Six New Airports - Released
Moderator: OpenTTD Developers
The structure of the airports .h files changed a bit in tonights trunk... so here is a new update with it fixed.
And as a little surprise - Celestar asked if the Intercontinental could be expanded to have longer runways... so it is now a 9x11 airport, with length 8 runways. Since I had some more space, I added a few extra bits of airport scenery.
Let me know if I broke anything. Most of the changes were just to position data, and not to the state machine at all. That required lots of adding 16 to some vars, 32 to others. Not too hard, so nothing should be any more broken than before
And as a little surprise - Celestar asked if the Intercontinental could be expanded to have longer runways... so it is now a 9x11 airport, with length 8 runways. Since I had some more space, I added a few extra bits of airport scenery.
Let me know if I broke anything. Most of the changes were just to position data, and not to the state machine at all. That required lots of adding 16 to some vars, 32 to others. Not too hard, so nothing should be any more broken than before
- Attachments
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- Intercontinental now 9x11
- Runningbury Transport, 21st Jul 2019.png (87.08 KiB) Viewed 9597 times
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- 6new_airports_v2_r4655.patch
- 6 New Airports at r4655. Intercontinental now 9x11
- (83.7 KiB) Downloaded 640 times
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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Here is the latest version with the District airports removed. This is a trunk-candidate, so has had a whole host of extra cleanups applied.
- Attachments
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- newairports5.patch
- (78.48 KiB) Downloaded 434 times
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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- proudmoore
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Pardon me if i'm being rather stupid, but how do you make this work? Does it require a certain nightly? I tryed applying this to r5078. I put the file (arports_145.grf) into data, and left it at that. However, nothing shows up on the build airport menu. I looked through the Configure Patches, but i couldn't find a switch for it.
Please tell me! I really want to try using this!
Please tell me! I really want to try using this!
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You need to compile the source code with the patch applied. And the file needs to be named "airports.grf". The forum modifies the filenameproudmoore wrote:Pardon me if i'm being rather stupid, but how do you make this work? Does it require a certain nightly? I tryed applying this to r5078. I put the file (arports_145.grf) into data, and left it at that. However, nothing shows up on the build airport menu. I looked through the Configure Patches, but i couldn't find a switch for it.
Please tell me! I really want to try using this!
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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- Born Acorn
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Its so two files named airports.grf can be uploaded without conflicts.
With airports.grf, the Helipad icon looks very very.. well.. strange. Could that be made more realistic looking? (not all helipads have a H, some have crosses and others just have a white circle)
There are graphics I made over a year ago in this thread, if needed.
With airports.grf, the Helipad icon looks very very.. well.. strange. Could that be made more realistic looking? (not all helipads have a H, some have crosses and others just have a white circle)
There are graphics I made over a year ago in this thread, if needed.
I agree the animated helipad with flashing lights is pretty, but it is just artistic licence.Born Acorn wrote:Its so two files named airports.grf can be uploaded without conflicts.
With airports.grf, the Helipad icon looks very very.. well.. strange. Could that be made more realistic looking? (not all helipads have a H, some have crosses and others just have a white circle)
There are graphics I made over a year ago in this thread, if needed.
To avoid the "you've got the helipad graphic wrong" accusations, I used the info in the Federal Aviation Authority's specification for laying out helipad markings; here. Our helipads are public helipads, thus section 31.b (p29) applies, (images Fig 3.8,3.9 on p40-41). It is a large white H with no surrounding circle or anything.
For transport heliports, the marking is the same (41.b, p51). For hospital heliports, it is a red H on a white cross background. For helipads on airports, the same white H should be used; section 65.d, p81. Appendix 2 gives the dimensions for these helipads.
Of course, helipads in your country may differ - heck, they may be different in the UK. But the FAA info was the easiest to find, and I suspect is an international standard, since different airport markings would be potentially dangerous for visiting pilots.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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- Born Acorn
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Its not that, its that the H is strange. The perspective is a bit off, and it looks a wee bit lopsided. This is due to a missing pixel on the side closest to the rightmost vertical line of the H. I made it thinner looking and hopefully balanced it a bit more. I also included a smaller version. You don't have to use this or anything, but I'm just rying to help.
(This might sound like nagging, but its only constructive criticism)
Not to mention that it will be out of place with other graphics in the game like the conventional graphics on the heliport, the oil rig and the airports. It may be better to follow consistancy.
(This might sound like nagging, but its only constructive criticism)
Not to mention that it will be out of place with other graphics in the game like the conventional graphics on the heliport, the oil rig and the airports. It may be better to follow consistancy.
Okies - do you want to edit the airports.grf, and update the H for me. I would appreciate it, as graphics is really not my thing. (Heck, I couldnt get perspective right on 3 lines ).Born Acorn wrote:Its not that, its that the H is strange. The perspective is a bit off, and it looks a wee bit lopsided. This is due to a missing pixel on the side closest to the rightmost vertical line of the H. I made it thinner looking and hopefully balanced it a bit more. I also included a smaller version. You don't have to use this or anything, but I'm just rying to help.
(This might sound like nagging, but its only constructive criticism)
Not to mention that it will be out of place with other graphics in the game like the conventional graphics on the heliport, the oil rig and the airports. It may be better to follow consistancy.
I could have used the default helipad, but wanted to try out a true H. If it doesnt fly, I'll ground it, and take off with the old helipad
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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- Born Acorn
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Here you go. I also made the rightmost side of those hangars one shade lighter to comply with where the sun is in TTD.
- Attachments
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- airports.grf
- (8.9 KiB) Downloaded 419 times
Timestamp:
06/23/06 22:05:40
Author:
richk
Feature: Add 4 new airports. 2 for aircraft, 2 for helicopters.
Commuter airport: Small. 5x4. 3 terminals, 2 helipads.
Intercontinental: massive. 9x11. 8 terminals, 2 helipads, 4 runways.
Helidepot: a small heliport with a depot for helis only.
Helistation: a large heliport with 3 helipads and a depot.
OTTDCoop NewGRF Pack|Different sets of GRFs for TTDPatch (some of them work in OTTD) - 1|- 2|GRF sets for OTTD|OTTD nightly
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
Grigory - I reuse existing airport graphics to get the look I want for the major airport rather than create whole new graphics. Your screen does not use the default graphics, and that creates quirks as your .grf pulls in inappropriate graphics.Grigory1 wrote:It is very a pity to me
Its not a bug in New Airports; if you mess with the core graphics, you will get unpredictable results.
Also, the version in trunk uses the SPR_AIRPORT_APRON sprite for existing sprites, so the whole airport (apart from new tiles) has black tarmac when I apply the newairport.grf from born_acorn's site. You must be using a now out-of-date version of the airports.
Last edited by richk67 on 24 Jun 2006 23:44, edited 1 time in total.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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