC, 2, DISABLE_WAGON_POWER);&lt;br /&gt;
        extra_weight_per_wagon:       0 ton;&lt;br /&gt;
        bitmask_vehicle_info:         0;&lt;br /&gt;
    }&lt;br /&gt;
    /* Define graphics and callbacks&lt;br /&gt;
     * Setting all callbacks is not needed, only define what is used */&lt;br /&gt;
    graphics {&lt;br /&gt;
        default:                      set_icm_front_lighted;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Language file so far ===&lt;br /&gt;
english.lng now contains this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap; max-height: 200px; overflow:scroll&amp;quot;&amp;gt;&lt;br /&gt;
##grflangid 0x01&lt;br /&gt;
&lt;br /&gt;
STR_GRF_NAME                 :NML Example NewGRF: Train&lt;br /&gt;
STR_GRF_DESC                 :{ORANGE}NML Example NewGRF: Train{}{BLACK}This NewGRF is intended to provide a coding example for the high-level NewGRF-coding language NML.{}Original graphics by {SILVER}Purno, {BLACK}coding by {SILVER}DJNekkid.{}{BLACK}This NewGRF defines a Dutch EMU, the ICM &#039;Koploper&#039;.&lt;br /&gt;
&lt;br /&gt;
STR_ICM_NAME                 :ICM &#039;Koploper&#039; (Electric)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is now a working train engine, but not an EMU. On the next page we&#039;ll expand the code we have so far to make this train into a proper EMU which can be purchased as prebuilt consist without the need to add wagons yourself.&lt;br /&gt;
&lt;br /&gt;
{{NMLTutorialNavbar|Train|Train three part articulated}}&lt;/div&gt;</summary>
		<author><name>Brickblock1</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=NMLTutorial/Train_single_engine&amp;diff=10260</id>
		<title>NMLTutorial/Train single engine</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=NMLTutorial/Train_single_engine&amp;diff=10260"/>
		<updated>2026-01-24T17:13:12Z</updated>

		<summary type="html">&lt;p&gt;Brickblock1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NMLTutorial}}&lt;br /&gt;
&#039;&#039;The example used here is from the [http://dev.openttdcoop.org/projects/nml/repository/show/examples NML source]. The code for this was originally written in NFO by DJNekkid for the 2cc Trainset and rewritten in NML by Hirundo. The graphics used in the example are by Purno. Code and graphics are both licensed according to the GPL v2 or later. The code has been modified for the purpose of this tutorial&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This continues the [[NMLTutorial/Train|first part]] of the train example. On this page we&#039;ll make a single engined train.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Item block ==&lt;br /&gt;
The first step towards a train is defining an item block for it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
/* Define the actual train */&lt;br /&gt;
item(FEAT_TRAINS, item_icm) {&lt;br /&gt;
    /* Define properties first, make sure to set all of them */&lt;br /&gt;
    property {&lt;br /&gt;
        name:                         string(STR_ICM_NAME);&lt;br /&gt;
        // not available in toyland:&lt;br /&gt;
        climates_available:           bitmask(CLIMATE_TEMPERATE, CLIMATE_ARCTIC, CLIMATE_TROPICAL); &lt;br /&gt;
        introduction_date:            date(1983, 1, 1);&lt;br /&gt;
        model_life:                   VEHICLE_NEVER_EXPIRES;&lt;br /&gt;
        vehicle_life:                 30;&lt;br /&gt;
        reliability_decay:            20;&lt;br /&gt;
        refittable_cargo_classes:     bitmask(CC_PASSENGERS);&lt;br /&gt;
        non_refittable_cargo_classes: bitmask();&lt;br /&gt;
        // refitting is done via cargo classes only, no cargo types need explicit enabling/disabling&lt;br /&gt;
        // It&#039;s an intercity train, loading is relatively slow:&lt;br /&gt;
        loading_speed:                6; &lt;br /&gt;
        cost_factor:                  45;&lt;br /&gt;
        running_cost_factor:          100; // Changed by callback&lt;br /&gt;
        sprite_id:                    SPRITE_ID_NEW_TRAIN;&lt;br /&gt;
        speed:                        141 km/h; // actually 140, but there are rounding errors&lt;br /&gt;
        misc_flags:                   bitmask(TRAIN_FLAG_2CC, TRAIN_FLAG_MU);&lt;br /&gt;
        refit_cost:                   0; //refit costs don&#039;t apply to subcargo display &lt;br /&gt;
        // callback flags are not set manually&lt;br /&gt;
        track_type:                   ELRL; // from rail type table&lt;br /&gt;
        ai_special_flag:              AI_FLAG_PASSENGER;&lt;br /&gt;
        power:                        1260 kW; // Changed by CB&lt;br /&gt;
        running_cost_base:            RUNNING_COST_ELECTRIC;&lt;br /&gt;
        dual_headed:                  0;&lt;br /&gt;
        cargo_capacity:               36; // per part, changed by callback&lt;br /&gt;
        weight:                       144 ton; // Total, changed by callback&lt;br /&gt;
        ai_engine_rank:               0; // not intended to be used by the ai&lt;br /&gt;
        engine_class:                 ENGINE_CLASS_ELECTRIC;&lt;br /&gt;
        extra_power_per_wagon:        0 kW;&lt;br /&gt;
        // 4/12 of weight on driving wheels, with a default friction coefficient of 0.3:&lt;br /&gt;
        tractive_effort_coefficient:  0.3 / 3; // changed by callback&lt;br /&gt;
        air_drag_coefficient:         0.06;&lt;br /&gt;
        length                        8;&lt;br /&gt;
        // Overridden by callback to disable for non-powered wagons:&lt;br /&gt;
        visual_effect_and_powered:    visual_effect_and_powered(VISUAL_EFFECT_ELECTRIC, 2, DISABLE_WAGON_POWER);&lt;br /&gt;
        extra_weight_per_wagon:       0 ton;&lt;br /&gt;
        bitmask_vehicle_info:         0;&lt;br /&gt;
    }&lt;br /&gt;
    /* Define graphics and callbacks&lt;br /&gt;
     * Setting all callbacks is not needed, only define what is used */&lt;br /&gt;
    graphics {&lt;br /&gt;
        default:                      set_icm_front_lighted;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The property block is again a list with properties for this vehicle. You can look the available properties up in the [http://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles#Properties_common_to_all_vehicle_types NML Documentation]. The properties are self-explanatory with a little help from their descriptions in the NML Documentation. Properties that have a comment that they will be changed by a callback actually need not be changed by a callback for the single engined train, these callbacks are only relevant for when we get to refitting the train in a three and four part version.&lt;br /&gt;
&lt;br /&gt;
From the graphics block we&#039;ll add the default sprites for this vehicle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Language file ==&lt;br /&gt;
The properties block references one string (the vehicle name), which of course must be added to the language file. Open the language file and add the string.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
STR_ICM_NAME                 :ICM &#039;Koploper&#039; (Electric)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Railtype table ==&lt;br /&gt;
For the &amp;lt;code&amp;gt;track_type&amp;lt;/code&amp;gt; we&#039;ve used the &amp;lt;code&amp;gt;ELRL&amp;lt;/code&amp;gt; railtype label. Apart from the fact that this is not available by default, we want our train to be working regardless of the track sets loaded in OpenTTD. This means adding a railtype table:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
railtypetable {&lt;br /&gt;
    ELRL&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We only use one railtype label, so that&#039;s really all we need in the railtypetable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
Below you&#039;ll find the complete graphics file that will be used throughout the example. For now we&#039;ll only use the first block of eight sprites for the vehicle, but define templates and spritesets for all others while we&#039;re at it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Icm.png|frame|none|Dutch ICM &#039;Koploper&#039; sprites. Drawn by Purno.]]&lt;br /&gt;
&lt;br /&gt;
=== Templates ===&lt;br /&gt;
This example will show you some advanced tricks that you can use with templates. Of course you&#039;re free to use more simple templates like those used in the road vehicle and tram examples. In total this example defines four templates for all sprite uses (including those that will be added later) and uses templates inside templates (yes, that&#039;s possible). &lt;br /&gt;
&lt;br /&gt;
Below each template will be introduced and explained.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
/* Basic template for 4 vehicle views */&lt;br /&gt;
template tmpl_vehicle_basic(x, y) {&lt;br /&gt;
    // arguments x, y: coordinates of top-left corner of first sprite&lt;br /&gt;
    [x,      y,  8, 24,  -3, -12] //xpos ypos xsize ysize xoff yoff&lt;br /&gt;
    [x +  9, y, 22, 20, -14, -12]&lt;br /&gt;
    [x + 32, y, 32, 16, -16, -12]&lt;br /&gt;
    [x + 65, y, 22, 20,  -6, -12]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The template above is a normal template as we&#039;ve seen those before. Arguments are used for the top-left corner of the first sprite. Nothing fancy here, except that only four sprites are listed and we need eight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
/* Template for a vehicle with only 4 views (symmetric) */&lt;br /&gt;
template tmpl_vehicle_4_views(num) {&lt;br /&gt;
    // argument num: Index in the graphics file, assuming vertical ordering of vehicles&lt;br /&gt;
    tmpl_vehicle_basic(1, 1 + 32 * num)&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This template includes the previous templated and is intended to be used for blocks of four sprites, like the passenger carriage in the image above. This template takes one argument where you set in which row of the graphics file to find the sprites. NML then calculates the actual values for x and y that the included template needs. The value for x in this case is a constant 1, as each block of sprites in the graphics file starts one pixel from the left. The distance from the top is calculated: each block of sprites is 32 pixels apart and the first block starts one pixel from the top. So with the number of the row as input argument, the calculation is to multiply this input by 32 and add 1. This gives the correct value for y.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
/* Template for a vehicle with 8 views (non-symmetric) */&lt;br /&gt;
template tmpl_vehicle_8_views(num, reversed) {&lt;br /&gt;
    // argument num: Index in the graphics file, assuming vertical ordering of vehicles&lt;br /&gt;
    // argument reversed: Reverse visible orientation of vehicle, if set to 1&lt;br /&gt;
    tmpl_vehicle_basic(reversed ? 89 : 1, 1 + 32 * num)&lt;br /&gt;
    tmpl_vehicle_basic(reversed ? 1 : 89, 1 + 32 * num)&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This template also includes the first template and uses a same argument for the row number as the previous template. This argument is again used to calculate the value of y for the first template. The first template is included twice, which means it&#039;s intended for blocks of eight sprites.&lt;br /&gt;
&lt;br /&gt;
The template also takes a second argument, which adds a trick to swap the first four and last four sprites. If the argument is set to 1, the last four sprites are included first and the first four second. If it&#039;s set to any other value, the normal sprite order is used for the eight sprites. That way a spriteset for a reversed vehicle can be created. This argument is used to calculate the value of x by means of a [http://en.wikipedia.org/wiki/%3F:#Conditional_assignment conditional assignment]. How this works is that the expression in front of the ? is evaluated to true or false. If the expression returns true, the value between the ? and : is used. If the expression returns false the value after the : is used.&lt;br /&gt;
&lt;br /&gt;
A value of 1 in this case is equal to true. Then a value for x of 89 is used for the first included template, otherwise value 1 is used for x. The same reasoning applies to the second included template, but of course the other way round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
/* Template for a single vehicle sprite */&lt;br /&gt;
template tmpl_vehicle_single(num, xsize, ysize, xoff, yoff) {&lt;br /&gt;
    [1, 1 + 32 * num, xsize, ysize, xoff, yoff]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This last template has arguments for almost everything, so sprite size and offsets must be set every time this template is used. Only the distance from the top is calculated using the row number (like in the previous two templates) and the distance from the left is again a constant 1.&lt;br /&gt;
&lt;br /&gt;
=== Spritesets ===&lt;br /&gt;
With these templates, spritesets can be defined:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap&amp;quot;&amp;gt;&lt;br /&gt;
/* Define the spritesets, these allow referring to these sprites later on */&lt;br /&gt;
spriteset (set_icm_front_lighted, &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(0, 0) }&lt;br /&gt;
spriteset (set_icm_rear_lighted,  &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(1, 1) }&lt;br /&gt;
spriteset (set_icm_front,         &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(2, 0) }&lt;br /&gt;
spriteset (set_icm_rear,          &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(3, 1) }&lt;br /&gt;
spriteset (set_icm_middle,        &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_4_views(4)    }&lt;br /&gt;
spriteset (set_icm_purchase,      &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_single(5, 53, 14, -25, -10) }&lt;br /&gt;
spriteset (set_icm_invisible,     &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_single(6,  1,  1,   0,   0) }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first and third spriteset are for the front of the EMU, with and without lights. The template for eight sprites, unreversed, is used for these two spritesets.&lt;br /&gt;
The second and fourth spriteset are similar, this time for the back of the EMU, using the same template but this time reversed.&lt;br /&gt;
The fifth spriteset is for the middle parts of the EMU, the wagons if you like, only using the template for four sprites.&lt;br /&gt;
The sixth spriteset is for the purchase menu sprite, using the last template setting the fifth row and manual values for size and offsets.&lt;br /&gt;
The last spriteset is a single transparent pixel sprite, which will be used to hide one of the middle parts when we get to adding the four part refit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the single engine we now only use the &amp;lt;code&amp;gt;set_icm_front_lighted&amp;lt;/code&amp;gt; spriteset. It is already referenced from the graphics block. This will also be used for the purchase menu, which is fine for non-articulated trains and road vehicles. If you want to encode this intermediate result, you best remove the other spritesets or comment them out (as is done for the total code so far below).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Total code so far ==&lt;br /&gt;
When put in the correct order, this should now encode as a working NewGRF. The total code so far:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap; max-height: 200px; overflow:scroll&amp;quot;&amp;gt;&lt;br /&gt;
/* Define grf */&lt;br /&gt;
grf {&lt;br /&gt;
    grfid: &amp;quot;NML\00&amp;quot;;&lt;br /&gt;
    /* GRF name and description strings are defined in the lang files */&lt;br /&gt;
    name: string(STR_GRF_NAME);&lt;br /&gt;
    desc: string(STR_GRF_DESC);&lt;br /&gt;
    /* This is the first version, start numbering at 0. */&lt;br /&gt;
    version: 0;&lt;br /&gt;
    min_compatible_version: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Define a rail type table,&lt;br /&gt;
 * this allows referring to railtypes&lt;br /&gt;
 * irrespective of the grfs loaded.&lt;br /&gt;
 */&lt;br /&gt;
railtypetable {&lt;br /&gt;
    RAIL, ELRL, MONO, MGLV,&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Basic template for 4 vehicle views */&lt;br /&gt;
template tmpl_vehicle_basic(x, y) {&lt;br /&gt;
    // arguments x, y: coordinates of top-left corner of first sprite&lt;br /&gt;
    [x,      y,  8, 24,  -3, -12] //xpos ypos xsize ysize xrel yrel&lt;br /&gt;
    [x +  9, y, 22, 20, -14, -12]&lt;br /&gt;
    [x + 32, y, 32, 16, -16, -12]&lt;br /&gt;
    [x + 65, y, 22, 20,  -6, -12]&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Template for a vehicle with only 4 views (symmetric) */&lt;br /&gt;
template tmpl_vehicle_4_views(num) {&lt;br /&gt;
    // argument num: Index in the graphics file, assuming vertical ordering of vehicles&lt;br /&gt;
    tmpl_vehicle_basic(1, 1 + 32 * num)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Template for a vehicle with 8 views (non-symmetric) */&lt;br /&gt;
template tmpl_vehicle_8_views(num, reversed) {&lt;br /&gt;
    // argument num: Index in the graphics file, assuming vertical ordering of vehicles&lt;br /&gt;
    // argument reversed: Reverse visible orientation of vehicle, if set to 1&lt;br /&gt;
    tmpl_vehicle_basic(reversed ? 89 : 1, 1 + 32 * num)&lt;br /&gt;
    tmpl_vehicle_basic(reversed ? 1 : 89, 1 + 32 * num)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Template for a single vehicle sprite */&lt;br /&gt;
template tmpl_vehicle_single(num, xsize, ysize, xoff, yoff) {&lt;br /&gt;
    [1, 1 + 32 * num, xsize, ysize, xoff, yoff]&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Define the spritesets, these allow referring to these sprites later on */&lt;br /&gt;
spriteset (set_icm_front_lighted, &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(0, 0) }&lt;br /&gt;
spriteset (set_icm_rear_lighted,  &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(1, 1) }&lt;br /&gt;
spriteset (set_icm_front,         &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(2, 0) }&lt;br /&gt;
spriteset (set_icm_rear,          &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_8_views(3, 1) }&lt;br /&gt;
spriteset (set_icm_middle,        &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_4_views(4)    }&lt;br /&gt;
spriteset (set_icm_purchase,      &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_single(5, 53, 14, -25, -10) }&lt;br /&gt;
spriteset (set_icm_invisible,     &amp;quot;gfx/icm.png&amp;quot;) { tmpl_vehicle_single(6,  1,  1,   0,   0) }&lt;br /&gt;
&lt;br /&gt;
/* Define the actual train */&lt;br /&gt;
item(FEAT_TRAINS, item_icm) {&lt;br /&gt;
    /* Define properties first, make sure to set all of them */&lt;br /&gt;
    property {&lt;br /&gt;
        name:                         string(STR_ICM_NAME);&lt;br /&gt;
        // not available in toyland:&lt;br /&gt;
        climates_available:           bitmask(CLIMATE_TEMPERATE, CLIMATE_ARCTIC, CLIMATE_TROPICAL); &lt;br /&gt;
        introduction_date:            date(1983, 1, 1);&lt;br /&gt;
        model_life:                   VEHICLE_NEVER_EXPIRES;&lt;br /&gt;
        vehicle_life:                 30;&lt;br /&gt;
        reliability_decay:            20;&lt;br /&gt;
        refittable_cargo_classes:     bitmask(CC_PASSENGERS);&lt;br /&gt;
        non_refittable_cargo_classes: bitmask();&lt;br /&gt;
        // refitting is done via cargo classes only, no cargo types need explicit enabling/disabling&lt;br /&gt;
        // It&#039;s an intercity train, loading is relatively slow:&lt;br /&gt;
        loading_speed:                6; &lt;br /&gt;
        cost_factor:                  45;&lt;br /&gt;
        running_cost_factor:          100; // Changed by callback&lt;br /&gt;
        sprite_id:                    SPRITE_ID_NEW_TRAIN;&lt;br /&gt;
        speed:                        141 km/h; // actually 140, but there are rounding errors&lt;br /&gt;
        misc_flags:                   bitmask(TRAIN_FLAG_2CC, TRAIN_FLAG_MU);&lt;br /&gt;
        refit_cost:                   0; //refit costs don&#039;t apply to subcargo display &lt;br /&gt;
        // callback flags are not set manually&lt;br /&gt;
        track_type:                   ELRL; // from rail type table&lt;br /&gt;
        ai_special_flag:              AI_FLAG_PASSENGER;&lt;br /&gt;
        power:                        1260 kW; // Changed by CB&lt;br /&gt;
        running_cost_base:            RUNNING_COST_ELECTRIC;&lt;br /&gt;
        dual_headed:                  0;&lt;br /&gt;
        cargo_capacity:               36; // per part, changed by callback&lt;br /&gt;
        weight:                       144 ton; // Total, changed by callback&lt;br /&gt;
        ai_engine_rank:               0; // not intended to be used by the ai&lt;br /&gt;
        engine_class:                 ENGINE_CLASS_ELECTRIC;&lt;br /&gt;
        extra_power_per_wagon:        0 kW;&lt;br /&gt;
        // 4/12 of weight on driving wheels, with a default friction coefficient of 0.3:&lt;br /&gt;
        tractive_effort_coefficient:  0.3 / 3; // changed by callback&lt;br /&gt;
        air_drag_coefficient:         0.06;&lt;br /&gt;
        shorten_vehicle:              SHORTEN_TO_8_8;&lt;br /&gt;
        // Overridden by callback to disable for non-powered wagons:&lt;br /&gt;
        visual_effect_and_powered:    visual_effect_and_powered(VISUAL_EFFECT_ELECTRIC, 2, DISABLE_WAGON_POWER);&lt;br /&gt;
        extra_weight_per_wagon:       0 ton;&lt;br /&gt;
        bitmask_vehicle_info:         0;&lt;br /&gt;
    }&lt;br /&gt;
    /* Define graphics and callbacks&lt;br /&gt;
     * Setting all callbacks is not needed, only define what is used */&lt;br /&gt;
    graphics {&lt;br /&gt;
        default:                      set_icm_front_lighted;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Language file so far ===&lt;br /&gt;
english.lng now contains this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:darkblue; white-space: pre-wrap; max-height: 200px; overflow:scroll&amp;quot;&amp;gt;&lt;br /&gt;
##grflangid 0x01&lt;br /&gt;
&lt;br /&gt;
STR_GRF_NAME                 :NML Example NewGRF: Train&lt;br /&gt;
STR_GRF_DESC                 :{ORANGE}NML Example NewGRF: Train{}{BLACK}This NewGRF is intended to provide a coding example for the high-level NewGRF-coding language NML.{}Original graphics by {SILVER}Purno, {BLACK}coding by {SILVER}DJNekkid.{}{BLACK}This NewGRF defines a Dutch EMU, the ICM &#039;Koploper&#039;.&lt;br /&gt;
&lt;br /&gt;
STR_ICM_NAME                 :ICM &#039;Koploper&#039; (Electric)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is now a working train engine, but not an EMU. On the next page we&#039;ll expand the code we have so far to make this train into a proper EMU which can be purchased as prebuilt consist without the need to add wagons yourself.&lt;br /&gt;
&lt;br /&gt;
{{NMLTutorialNavbar|Train|Train three part articulated}}&lt;/div&gt;</summary>
		<author><name>Brickblock1</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=FIRS&amp;diff=10247</id>
		<title>FIRS</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=FIRS&amp;diff=10247"/>
		<updated>2023-10-14T20:38:17Z</updated>

		<summary type="html">&lt;p&gt;Brickblock1: Update firs docs link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FIRS (FIRS Industry Replacement Set) is a newgrf that provides new industries and cargos for OpenTTD.&lt;br /&gt;
&lt;br /&gt;
* Full docs for FIRS, including gameplay and code reference: https://grf.farm/firs/index.html&lt;br /&gt;
* TT-Forums topic: http://www.tt-forums.net/viewtopic.php?t=41607&lt;br /&gt;
[[Category:Graphics sets]]&lt;/div&gt;</summary>
		<author><name>Brickblock1</name></author>
	</entry>
</feed>