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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 :D

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 :-P

Re: [OTTD] OpenGFX+ Airports

Posted: 04 Feb 2012 22:57
by PaulC
planetmaker wrote:And even w/o new sprites :-P
Actually that airport would require 6 new sprites (x4 for rotations). :wink:

Re: [OTTD] OpenGFX+ Airports

Posted: 05 Feb 2012 00:08
by Yexo
PaulC wrote:
planetmaker wrote:And even w/o new sprites :-P
Actually that airport would require 6 new sprites (x4 for rotations). :wink:
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: Image


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
small_modern_rotations.png (17.47 KiB) Viewed 5055 times
A full set of sprites is now on DevZone. 8)