
I wrote some (probably crappy) code to use the opengfx+ airports tiles as objects. In combination with disabling airport fences in the original grf, some nice looking airports could be created.
As of now, they are available on the banana

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Yes there is.zooks wrote:Is there interest in this? I guess I can share using the same license as opengfx+airports (gpl?)
Very nice, you already got quite far for just having startedzooks wrote:This weekend, I started teaching myself nml
(...)
Is there interest in this? I guess I can share using the same license as opengfx+airports (gpl?)
Thanks! I indeed copied the sprites from OpenGFX+ Airports (I don't guess all rotations are in the base set?). I tried to 'steal' the code but this is that the same as nml? Or does it have some scripting layer on top? So I rewrote most of the code (except for the spritesets). All objects should be snow-aware, but I think some things still need to be made desert-aware as well.planetmaker wrote: Very nice, you already got quite far for just having startedAnd yes, there definitely is interest in this set.
Foobar is absolutely right with the licenses. Like he says, it's feasible to simply reference the base set's sprites (then you can choose any license), but if you actually include OpenGFX' or OpenGFX+Airports' sprites, you're free to do with them what you want as long as you release your work also under the GPL. From a graphical POV, using the sprites from OGFX+Airports might be nicer as you then can offer them aware of the terrain (and you might just "steal" the corresponding code in that case).
Cheers,
pm (co-author of ogfx-airports)
Indeed the base sets hardly have all the rotations but only one. The code I linked above indeed needs an additional pre-processing by gcc as that's template code included for many tiles. You find the pre-processed code (thus pure NML) in the log of the automated nightly compile of OpenGFX+Airport on the DevZone's bundle server.zooks wrote: Thanks! I indeed copied the sprites from OpenGFX+ Airports (I don't guess all rotations are in the base set?). I tried to 'steal' the code but this is that the same as nml? Or does it have some scripting layer on top? So I rewrote most of the code (except for the spritesets). All objects should be snow-aware, but I think some things still need to be made desert-aware as well.
Cool, thanksI attached the sources in the first post and the grf can be found on the banana.
Didn't know about that, I guess that would have saved some timeplanetmaker wrote:(..)
You find the pre-processed code (thus pure NML) in the log of the automated nightly compile of OpenGFX+Airport on the DevZone's bundle server.
Does that mean others can take this forward as well? I would like that as I don't always have the time.planetmaker wrote: Feel also free to apply for a project at the DevZone (where also find the home of OpenGFX+Airports)
Thankskamnet wrote:Awesome! This is one more of the "things I'll eventually get around to doing" that I can take off my list! Good job!
As a suggestion, I'd consider naming it OpenGFX+ Airport Objects, so people clearly know which ones these are.
In short: yes.zooks wrote:Does that mean others can take this forward as well? I would like that as I don't always have the time.planetmaker wrote: Feel also free to apply for a project at the DevZone (where also find the home of OpenGFX+Airports)
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