Jump to content
Sign In to follow this  
Voltaire

RMIP-2 Airport Lots by Voltaire

597 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

I got some more news.  I got the SC4 tool and created a few yellowline textures --- I'll talk about this in a new thread i'm planning.

See ya in the new thread, airport fans!1.gif

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    ++ WCM Update 2 ++ Completed TWY & SWY Texture Replacement

    RMIP-2 Textures created to date: 156
    RMIP-2 Lots created to date: 17

    rwy9update26vk.th.jpgrwy27update20fp.th.jpgwcm2ndupdate2el.th.jpg
    Runway Nine --------------- Runway Two-Seven ------- Overview

    Improvements since last update:
    - Taxiway centerlines are now included at thresholds with exit taxiways on both sides. They are interrupted for all runway markings.
    - larger Stopways which match the new runway shoulder texture and chevron color
    - a full set of Apron-side taxiway Lots, for seamless transitions between green-shoulder tarmac and apron asphalt
    - city tile developed and populated

    In addition to the apron-side Lots in the pics, there are more which allow taxiways through the middle of an apron.


    ron01 the links you provided are nice little summaries, and a couple of the pics may be useful. But I prefer to work straight from FAA Advisory Circulars because they have comprehensive information, including scale diagrams. I have a collection of ACs on IFR approach minima, aircraft design groups, airport lighting, airport markings, and so on. I also refer to the USDOT Standard for Terminal Instrument Procedures (TERPS), which has very detailed information on flight rules.

    I am not into recreating real airports, if I was I would never have time for this project. Real-scale large international airports like KDFW would occupy four large cities; even I don't have the patience for that. 20.gif

    Look in the Omnibus and the forums pilotdaryl, there's plenty of information on making your own textures. Who knows, you might even get good at it! You really should start your own thread though.

    I refuse to think of this as a competition: there is no rule saying there has to be one airport pack, one runway style, or one modular terminal. Giving the SC4 community more choice is what making custom content is all about. If you make your Lots, and I release mine, AMP, AI, and SimWings release more, and blahdy comes back and finishes his, then people will have many choices when it comes to the look of their custom airport. And that will be a very good thing.

    Swamper, I'm still working on that UDI issue, just wanted to say thanks for the quick replies. I've switched it from a Landmark to an Airport (didn't help), now I'm looking deeper into the Maxis exemplars and constructing some test lots.

    Don't worry kaji, modding isn't that bad - it just takes patience, practice, and a test city that you can delete when things go wrong. 2.gif

    Thanks sim_xiziz, toxic, and your_address_here. I'm making progress, but there's a long way to go! I keep seeing requests for diagonal runways, so here's my answer: I've considered the possibility, but they would be extremely frustrating to make. Hundreds, possibly thousands of textures would be needed to convert existing RMIP runways and taxiways, and probably six months (or more) of my time. So it's really not something I want to do.

    Stay tuned folks, I still have a few tricks up my sleeve, but I want to make sure they're do-able before I write about them here.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    It's just wonderful!

    Actually are you going to enable fighter jetplanes UDI too?
    That would be great!

    Tricks?! You mean like david Copperfield!?! Yay! Soo Coooooool!! 9.gif

    Thats true actually, if you want rebuild accurately a real life major airport your gonna need lots of time! Not only you have to BAT every terminal (otherwise its not what you call accurate) but you also have to every depot etc. Some more its more fun to make an airport from scratch. At least, you know your airport is unique! 48.gif

    Voltaire : that's funny how your username goes well with what you said to pilotdaryl. 1.gif

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    *still shudders at the thought of modding*  i mean xixiz did a pretty good job on his own but with the complex nature of simcity some people had problems / issues.  if theres somone who could help me out there and do it then it would be a huge burden off my shoulders 48.gif19.gif41.gif.

    btw i like the last photo. i like how youve ruralised the area and added some housing. it makes it very realistic. is the bottom area gonna be used for expansion?
     
    great work again
     
    ~kaji

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    ++ WCM Update 3 ++ Completed Asphalt Runway Texture Replacement

    RMIP-2 Textures created to date: 227
    RMIP-2 Lots created to date: 36

    rwy9update38zo.th.jpgrwy27update35vm.th.jpgwcm3rdupdatemini7il.jpg
    Runway Nine --------------- Runway Two-Seven ------- Overview <<< click an image caption to see full-size pic
    (1280px images have been resized to 960px wide, for your non-fullscreen viewing pleasure)


    The addition of my new shoulder textures and markings punches up the overall look of the airport very well. The true-scale markings and designators kinda give away the fact that this is a short runway, just as they would at a real airport. The new skid marks fade in gradually at the first touchdown zone, for a more authentic look. I really like how the taxiway & runway shoulders mesh, it gives a sense of physical continuity that was missing before.

    I have experienced some considerable frustration with (ironically) the smallest component of the whole project: the small rounded prop light I showed back on page one. It renders fine in gmax, looks great in the LE, lights up like it is supposed to - but only appears at zoom 4, 5, and 6. I set the prop to show up in all zoom levels through the Plug-in Manager, and all the FSH images look OK in the Reader. It's driving me nuts! I may be forced to use the Maxis antenna-beacon lights again, though I would really rather not. SG's new Heliport has a working blue prop light that is essentially the same as what I am trying to make, so I know this is do-able.

    If any Experienced Prop Makers are reading this, I would like to request some help on this matter. Is this is a known problem of small props? Should I just add invisible extra parts, to artificially increase the LOD dimensions? Are there settings in the prop exemplar I need to change?

    kaji, you probably should contact Swamper when you're ready to modd the terminal piece which actually functions as an airport, since he came up with the solution to SimWings' problems. Only one piece will be modded like that though, the rest will be relatively simple eye candy.

    The UDI stuff has been on hold while I work on props mutter, but that isn't a bad idea - if it doesn't break the Lot, I might put more UDI aircraft in there, even the helicopters. IF it doesn't break the Lot. One more thing for the "experiments to do" list...

    I haven't decided whether to expand this airport, or start a new one for the wide runways. I've got that grass-covered corner earmarked for UDI lot development; the south side of the city is unfinished because I got tired of plopping trees after a while!

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    very very good work face-icon-small-smile.gif


    /\ sky's SIM CITY VENUS - PROJECT /\

    "Many Buildings, Futuristic Designs, Endless Ways"

    LINK:

    COMING IN 2013

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Messages

    Voltaire: You must know 'bout the V1 add-on... If ya don't have green centerline lighting (As not all airports have em), and even if ya do, I will be making a V2 add-on, split into V2 add-on (Asphalt Runway), and V-2 addon (Concrete Runway).  AND.... V2 Narrow Runway add-on (See Narrow Runways in my thread).

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    those new textures are really cool. can't wait to use them 9.gif

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Well i am glad the STEX is back, you never know how much you miss somthing until its gone.  i am reading this and watching this thread with great antistipation.  i just wanted to say that things look great, keep up the good work.  i would like to ask - the texture for the taxiways - is that the final look or will it be more of a concert look? you know, so as to blend with the paking ramps and such.  just wondering is all.  anyway great job so far.

    teddyb4492

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    Messages

    Voltaire
    : Know what we wanna see?  WIDE RUNWAYS!!!  We wanna see yar wide runway textures.  I'd suggest starting a new one for the wides, as the land south of the airport is rocky, and that wide runways are usually very long.

    P.S. By the way, I plan to release the first add-on soon.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    Congratulations on your first post gigo!! 9.gif

    Nice to see that you're working so fast Voltaire! I can't wait to see your lots in my airports. 4.gif

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    Messages

    Voltaire:Guess what Voltaire, the STEX is back!  And those lots look ready.9.gif

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I downloaded the Airport Pack and went to install it, only to run up against a snag. I can not find the Landmark Props Pack on the STEX. I am hoping it is on the one single page of Prop Files that would not display.

    If so, when that page is repaired I should be able to get it.
    But if not, is there another place that I can download it, or could it be included in an updated version of the Airport Pack?

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    A General Project Update.

    I spent some more time on the ALS this weekend. The length requirements I posted some time ago have been cut in half, at least for the Lot itself. The lights overhang the Lot boundary, so it's possible to extend the prop over a Blast Pad right up to the Threshold. Only the ends & center of the Lot need to be on level dry land, so it's possible to put sunken roads between light trees, or even build on islands!

    ssalsupdatemini0cw.jpg

    >>click here for full-size pic<<

    I think I forgot to mention the new custom query box before, I made it last month. I haven't modded the build & budget costs yet, so don't get excited about these figures! The prop in the pic has been customized for my specific needs - the transparent base texture will not be part of the final Lot, because it's a Reader hack which I don't feel safe releasing.

    The small edge lights are still giving me trouble. Increasing the LOD helps a little, and rendering many together also seems to help. I am trying some variations on the basic model; hopefully I'll find something that works soon. I really want this little prop to work, so that I can make double-sided lamps. For example, taxiway lead-on/off lines should have an amber-green-amber pattern when seen from the runway, and all-green seen from the taxiway:

    testet2gt.jpg

    Neat, eh? Only if I can get it to work at zoom levels 2 and 3 ...

    The other area of progress has been with the taxiway signs. They're ready to go, I just have to place them in their Lots. Some will be integrated into taxiways, others will have their own Lot which you can place wherever needed.

    signage0oe.jpg

    Thank you Toxic, skyscraper, tag_one, mutter, and teddyb. Yes that block texture is the final look of the taxiways, it is different from the apron on purpose. That sort of visual contrast happens a lot at real airports; you'll rarely find that all the pavement looks the same.

    DPMorse that file was technically a modd, so it should be listed in the "Modds & Downloads" area, when it comes online.

    This has become one of the more popularly viewed threads in the STEX forum, so thanks to all you lurkers for stopping by again and again! And about those wide runways: not yet - but soon. Gotta finish the props and UDI first.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    voltaire WOW-fantastic - it looks just great, i am happy it is coming along, but no rush, faster is not always better. you are doing a great job. if i can help in any way, just let me know. looking forward to seeing more. 3 bunnys for you. bunny.gif teddyb4493

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    Messages

    Voltaire:Really nice work, Voltaire.  In fact, I cancelled my v1add-on for this.  And I've seen that you've gotten the idea of green centerline lighting.  And the ALS Plops are good, too.  I'll work on the narrow runways for you, just so the release isn't delayed for you.  But what about the white centerline lighting for the runway?  I don't know if you're making that.

    There are differences between airports in the U.S. and Canada.  For example: Here in Canada, they only use the one stripe touchdown zones.  No two or three-stripe.  I'm recreating the YVR and the differnece between the touchdown zone, according to Google Maps, is not 9 tiles.

    I'm also into another airport, the Manchester Midtown Airport.  For now, the SSALS is from Modiblo's extras.  When yours comes out, they're gone.  It has two terminals, the 2nd one incompleted.  And they're ready for your lots, Voltaire.

    Since you already have green centerline lighting, m V2 add-on could only be narrow runways.  Who knows?

    And by the way, approach lighting has something like the centerline sequenced flashers, which I don't like, except faster.  These are called approach strobes.  You need to make that, Voltaire, for more realism.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    ++ WCM Update 4 ++ Completed Taxiway signs and UDI Ramp

    RMIP-2 Textures created to date: 235

    RMIP-2 Lots created to date: 54

    RMIP-2 Props created to date: 15

    twysignsinstalled7jq.th.jpgudiramp6kf.th.jpgwcmupdate4mini9bw.jpg

    Taxiway E sign array ---------- UDI Ramp --------------- Overview <<< click an image caption to see full-size pic

    First pic is the many signs that go along with a taxiway crossing a runway. Of the 12 signs in view, eight are part of the exit taxiways, and four are free-standing.

    The second pic shows the preliminary UDI ramp Lot. I'll probably replace the helipads with something more accurate. One kink with UDI is that the planes land themselves, so they need a "runway" on the Lot they come from. My solution is to make them land on the apron itself. Not realistic, but it works.

    You might notice less grass lots in the overview - I am planning some upgrades in that area, so watch for another update this week.

    I have been working on moving this project closer to release. Modding of the Lots is in progress, and the props are close to finished. I've begun work on some interesting configurations for the UDI parking. Also in production are grass & apron pieces which allow planes to drive across the ground, and perimeter fencing of various lengths and angles. And I seem to have forgotten diagonal taxiways until now [duh!], I'll get to those shortly.

    I've also begun writing a new readme. The spacing of markings will be explained pictorially this time, to alleviate confusion about proper placement. Given enough time, I will address differences between FAA, Canadian, and ICAO standards.

    Unfortunately, the custom ground lamps are out, because they simply will not show from all 4 directions in every zoom level. The game's rendering engine doesn't handle them properly. It does render scripted s3d-based animations very reliably, but Maxis have not make the BAT capable of exporting animated scenes. There were rumors in the Modding threads about a possible solution in the works, but to my knowledge none was found. I already have working models of ALS sequenced flashers and the 2-sided lamps; when I am able to make props from them I will. Until then the Maxis strobe lights and blinkers will have to do.

    I don't have a beta release planned Yoman, as teddyb noted I take my time and test 'em myself. Thanks for being patient with this folks, trust me it will be worth the wait!

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    This looks really great! I can see that you have put in lots of effort in making these lots!

    The 2-sided ground lights would have been great but if you must create a mod for them to work then it isn't really worth it... Any ways that kind fo detail is almost invisible from the higher zoom levels.

    I must contratulate you on your very professional work! I never seen anyone go so far in realism! 4.gif

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    great work on these very accurate landing and taxi markings. I can see that these lots should work with the SWAP and Swamper Airport support file.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Project Notes

    - There will be a basic fence pack in the initial release; I have some green chain-link ready to go.

    - I am in the process of installing edge lighting. There will be some changes from before: fewer lights on runways & straight taxiways, and all the turns will be properly lit. The overall effect should be to thin out the sea-of-lights somewhat, and it will be more accurate, too.

    - The ALS props will not contain green threshold lighting. This will simplify things quite a bit in terms of combining threshold lots with approach lighting.

    - The ALSF-2 is too wide for the asphalt runways, so I made an ALSF-1 which fits in nicely. The ALSF-2 will get released later, with the concrete set.

    - The UDI ramp will be changed to include accurate heliport markings and lighting.

    - The diagonal taxiways have turned out to be more complex than I thought - 25 Lots in planning so far - so they'll have to wait for now. I will make them a separate release later on (1-2 weeks extra time should be enough)

    - I think this stuff is looking good enough for an early April release. I still have to modd and re-icon 73 (!) Lots - but it's going faster now that the props are nearly done.

    Thankyou much mutter and canuck, I do appreciate the support and patience. You're correct, RMIP-2 Lots are external dependency-free, and none of the pieces function as a passenger terminal. It's easier to make them like that, and safer to use them like that.

    Sorry I didn't update during the week, I had network issues after a NIC re-install. Gremlin infestation, most likely. I'll get some pics together later today and update this post, it's so late right now I can barely type...

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    Congratulations on spotting the finish-line.  I know if there is anyone that we can be sure of to stick to a date given and maintain high-level lots, it's Voltaire.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Voltaire  

    i am very impressed with your work.  it looks fantastic.  i do have a question.... are their any compatability issues?? i was just wounding if there might be any conflicts.  this might be a good thing to look in to if not done already.
    i.e.  people who have things like SWAP2.3 and / or Swamper77 support file or any of a number of other files.
    anyway, not trying to add more work. just wanted to bring it up to prevent greater problems latter.

    tanks
    teddyb

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    ++ WCM Update 5 ++ Edge Lighting and Perimeter Fence Installed

    RMIP-2 Textures created to date: 235

    RMIP-2 Lots created to date: 73

    RMIP-2 Props created to date: 18

    fences9ai.th.jpgedgelites5dw.th.jpg

    Perimeter fence ------------- Nite Lights <<< click an image caption to see full-size pic

    The fence close-up shows the 3 pieces made so far (straight, diagonal, curved corner). I really like the night view, with the edge lights thinned out it looks more like an airport, less like a casino. This set of runways & taxiways will have edge lighting only; the large runway set will include TDZ and centerline lighting. It's more accurate that way - real world small airports don't have fancy light systems.

    Thanks shapedy and teddyb. I do take some level of pride in the quality of this stuff, even though it's just a hobby. I still have SWAP 2.3 installed and there are no conflicts, same goes for Swamper's support file and the dozens of modds and plugins I use.

    Next update should be mid-week, when the heliport and a few other odds & ends get finished.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Messages

    Voltaire

    Really, Voltaire, your pack is awesome.  When it comes out, I'll definitely rate it a ten.

    But there are still a few odds and ends you're missing.

    And uh... I can't wait for the next update!  It should be tomorrow.

    Everyone else

    And for you who wanna know, RMIP-2 will be released April 5-8.

    Tips

    Voltaire

    "The ALSF-2 will get released later, with the concrete set. "

    What?  You mean the set will be divided in two?  That will make it a little hard for me when I start working on the add-on, cause they will be released separately.  But... Here's a tip.  When you release the asphalt set, than make it have no centerline and TDZ.  But... When you release the one with the concrete, then include the asphalt.  And also, include TDZ and Centerline lighting for all the lots in the second, including the asphalt.  That way, people can download the two at the same time, and not all the largest airports use wide runways... Some large airports use asphalts too, like if a plaer first built an airport with a wide and a small (I'm one of them), and they want to use centerline lighting and TDZ lighting, then release the 2nd one with all lots having TDZ lighting and center-greens and whites.  And for the first one, release it without TDZ lighting and center-greens and whites.

    Nite Light problem

    Don't extend the white lights above the taxiway, like... everyone, look at this picture closely:

    edgelites5dw.th.jpg 

    http://img62.imageshack.us/img62/7010/edgelites5dw.jpg

    Nite lights

    See, the white lights are above the taxiway.  Real airports stop their white lighting at a taxiway intersection and continue them after.  Please consider this.

    Four lights or what?

    And please, please, please, add an extra light at the thresholds... I can't stand four lights.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    Based on Pilotdaryl's recent release to the stex, it seems he should be receiving the tips rather than giving them.

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account

    Sign In to follow this  

    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections