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Re: [req]huge airports for ottd

Posted: 07 Oct 2008 20:56
by EXTspotter
GKS, yes, it was my photo anyway :P

Re: [req]huge airports for ottd

Posted: 07 Oct 2008 21:23
by That Guy
richk67 wrote:
That Guy wrote:
EXTspotter wrote:Here is a 4-way taxiway junction
lol thanks saved me a bit of trouble. you used the corner graphics right?

:arrow: UPDATE
Can I suggest that you do not include the grass on the tile, but leave it transparent. That way the "grass" can be replaced with snow, desert, to make the airport climate responsive. Also, in other locations, it would be possible to have the taxiway placed over a concrete or tarmac ground tile.

Nice taxiways btw... I like them a lot.
yes i know, this mockup is layered to appear like they're on grass (for obvious reasons), but the sprites have no grass behind them at all.
MarkyParky wrote:Yep, they are nice, only one think to mention - "yellow cross" on taxiway means "taxiway closed" in aviation, so we have to figure out different "marking" of priority ;)
oh oops lol, i originally had a line but i was hesitating leaving it like that because i was thinking they were only used at the end of aprons.
I'll change it to a line instead.
modair.png
modair.png (37.85 KiB) Viewed 4807 times
------------------------------------------------------------------------ Later that day... --------------------------------------------------------------------------------

ok I've made my changes and I've added a teaser of one runway option.

check it out
modair1.png
modair1.png (48.17 KiB) Viewed 4813 times
(note: Please note the block sections are attached to the runway backwards, it will be fixed.)

Re: [req]huge airports for ottd

Posted: 08 Oct 2008 05:01
by gks
You rock! :D
Cant wait to see this in game!

Re: [req]huge airports for ottd

Posted: 08 Oct 2008 09:26
by CommanderZ
Beautiful.

Btw all runways gotta have 28 or you will make more numbers?

EDIT: What about making a railroad station grf from this until the grfports patch is done?

Re: [req]huge airports for ottd

Posted: 08 Oct 2008 09:29
by richk67
That Guy wrote:yes i know, this mockup is layered to appear like they're on grass (for obvious reasons), but the sprites have no grass behind them at all.
Looking very very nice.

On the runway numbers - for NewGRF_ports, there is a set of placeable number sprites in all 4 orientations. Do you want to use them?

Also, the runway number is different in the opposite direction. The number represents the angle of the runway (in tens), so 28 is 280 degrees. The opposite direction will be 180 degrees around from that - ie. 100 degrees = 10.

So pairings are: 01/19, 02/20, 03/21, ... 09/27, 10/28, etc...

Re: [req]huge airports for ottd

Posted: 08 Oct 2008 09:36
by Dimme
These sprites look wonderful :)

The helipad rings look slightly larger than the tile, how will that look when coupled with different tiles?

I like the runway, but second richk's observation. Having the planes land on the yellow line will reduce the problem with planes flying through buildings :)

Re: [req]huge airports for ottd

Posted: 08 Oct 2008 09:57
by That Guy
glad you guys like them, I'll finish the taxiways aprons and runways before i hand my sprites off to whoever is going to be our coder(s)
richk67 wrote: Looking very very nice.

On the runway numbers - for NewGRF_ports, there is a set of placeable number sprites in all 4 orientations. Do you want to use them?
8o ....
yes! :lol:
but how does the font get configered?
richk67 wrote: Also, the runway number is different in the opposite direction. The number represents the angle of the runway (in tens), so 28 is 280 degrees. The opposite direction will be 180 degrees around from that - ie. 100 degrees = 10.

So pairings are: 01/19, 02/20, 03/21, ... 09/27, 10/28, etc...
ohhh ic, so how would N W E S correspond with the numbers?
Dimme wrote:The helipad rings look slightly larger than the tile, how will that look when coupled with different tiles?
I think it just fits but i'll make sure. note that if it likes like its cut of in the individual views its because the blue fill is just layered on top of the sprites and has holes cut in it so you can see the sprites (ah I love photoshop); the holes aren't perfect so there could be clipping.

by the way shouldn't we start a new topic for this project?
or have we reached that stage yet?
if so we should figure out the arrangements too.

Re: [req]huge airports for ottd

Posted: 08 Oct 2008 12:55
by Dimme
According to wikipedia http://en.wikipedia.org/wiki/Runway. North is 36, East is 9, South is 18, and West is 27. If I understood the article correctly, the number 36 should be on the southern end of the runway pointing north, so that a pilot landing from south will read 36, which is also the number on his compass.

@new topic:
For graphics, I think this topic is ok. We should make a new topic in the development forum some time perhaps, but we have no coder yet. I am taking a course in algorithms now, and am going to learn c++ this spring, so if noone volunteers before that, I will try. I am also going to work a little bit more on the java app, but that is best placed in the suggestions forum for now.

Re: [req]huge airports for ottd

Posted: 08 Oct 2008 13:19
by CommanderZ
According to wikipedia http://en.wikipedia.org/wiki/Runway. North is 36, East is 9, South is 18, and West is 27. If I understood the article correctly, the number 36 should be on the southern end of the runway pointing north, so that a pilot landing from south will read 36, which is also the number on his compass.
Btw, is here any concensus, where is "South" or "West" in TTD? Most people claim the south is the same as "down", but for example afaik OpenTTDCoop use directions shifted by 45 degrees :?:

Re: [req]huge airports for ottd

Posted: 08 Oct 2008 13:23
by richk67
Dimme wrote:According to wikipedia http://en.wikipedia.org/wiki/Runway. North is 36, East is 9, South is 18, and West is 27. If I understood the article correctly, the number 36 should be on the southern end of the runway pointing north, so that a pilot landing from south will read 36, which is also the number on his compass.
Yup - it is the heading. Compass North is shown as 360, so you are landing on course 360 to land on runway 36. The opposite angle is 180 - so runway 18/36.

In all the references I have seen, (and is how it is used internally in OTTD), direction 0 is North, which is moving vertically up the screen. East-West is along the horizontal of the screen. Thus the 4 edges surrounding a tile are clockwise from top-left; north-west (7), north-east (1), south-east (3), south-west (5).

Re: [req]huge airports for ottd

Posted: 08 Oct 2008 13:28
by Timitry
So we would need the tiles:

Airports landing with direction North-East: 4,5 (45°)
Airports landing with direction South-East 13,5 (135°)
Airports landing with direction North-East: 22,5 (225°)
Airports landing with direction North-East: 31,5 (315°)

That correct? Too bad we don't have "round" numbers like 4 or 5 but 4,5...

Re: [req]huge airports for ottd

Posted: 08 Oct 2008 13:30
by MarkyParky
For graphics, I think this topic is ok. We should make a new topic in the development forum some time perhaps, but we have no coder yet. I am taking a course in algorithms now, and am going to learn c++ this spring, so if noone volunteers before that, I will try. I am also going to work a little bit more on the java app, but that is best placed in the suggestions forum for now.
Generaly I would say, that if the algorithm and related staff of project is well documented, it might attract attention of some coder. It is simmilar to YAPP, where there was a well described concept on a wiki first, and then coders got interested. So maybe it would be good to move the idea to OTTD wiki as proposal with a good documentation of algorithm and some ideas about ingame inplementation.

Re: [req]huge airports for ottd

Posted: 08 Oct 2008 13:30
by richk67
Timitry wrote:That correct? Too bad we don't have "round" numbers like 4 or 5 but 4,5...
It is usually rounded to the nearest 10 degrees (5 going down) I believe. Thus a 45degree runway would be 04. (NB it always includes the leading 0 to make it 2 digits).

Re: [req]huge airports for ottd

Posted: 08 Oct 2008 13:34
by MarkyParky
Timitry wrote:So we would need the tiles:

Airports landing with direction North-East: 4,5 (45°)
Airports landing with direction South-East 13,5 (135°)
Airports landing with direction North-East: 22,5 (225°)
Airports landing with direction North-East: 31,5 (315°)

That correct? Too bad we don't have "round" numbers like 4 or 5 but 4,5...
That is not correct - in aviation you always round the number of runway to closest multiply of ten, so it would be 5 instead 4.5. Also the runway marking shall always be two digits in ICAO enviroment (you may see one digit numbering is AFAIK exceptionaly in USA as they use FAA rules), so finaly runway shall be marked and refered as 05.

Airports landing with direction North-East: 05 (45°)
Airports landing with direction South-East 14 (135°)
Airports landing with direction North-East: 23 (225°)
Airports landing with direction North-East: 32 (315°)

Re: [req]huge airports for ottd

Posted: 08 Oct 2008 13:45
by MarkyParky
richk67 wrote:
Timitry wrote:That correct? Too bad we don't have "round" numbers like 4 or 5 but 4,5...
It is usually rounded to the nearest 10 degrees (5 going down) I believe. Thus a 45degree runway would be 04. (NB it always includes the leading 0 to make it 2 digits).

It is not specified exactly whenever 5 is going up or down, just rounding to nearest 10 degrees (ICAO Annex 14, paragraph 5.2.2.4), but when I think about it, if you have paraler runways (which is wery likely to have at ottd), the numbering starts to get very complex and difficult (for example adding L,R,C markings to your runway depending on their position, or changing the numberign +/-1 depending on their position), so considering this complication, it would be better to draw generic runway treshold marking without specific numbers.

Re: [req]huge airports for ottd

Posted: 08 Oct 2008 14:03
by CommanderZ
The numbers look way too cool to be abandoned. Why not to ignore some ICC-something rules and make them linear - from first built runway (01) up :)

Re: [req]huge airports for ottd

Posted: 08 Oct 2008 15:01
by Dimme
MarkyParky wrote:
For graphics, I think this topic is ok. We should make a new topic in the development forum some time perhaps, but we have no coder yet. I am taking a course in algorithms now, and am going to learn c++ this spring, so if noone volunteers before that, I will try. I am also going to work a little bit more on the java app, but that is best placed in the suggestions forum for now.
Generaly I would say, that if the algorithm and related staff of project is well documented, it might attract attention of some coder. It is simmilar to YAPP, where there was a well described concept on a wiki first, and then coders got interested. So maybe it would be good to move the idea to OTTD wiki as proposal with a good documentation of algorithm and some ideas about ingame inplementation.
Good idea. I will try to do it when I have time, maybe on saturday.
CommanderZ wrote:The numbers look way too cool to be abandoned. Why not to ignore some ICC-something rules and make them linear - from first built runway (01) up :)
Or maybe just let parallel runways have equal numbers, for simplicity. Numbering (or the real system) can be added later.

Re: [req]huge airports for ottd

Posted: 08 Oct 2008 15:05
by That Guy
CommanderZ wrote:The numbers look way too cool to be abandoned. Why not to ignore some ICC-something rules and make them linear - from first built runway (01) up :)
I'm thinkin we should make a poll

1.) use ICC rules for runway digits
2.) Number runways in order built (non realistic)

as for the angles, i'll just draw then in NE 05 SE 14 NW 23 SW 32, which isn't hard at all

Re: [req]huge airports for ottd

Posted: 08 Oct 2008 17:32
by Dimme
That Guy wrote:
CommanderZ wrote:The numbers look way too cool to be abandoned. Why not to ignore some ICC-something rules and make them linear - from first built runway (01) up :)
I'm thinkin we should make a poll

1.) use ICC rules for runway digits
2.) Number runways in order built (non realistic)

as for the angles, i'll just draw then in NE 05 SE 14 NW 23 SW 32, which isn't hard at all
Then it would be a 1.) from me :)

Both numbering the runways and using a L, C, R system will demand a large number of additional sprites, and a long discussion how to get it right. Besides, Numbers according to direction is close to reality, without being too detailed. Having distinguishable numbers would allow cool things like the aircraft gui telling you what runway the aircraft is heading for though. It can be changed later ;) (as other eyecandy)

Rounding up is also the mathematically correct way to do it, and I suppose in RL, the runway never faces exactly 22,5 degrees

Re: [req]huge airports for ottd

Posted: 08 Oct 2008 18:44
by YukonRob
That Guy wrote:Rounding up is also the mathematically correct way to do it, and I suppose in RL, the runway never faces exactly 22,5 degrees
<DevilsAdvocate>
In RL though, the bearings are based on magnetic north not true north, so someone should research the magnetic declination in OTTDland so that we can really place the correct markings.
</DevilsAdvocate>