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Re: [OTTD] OpenGFX+ Airports
Posted: 15 Dec 2011 22:32
by planetmaker
ISA wrote:Yexo wrote:I'll code them if someone provides the graphics
I had/have some ideas, but before I've to finish 2 or 3 drawings!
Graphics would be very welcome. And I'll subscribe to coding them into this set, too.
Re: [OTTD] OpenGFX+ Airports
Posted: 20 Jan 2012 00:28
by PaulC
Would a simple 1x1 helipad be possible? Something like this:
Re: [OTTD] OpenGFX+ Airports
Posted: 20 Jan 2012 00:30
by planetmaker
PaulC wrote:Would a simple 1x1 helipad be possible? Something like this:
Not entirely sure... the existing 1x1 helipad is a building and we might not be able to change the landing altitude.
EDIT: yes, as feared:
Re: [OTTD] OpenGFX+ Airports
Posted: 20 Jan 2012 09:08
by Hirundo
planetmaker wrote:PaulC wrote:Would a simple 1x1 helipad be possible? Something like this:
Not entirely sure... the existing 1x1 helipad is a building and we might not be able to change the landing altitude.
EDIT: yes, as feared:
You could add a (possibly animated) rope ladder to the helicopter, so people could climb into and out of the hovering heli.
Such a ladder would have to be added to the vehicle, and then applied if the ogfx+ airports grfid is detected.
TMWFTLB, though
Re: [OTTD] OpenGFX+ Airports
Posted: 20 Jan 2012 09:15
by planetmaker
Well... but might be worth a try in a similar way: The landing altitude is known, thus it need not be attached to the vehicle. The tile could use a conditional building using the tile animation triggers ANIM_TRIGGER_APT_NEW_CARGO and ANIM_TRIGGER_APT_CARGO_TAKEN to display a rope ladder or not...
I faintly remember there being a possible timing offset, but as said: it will just need a try.
Re: [OTTD] OpenGFX+ Airports
Posted: 20 Jan 2012 21:27
by frosch
Well, but... the rotor stops after "landing" ...
Re: [OTTD] OpenGFX+ Airports
Posted: 20 Jan 2012 23:37
by Hirundo
I suggest we consider this a motivation to get newgrf airports fully merged with trunk (after 1.2 is branched, that is)
Re: [OTTD] OpenGFX+ Airports
Posted: 21 Jan 2012 14:08
by Yexo
Hirundo wrote:I suggest we consider this a motivation to get newgrf airports fully mergedrewritten with trunk (after 1.2 is branched, that is)
There is nothing to merge currently.
Re: [OTTD] OpenGFX+ Airports
Posted: 04 Feb 2012 22:13
by PaulC
Emperor Jake wrote:Having an old and modern style small airport might also be good - I like to use the small airport sometimes even in modern times where traffic is low and space is limited, and the dirt runway doesn't look good with modern turboprops.
Mock-up:
Re: [OTTD] OpenGFX+ Airports
Posted: 04 Feb 2012 22:35
by planetmaker
PaulC wrote:Mock-up:(...)
Hm, I think that's a nice idea indeed
And even w/o new sprites
Re: [OTTD] OpenGFX+ Airports
Posted: 04 Feb 2012 22:57
by PaulC
planetmaker wrote:And even w/o new sprites
Actually that airport would require 6 new sprites (x4 for rotations).
Re: [OTTD] OpenGFX+ Airports
Posted: 05 Feb 2012 00:08
by Yexo
PaulC wrote:planetmaker wrote:And even w/o new sprites
Actually that airport would require 6 new sprites (x4 for rotations).
Which sprites are new?
Re: [OTTD] OpenGFX+ Airports
Posted: 05 Feb 2012 01:28
by PaulC
Yexo wrote:Which sprites are new?
These:
Re: [OTTD] OpenGFX+ Airports
Posted: 05 Feb 2012 03:39
by Leanden
Iirc, airports arent built that way. They are made up by layering other sprites.
Re: [OTTD] OpenGFX+ Airports
Posted: 05 Feb 2012 04:07
by PaulC
I don't believe that's any different to how the normal small airport is put together. But of course, I can cut those sprites any way that's needed.
Re: [OTTD] OpenGFX+ Airports
Posted: 05 Feb 2012 05:47
by kamnet
PaulC wrote:Emperor Jake wrote:Having an old and modern style small airport might also be good - I like to use the small airport sometimes even in modern times where traffic is low and space is limited, and the dirt runway doesn't look good with modern turboprops.
Mock-up:
YES! MAKE IT SO! </Picard>
Re: [OTTD] OpenGFX+ Airports
Posted: 05 Feb 2012 11:17
by Yexo
PaulC: Ah, of course. I missed the fact there are two buildings split over 3 tiles width. The sprites need to be cut per tile indeed. If you could cut the sprites I'll be happy to code this airport, it looks really cool
Re: [OTTD] OpenGFX+ Airports
Posted: 05 Feb 2012 12:28
by PaulC
Yexo wrote:PaulC: Ah, of course. I missed the fact there are two buildings split over 3 tiles width. The sprites need to be cut per tile indeed. If you could cut the sprites I'll be happy to code this airport, it looks really cool
Do you mean they need to be cut differently to what I posted above? Or just that you need me to cut the sprites for the other rotations (and snow)?
Re: [OTTD] OpenGFX+ Airports
Posted: 05 Feb 2012 12:42
by Yexo
PaulC wrote:Or just that you need me to cut the sprites for the other rotations (and snow)?
That
Re: [OTTD] OpenGFX+ Airports
Posted: 15 Feb 2012 20:51
by PaulC
- small_modern_rotations.png (17.47 KiB) Viewed 5055 times
A full set of sprites is now on DevZone.