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Re: [OTTD] OpenGFX+ Airports 0.3.0

Posted: 31 Oct 2015 16:26
by planetmaker
Cheshire Cat ^..^ wrote:I'm guessing this grf doesn't work in toy climate? It didn't for me...
There is no climate limitation for this NewGRF.

Re: [OTTD] OpenGFX+ Airports 0.3.0

Posted: 08 Jun 2021 20:57
by fridaemon
In recent days, I have been thinking about airports and how to have more terminal variants. I'm coming up with an idea today!

What about replacing original terminals by empty fields?
airports.png
airports.png (62.65 KiB) Viewed 3738 times
Players can add whaterver they want.
airports2.png
airports2.png (67.05 KiB) Viewed 3738 times

Re: [OTTD] OpenGFX+ Airports 0.3.0

Posted: 09 Jun 2021 02:25
by perverted monkey
Yes. As I see you will have some work to make the buildings fit there.

Re: [OTTD] OpenGFX+ Airports 0.3.0

Posted: 09 Jun 2021 09:17
by planetmaker
fridaemon wrote: 08 Jun 2021 20:57 In recent days, I have been thinking about airports and how to have more terminal variants. I'm coming up with an idea today!

What about replacing original terminals by empty fields?
I think that is a good idea - yet one has to supply at least one standard versions with buildings as it otherwise looks terrible for those who just want an airport. But it's easy to put both types into a (or even this) airport set.
I'm not entirely sure anymore, but indeed I think one can have holes in the layouts.

Re: [OTTD] OpenGFX+ Airports 0.3.0

Posted: 09 Jun 2021 10:24
by fridaemon
planetmaker wrote: 09 Jun 2021 09:17
In international airport (I think) is 1 empty field, usually I put transmitter there. So it can be feasible. And these standard buildings can be added into Object sets, for example U&Ratt Roads has one bookmark in object set. But 2 types of airports could be good too :)
perverted monkey wrote: 09 Jun 2021 02:25
This is not from my set ;) Maybe 1-2 terminals I'll draw. But not in these days.

Re: [OTTD] OpenGFX+ Airports 0.3.0

Posted: 10 Jun 2021 09:43
by Weer
fridaemon wrote: 09 Jun 2021 10:24
planetmaker wrote: 09 Jun 2021 09:17
In international airport (I think) is 1 empty field, usually I put transmitter there. So it can be feasible. And these standard buildings can be added into Object sets, for example U&Ratt Roads has one bookmark in object set. But 2 types of airports could be good too :)
perverted monkey wrote: 09 Jun 2021 02:25
This is not from my set ;) Maybe 1-2 terminals I'll draw. But not in these days.
im sure youre capable of it ;P
just please. consider to add the rotations from the airport gfx :P

Re: [OTTD] OpenGFX+ Airports 0.3.0

Posted: 11 Aug 2021 18:14
by Panda-Tar
Hello. Fan of this game since the 90s.

Now that you come with this interesting thing regarding airports, I wonder if you could make those empty fields able to house other, smaller stations? Such as something like a mini-maglev station, train, bus, or anything that could go underground the airplane parting/departing road. Considering that, it could save space around the station, and some infrastructure build/rebuild if you wish to add another transport service to that area.

Re: [OTTD] OpenGFX+ Airports 0.3.0

Posted: 12 Aug 2021 05:21
by kamnet
Panda-Tar wrote: 11 Aug 2021 18:14 Hello. Fan of this game since the 90s.

Now that you come with this interesting thing regarding airports, I wonder if you could make those empty fields able to house other, smaller stations? Such as something like a mini-maglev station, train, bus, or anything that could go underground the airplane parting/departing road. Considering that, it could save space around the station, and some infrastructure build/rebuild if you wish to add another transport service to that area.
That is currently not possible, and would likely require an entire rewrite of the core game code to support. Not impossible, but pretty much not on any OpenTTD Dev's to-do list.

Re: [OTTD] OpenGFX+ Airports 0.3.0

Posted: 02 Sep 2021 21:00
by fridaemon
I can still imagine having an airport with free fields to add terminals you want ?( :bow:
for example
for example
airport.png (81.22 KiB) Viewed 2986 times

Re: [OTTD] OpenGFX+ Airports 0.3.0

Posted: 03 Sep 2021 00:04
by OzTrans
On the tiles marked 'X' anything can be implemented. All other tiles, apart from changing graphics, are out of bounds; unless you want aircraft rolling over or bumping into structures.

Airport B.png
Airport B.png (15.77 KiB) Viewed 2973 times

The RED area is OpenTTD Airport Space. No changes are allowed except as outlined above.

The YELLOW area is my airport expansion, anything is possible, including a lot of free space. Anything outside the fenced area (except the U-shaped terminal building) is free space. Towns may build houses, players may build airport access roads, stations, bus and tram stops, car parks etc.

As for the rest (outside of the red and yellow zone), within the fenced area (including the fences) are airport expansion objects.

For the sample airport [view 2] shown, nothing to the north east and south east can be included in the airport proper.

Airport C.png
Airport C.png (117.41 KiB) Viewed 2973 times

Re: [OTTD] OpenGFX+ Airports 0.3.0

Posted: 21 Sep 2021 08:49
by fridaemon
OzTrans wrote: 03 Sep 2021 00:04
Where can I find this type of airports? ;)
I'd like to try it with my new game in the future.

Re: [OTTD] OpenGFX+ Airports 0.3.0

Posted: 22 Sep 2021 00:28
by OzTrans
fridaemon wrote: 21 Sep 2021 08:49 Where can I find this type of airports? ...
This airport and a few others are part of the Canadian Theme Pack, which has been and still is for months to come under development. A suite of 12 GRFs, covering all features, will be available once they are finished.

Re: [OTTD] OpenGFX+ Airports 0.3.0

Posted: 22 Sep 2021 07:04
by fridaemon
OzTrans wrote: 22 Sep 2021 00:28
fridaemon wrote: 21 Sep 2021 08:49 Where can I find this type of airports? ...
This airport and a few others are part of the Canadian Theme Pack, which has been and still is for months to come under development. A suite of 12 GRFs, covering all features, will be available once they are finished.
So I can't wait :oops: :bow: