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Add new tiles to airports?
Posted: 14 Mar 2025 20:21
by temporal8
Hello, is it possible to add new tiles to airports?
Or replace the original tiles with custom tiles? (I don't mean replacing graphics but adding new tiles with new graphics)
What I'd like to do is add new graphics to the runway head and foot, and add taxiway markings.
Thanks
Re: Add new tiles to airports?
Posted: 15 Mar 2025 03:49
by PikkaBird
Yes. NewGRF airports are conceptually similar to industries, in that they are a set of
defined tiles in a layout. You can use a separate tile ID for each tile of the airport, or use variables to change the tile graphics depending on its position within the airport. The limitation is you can only create airports with the same layout/state machine as the defaults (or rotations of the defaults).

- Great Honham Transport, 17th Jan 1960.png (586.88 KiB) Viewed 7322 times
Re: Add new tiles to airports?
Posted: 15 Mar 2025 11:27
by temporal8
Thanks so much for responding Pikka, I'm going to go with the Tile IDs, it's going to be better than the variables in resources terms I think.
By the way, nice airport!
Cheers.
Re: Add new tiles to airports?
Posted: 15 Mar 2025 14:26
by temporal8
Here again, I've managed to replace one of the airports with my tiles, but the planes are hidden under the new tiles.
It's as if my new airport is covering up the old one, including the planes too, What am I doing wrong?
Re: Add new tiles to airports?
Posted: 15 Mar 2025 15:30
by PikkaBird
Airport tiles, like industry tiles and houses, consist of a ground sprite and 0 or more building sprites (
nfo/
nml). A tile which is just flat ground should just have a ground sprite; building sprites may show in front of vehicles, etc, depending on their bounding box.
Re: Add new tiles to airports?
Posted: 15 Mar 2025 20:57
by temporal8
Thank you very much, I now understand my mistake. I wanted to take the quick way and do it like in Real Industries, using a single big graphic as source, It actually worked quite well except for situations where I have to drive behind (for example, the control tower). But this time I'm going to need individual graphics for each tile.
Thanks again, have a nice weekend!

Re: Add new tiles to airports?
Posted: 16 Mar 2025 09:39
by temporal8
Is it possible to add new airports like you can with industries?
Substitute: 0 is used for new industries; however, only override appears for airport properties, and if you try to use substitute, it obviously gives an error.
The only option at airports would be to add a new layout to an existing airport?
Re: Add new tiles to airports?
Posted: 16 Mar 2025 14:25
by jfs
The game doesn't have any support for different airport layouts. The only thing you can do is "skin" one of the existing layouts.
There's been some work done into allowing custom airports, but I think those are in the form of offering the player "puzzle pieces" to build custom airports. I don't remember seeing a patch like that being ready for use.
Re: Add new tiles to airports?
Posted: 21 Mar 2025 15:42
by temporal8
Thanks for reply, have a nice day.
Re: Add new tiles to airports?
Posted: 27 Mar 2025 01:38
by peter1138
temporal8 wrote: 15 Mar 2025 20:57
Thank you very much, I now understand my mistake. I wanted to take the quick way and do it like in Real Industries, using a single big graphic as source,
Yeah, well, you shouldn't do this for industries either. Break them up into tile-size pieces, buildings separate from ground.
Re: Add new tiles to airports?
Posted: 30 Mar 2025 13:21
by temporal8
peter1138 wrote: 27 Mar 2025 01:38
temporal8 wrote: 15 Mar 2025 20:57
Thank you very much, I now understand my mistake. I wanted to take the quick way and do it like in Real Industries, using a single big graphic as source,
Yeah, well, you shouldn't do this for industries either. Break them up into tile-size pieces, buildings separate from ground.
Thanks a lot for reply Peter, What you say is absolutely true. As time goes by, I'm learning more and more thanks to you guys and a lot of trial and error sometimes.
I don't always use the best way to do things and in fact many of my mods are not perfect, but as I learn more and more I try to improve.
Eternally grateful.