Fake Airport Anthology - Development & Test Release Thread

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Fake Airport Anthology - Development & Test Release Thread

Post by kamnet » 05 Oct 2013 17:40

Fake Airport Anthology - Development & Test Release Thread

Fake Airport Anthology is a soon-to-be-released NewGRF Station and NewObject collection of airport-themed artwork which can be used to enhance the appearance of functional airports in TTDPatch and OpenTTD, or create fantastic, non-functional airports which serve only as eyecandy.

The project is both inspired by and directly draws upon the original Fake Diagonal Airports set that was drawn by RSpeed Tycoonfreak and coded by Jezulkim. The initial releases will address some issues in both the code and artwork of the original project, and work towards making as much of RSpeed's artwork and mock-ups available and playable. Some art will be modified and improved upon, some lost and discarded art will be re-introduced, and new works of art inspired by RSpeed's graphics will be introduced.

Later planned versions of the project will expand to make use of additional artwork from other projects such as OpenGFX+ Airports and Combined Airport Set, and will also introduce new, original artwork as time goes on (and permits).

The initial project has the blessing of RSpeed Tycoonfreak, whom has allowed me to use the graphics and code as I wish. I have also secured the same blessing and use of the Combined Airport Set by Skidd33. As OpenGFX+ Airports is released under GNU Public License, the work may be re-purpose and adapted, with thanks be to all of the developers and artists who contributed to it.

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FREQUENTLY ASKED QUESTIONS

Can aircraft use these tiles?
No, these are not usable airport tiles. They are eyecandy NewGRF Station and NewObject tiles. Aircraft cannot use them at this time.

Why code these as NewGRF Stations? Shoudn't these be NewObjects?
As of this time the majority of the project will be coded as NewGRF Stations due to the shortage of NewObject IDs available. Other NewObject sets such as MariCo, ISR/DWE NewObjects and VAST already use a significant number of sprites and layouts. By comparison, there are thousands of Station IDs available.

Why can't I land my planes on the runway tiles?
No, these are not usable airport tiles. They are eyecandy newGRF Station and NewObject tiles. Aircraft cannot use them at this time.

If these are NewGRF Stations, can trains use them?
As of this time, no. Rail station add-ons to complement airport-themed graphics may be created in the future, though.

HELP! I built this great airport, and I have thousands of passengers, but no planes can visit! What happened?
You did it wrong. Do not pass go, do not collect $200.
Last edited by kamnet on 07 Oct 2013 08:02, edited 2 times in total.

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Fake Airport Anthology - Pavement Test Release

Post by kamnet » 05 Oct 2013 17:58

To get an idea of where things are going, I am releasing a test/taster set of some of the planned airport pavements for the set. These tiles come either directly from, or adapted from Fake Diagonal Airports v2.2 beta. NOTE: This is not a final release, and should not be expected to work with future releases from the project.

Changes:
  • The ground sprite displayed when using OpenGFX base set showed cleared forest. The base ground sprite now shows temperate grass. Future versions may add code which allows for variable ground sprites based on the environment, either automatically or by a configurable option.
  • Addition of full-tile asphalt diagonal runways, taxiways and diagonal runway markers. Some of this was available in the original Fake Diagonal Airports v1.0 release, but was removed in subsequent revisions. Entirely new graphics were created in order to match the asphalt color.
  • Correction of runway lights on diagonal runways. In the last release, the top-half and bottom-half of the diagonal runway lights ran in opposite directions. these lights now run in-sync in the same direction. NOTE: The runway lights are not in-sync on the diagonal runway markers, this will be corrected in a future version.
  • Touch-up on the edges of the straight runways to make them more flush. Similar touch-ups are still needed on some of the diagonal runways and taxiways.
  • Introduction of new pavement artwork. New NE/NW diagonal taxiways, blast pads and closed runway markers are now introduced. Some adjustment may be needed on sprites, depending on feedback.
All feedback is appreciated, please enjoy this test release!
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Re: Fake Airport Anthology - Development & Test Release Thre

Post by SkiddLow » 06 Oct 2013 00:53

Also aircrafts can run this
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Re: Fake Airport Anthology - Development & Test Release Thre

Post by jvassie » 06 Oct 2013 07:26

SkiddLow wrote:Also aircrafts can run this
Assuming you mean 'Can aircraft use these eextended tiles?', the answer is no, as Kamnet stated in the OP:
Kamnet wrote:non-functional airports which serve only as eyecandy.
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Re: Fake Airport Anthology - Development & Test Release Thre

Post by Quast65 » 06 Oct 2013 10:42

Excellent! :bow:

Couple of suggestions:

- Try to make the yellow markers a bit more gritty, they look too clean.

- I imagine you will add some fake parkingspots (where in actual airports the planes would stop to load/unload), maybe include some that have airplanes from various GPL-licensed planesets on them. That could make big airports a bit more interesting.

- Either a seperate GRF or included in this GRF (via parameter), change the graphics of actual airports to match them with fake tiles. So for example change the grey landing strips into the blue-ish/purple-ish color. And/or remove buildings to blend in the actual airport even more. I have done this for my personal games a long time ago (allthough with a couple of different GRF's) and it looks a lot better IMO:
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Re: Fake Airport Anthology - Development & Test Release Thre

Post by kamnet » 06 Oct 2013 18:35

Quast65 wrote:Try to make the yellow markers a bit more gritty, they look too clean.
I'll try, but it goes against my nature ;-)
Quast65 wrote:I imagine you will add some fake parkingspots (where in actual airports the planes would stop to load/unload), maybe include some that have airplanes from various GPL-licensed planesets on them. That could make big airports a bit more interesting.
If I add any planes other than what RSpeed already included (and I'm not sure where he got them from), I'll probably stick to either OpenGFX (or OpenGFX+ Airplanes, if it ever gets started).
Quast65 wrote:Either a seperate GRF or included in this GRF (via parameter), change the graphics of actual airports to match them with fake tiles.
If you have some code that can make that happen, then we might actually be able to do a whole lot more.

My next release will most likely be the entire sprite library of RSpeed Tycoon, with buildings, objects etc. There are some things I would like to clean up and improve upon. For example, the underground parking entrance/exit tiles look dreadful. :-)

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Re: Fake Airport Anthology - Development & Test Release Thre

Post by wallyweb » 07 Oct 2013 02:03

kamnet wrote:
Quast65 wrote:Either a seperate GRF or included in this GRF (via parameter), change the graphics of actual airports to match them with fake tiles.
If you have some code that can make that happen, then we might actually be able to do a whole lot more.
It would probably be easier to change the fake airport tiles. For the actual airport tiles to change it's tiles the code would have to be in the actual airport's GRF. A better strategy would be to design this set to be consistent with the default airports. Then an airport GRF author could design his own graphics and substitute them into this file.

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Re: Fake Airport Anthology - Development & Test Release Thre

Post by Eddi » 07 Oct 2013 02:15

isn't there already a GRF with lots of airport skins?
You might not exactly be interested in Ferion, but if you are, have fun :)

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Re: Fake Airport Anthology - Development & Test Release Thre

Post by kamnet » 07 Oct 2013 03:06

wallyweb wrote:
kamnet wrote:
Quast65 wrote:Either a seperate GRF or included in this GRF (via parameter), change the graphics of actual airports to match them with fake tiles.
If you have some code that can make that happen, then we might actually be able to do a whole lot more.
It would probably be easier to change the fake airport tiles. For the actual airport tiles to change it's tiles the code would have to be in the actual airport's GRF. A better strategy would be to design this set to be consistent with the default airports. Then an airport GRF author could design his own graphics and substitute them into this file.
Yep, that strategy is outlined in my first post. :mrgreen:
Eddi wrote:isn't there already a GRF with lots of airport skins?
Combined Airport Set, but it is quite broken in OpenTTD these days.

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Re: Fake Airport Anthology - Development & Test Release Thre

Post by Supercheese » 07 Oct 2013 05:40

kamnet wrote:
Eddi wrote:isn't there already a GRF with lots of airport skins?
Combined Airport Set, but it is quite broken in OpenTTD these days.
I think he means: http://www.tt-forums.net/viewtopic.php? ... 8#p1061666
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Re: Fake Airport Anthology - Development & Test Release Thre

Post by kamnet » 07 Oct 2013 08:00

I'm pretty sure he was referring to Combined Airport Set, which lets you select seven different style of pavements and buildings via parameter. One of the first styles added actually came from RSpeed Tycoon.

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Re: Fake Airport Anthology - Development & Test Release Thre

Post by kamnet » 08 Oct 2013 01:06

Here's an updated test release of the pavements. I've closed some of the noticeable gaps on the diagonal runways and taxiways, I cleaned up the runways so that they look more straight and uniform. I toned down the yellow color and tried to make it more "gritty", I dunno if anybody will like it but I'm satisfied with it. I may add another pavement tile or two, but I think I'm pretty much done with this phase.
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Re: Fake Airport Anthology - Development & Test Release Thre

Post by YNM » 08 Oct 2013 11:37

Oh, so these are actually station tiles ?

Actually, I'd like them more if the lines are thinner - the frst yellows were actually more better and realistic :o
IRL these lines are fairly thin (from pilot perspective) but they're bright enough to be seen...
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Re: Fake Airport Anthology - Development & Test Release Thre

Post by kamnet » 09 Oct 2013 13:05

Working on some of the buildings this morning, here's some slightly reworked RSpeed Tycoon sprites mixed in with OpenGFX+ Airport Objects.
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Re: Fake Airport Anthology - Development & Test Release Thre

Post by STD » 10 Oct 2013 05:27

kamnet wrote:Working on some of the buildings this morning, here's some slightly reworked RSpeed Tycoon sprites mixed in with OpenGFX+ Airport Objects.
Looks very good. Beautifully :)) .
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Re: Fake Airport Anthology - Development & Test Release Thre

Post by kamnet » 11 Oct 2013 14:04

After a couple of days, here's a sprite sheet for most of the completed buildings.
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Re: Fake Airport Anthology - Development & Test Release Thre

Post by frosch » 12 Oct 2013 16:43

FYI:
r25831: -Change: Increase the object class limit from 32 to 255. (sbr)
r25834: -Change: [NewGRF] Lower the limit of object types per NewGRF from 256 to 255 to prevent usage of ID 0xFF in Action3, and thus allowing it to become an extended byte somewhen.
r25835: -Change: Increase the total number of object types from 256 to 64000.
r25844: -Change: Increase maximum number of object instances on the map from 64k to about 16M.
For comparison: Stations have the same limit of 255 per NewGRF. And global limits of 255 classes, 256 types per class, and 255 parts per station.
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Re: Fake Airport Anthology - Development & Test Release Thre

Post by kamnet » 12 Oct 2013 18:27

Woohoo! That's helpful! :-)

(Now I just gotta study up on NFO for objects LOL)

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Re: Fake Airport Anthology - Development & Test Release Thre

Post by Quast65 » 13 Oct 2013 07:58

That is most excellent news!!!!!
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Re: Fake Airport Anthology - Development & Test Release Thre

Post by kamnet » 14 Oct 2013 09:38

Some new screenshots!
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