[OTTD] OpenGFX+ Airports

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Eddy Arfik
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Re: [OTTD] OpenGFX+ Airports

Post by Eddy Arfik » 08 Nov 2014 12:17

I often extend my airports with object tiles, as do many other people, but it looks funny with the fences in in between the "real" airport and the "fake" parts, so I've made a parameter that will allow to disable fences. Would you consider adding this to the next release?
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ogfx_airports-no_fences.diff
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Re: [OTTD] OpenGFX+ Airports

Post by planetmaker » 08 Nov 2014 13:07

Eddy Arfik wrote:I often extend my airports with object tiles, as do many other people, but it looks funny with the fences in in between the "real" airport and the "fake" parts, so I've made a parameter that will allow to disable fences. Would you consider adding this to the next release?
The idea makes sense. Wouldn't it make even more sense for this parameter to hide fences only when the nearby tile is an object tile? (Or maybe even from a certain or a few NewObject NewGRFs only?) Additionally it could also control whether adjacent station tiles would trigger hiding the fence, too.

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Re: [OTTD] OpenGFX+ Airports

Post by Eddy Arfik » 08 Nov 2014 13:58

planetmaker wrote: Wouldn't it make even more sense for this parameter to hide fences only when the nearby tile is an object tile? (Or maybe even from a certain or a few NewObject NewGRFs only?) Additionally it could also control whether adjacent station tiles would trigger hiding the fence, too.
I hadn't thought of that, I'll have a look at implementing a nearby tile check

Edit : I've implemented check for adjacent object or station tiles, but now I'm wondering if extra parameter is necessary, or if automagic fence hiding as default behaviour is better

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Re: [OTTD] OpenGFX+ Airports

Post by Eddy Arfik » 14 Nov 2014 10:45

So I have a new version here, which doesn't have parameter, instead automatically hides the fence where an object or station tile is adjacent. I think this is better solution as it doesn't add strings to need translating. Attached is diff and also compiled grf if anyone wants to try it out.
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ogfx-airports_autofences.diff
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ogfx-airports.grf
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Re: [OTTD] OpenGFX+ Airports

Post by Supercheese » 15 Nov 2014 03:48

Eddy Arfik wrote:So I have a new version here, which doesn't have parameter, instead automatically hides the fence where an object or station tile is adjacent. I think this is better solution as it doesn't add strings to need translating. Attached is diff and also compiled grf if anyone wants to try it out.
This seems like a good idea; I approve of this patch. :)
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Re: [OTTD] OpenGFX+ Airports

Post by Supercheese » 04 Apr 2015 23:42

Something I've been working on: Vintage Commuter airports for OGFX+. I always like playing with early airplanes from Av8 but find the Small airport sorely lacking in capacity, so I disable the OGFX+ Airports date restrictions and build Commuter airports instead. They have the added bonus of being able to handle two Airships and all heavier-than-air traffic simultaneously. I still have to get the control towers implemented in the two left-hand rotations, but I plan on submitting a patch relatively soon.
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OGFX+ Vintage Commuter Airports.png
Commuter airports with the Small airport style
OGFX+ Vintage Commuter Airports.png (54.77 KiB) Viewed 2380 times
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Re: [OTTD] OpenGFX+ Airports

Post by supermop » 05 Apr 2015 00:18

Nice!

One thing that always bothered me about the small airport though, is that I imagine planes getting stuck in all that mud! What about using some 'drier' dirt or grass for the landing strip?

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Re: [OTTD] OpenGFX+ Airports

Post by Eddy Arfik » 05 Apr 2015 02:58

Supercheese wrote:Something I've been working on: Vintage Commuter airports for OGFX+. I always like playing with early airplanes from Av8 but find the Small airport sorely lacking in capacity, so I disable the OGFX+ Airports date restrictions and build Commuter airports instead. They have the added bonus of being able to handle two Airships and all heavier-than-air traffic simultaneously. I still have to get the control towers implemented in the two left-hand rotations, but I plan on submitting a patch relatively soon.
Nicely done. I had the exact same idea, and began working on a fork of OGFX+ Airports to implement this and a few other styles of airport I have in mind, but I couldn't quite get the control towers to look right by using the original tiles in a 2 square format, so I put it on hold until I could get make some new graphics that fitted the 2 squares better.

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Re: [OTTD] OpenGFX+ Airports

Post by kamnet » 05 Apr 2015 04:56

Very nicely done!

It would also be nice to see an upgrade of the small airport from dirt fields to concrete or asphalt come in earlier than the commuter airport. Airports by the 1930s were using gravel instead of dry grass and dirt runways, and were using asphalt and concrete by the 1940s.

I also recently spoke with Planetmaker about possibly implementing Quast65's Seaplane Aiport into the set. He welcomed me to submit a patch, but I've yet had any time to work on it. Somebody feel free to run with that idea. :-)

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Re: [OTTD] OpenGFX+ Airports

Post by Supercheese » 05 Apr 2015 05:00

kamnet wrote:Very nicely done!

It would also be nice to see an upgrade of the small airport from dirt fields to concrete or asphalt come in earlier than the commuter airport. Airports by the 1930s were using gravel instead of dry grass and dirt runways, and were using asphalt and concrete by the 1940s.

I also recently spoke with Planetmaker about possibly implementing Quast65's Seaplane Aiport into the set. He welcomed me to submit a patch, but I've yet had any time to work on it. Somebody feel free to run with that idea. :-)
OGFX+ Airports has had a Modern Small airport for quite some time now... Just keep clicking the button for rotations and you'll see it.
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Modern Small.png
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Re: [OTTD] OpenGFX+ Airports

Post by kamnet » 05 Apr 2015 05:30

Aha! Never occurred to me to continue clicking past the four rotations. I clearly see now how easily alternate graphics could be implemented now, so if somebody were to ever get motivated enough to re-draw the entire Combined Set airport graphics in all four directions, it could easily slide right in.

Something I just noticed though - landing strip lights aren't animated. Didn't they used to be animated?

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Re: [OTTD] OpenGFX+ Airports

Post by Eddy Arfik » 05 Apr 2015 06:06

kamnet wrote:I also recently spoke with Planetmaker about possibly implementing Quast65's Seaplane Aiport into the set. He welcomed me to submit a patch, but I've yet had any time to work on it. Somebody feel free to run with that idea. :-)
I have done that in my set, I could probably tidy up the code and post it as a patch here. Also related question, any interest to include Quast65's entire airport object set in the airports GRF? Since they share sprites it makes some sense to combine the two files.

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Re: [OTTD] OpenGFX+ Airports

Post by Alberth » 05 Apr 2015 06:11

The best place to post patches is in the issue tracker of the project. The patch can be discussed there, and it doesn't get lost in the other discussions.
There is of course no harm in posting a link here too if you so desire.
Being a OpenTTD developer does not mean I know what I am doing.
Also, other OpenTTD developers may have different opinions.

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Re: [OTTD] OpenGFX+ Airports

Post by Supercheese » 05 Apr 2015 07:30

kamnet wrote:Something I just noticed though - landing strip lights aren't animated. Didn't they used to be animated?
They are animated for me... are you sure it isn't a setting on your end preventing animation?
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Re: [OTTD] OpenGFX+ Airports

Post by kamnet » 05 Apr 2015 08:16

Eddy Arfik wrote:
kamnet wrote:I also recently spoke with Planetmaker about possibly implementing Quast65's Seaplane Aiport into the set. He welcomed me to submit a patch, but I've yet had any time to work on it. Somebody feel free to run with that idea. :-)
I have done that in my set, I could probably tidy up the code and post it as a patch here. Also related question, any interest to include Quast65's entire airport object set in the airports GRF? Since they share sprites it makes some sense to combine the two files.
Personally I think it would make the most sense to put all the airport objects together, but i can see where some people might not want that due to download size. still, Quast65 has been doing a lot of work with his own idea for airport, and I just donated not only all my sprites but the sprites from RSpeed Tycoon's Fake Airports set. They're under GPLv2 and mine are in Public Domain, so no issues using them here either. A lot of those sprites are going to clash with both the TTD and OpenGFX styles, though. Lots of pros and cons here.

So, maybe on second thought, perhaps not.
Supercheese wrote:
kamnet wrote:Something I just noticed though - landing strip lights aren't animated. Didn't they used to be animated?
They are animated for me... are you sure it isn't a setting on your end preventing animation?
Aha! Yep, I disabled full animation. Didn't realize it. Thank you!

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Re: [OTTD] OpenGFX+ Airports

Post by Quast65 » 06 Apr 2015 12:16

Interesting to see that this is still in development and that more airports may be added!
Indeed, I am working on an elaborate new-object set. But its public release is not ready yet, It needs a couple of weeks work.
However, the graphics are totally different from OpenGFX and my set would look best combined with an actual airport that has almost no graphics on it at all (at least no buildings or other "elevated" graphics).
And it may also need a new kind of airport lay-out....

So I dont think that adding my graphics would suit this particular development.

But I welcome any developers to contact me if they want to experiment with some of the base tiles (like run/taxiways) to see how it would look, maybe we can come up with something nice that could exist next to this development!
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Re: [OTTD] OpenGFX+ Airports

Post by Supercheese » 07 Apr 2015 08:13

So, I wanted to banish all modern heliports from my game in the 1920s because there were no helicopters then, darnit, only airships. Thus, Airship Depots and Airship Stations:
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Airship Depots.png
Airship Depots.png (12.92 KiB) Viewed 2143 times
Air Stations.png
Air Stations.png (15.03 KiB) Viewed 2143 times
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Re: [OTTD] OpenGFX+ Airports

Post by planetmaker » 07 Apr 2015 08:15

Supercheese wrote:So, I wanted to banish all modern heliports from my game in the 1920s because there were no helicopters then, darnit, only airships. Thus, Airship Depots and Airship Stations:
That looks nice. Please be my guest to add these as early versions for the heliports to this NewGRF (and same with the commuter airport) :)

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Re: [OTTD] OpenGFX+ Airports

Post by Supercheese » 07 Apr 2015 08:20

planetmaker wrote:That looks nice. Please be my guest to add these as early versions for the heliports to this NewGRF (and same with the commuter airport) :)
Will do, just gotta polish everything up and submit a patch. :)
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Re: [OTTD] OpenGFX+ Airports

Post by kamnet » 07 Apr 2015 09:00

Supercheese wrote:So, I wanted to banish all modern heliports from my game in the 1920s because there were no helicopters then, darnit, only airships. Thus, Airship Depots and Airship Stations:
Looks a lot nicer than my own hack, Airship High-Mooring Mast. Maybe needs a small shack or other building for waiting passengers?

Looks like it would be suitable for hot air balloons as well. May I suggest setting this to debut 1783, the first recorded date of untethered manned hot air balloon flight?

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