Well, about that.... I noticed in the "City of Lincoln" parking structure design guideline document that structures with "non parking ramps" (which your structure clearly features) are typically less efficient in terms of squeezing in parking spots. That said, they also specifically mention that "non-parking ramps are often employed at airports [...]" - all this is on page 14. Most likely this is common because airports prioritize ingress/egress capacity over parking capacity, but I don't know that for a fact. I would think that non-parking ramps would allow a larger flow in/out than ramps with parking (which would instead allow for higher parking-space density). The game certainly isn't going to let you or anyone else fill up the garage with functional cars any time soon. Probably not ever. It's reasonable to believe that it will never even let us fill the thing up with physics-object shell-cars. Based on that stuff I don't really see any practical reason for trying to maximize the number of parking spaces. Clearly you don't want something that's unrealistically low, but there's no particular reason to trip over yourself in that respect. I'd work on important functional aspects, such as the angles for the slopes (also conveniently mentioned on page 14!). [EDIT: like making sure you have transition slopes for steeper grades!] Frankly I a quick look on the internet seems to indicate that most airports use spiral ramps, but I understand if you realize that and don't want to tackle it right now. That's probably a good choice: wait until you are ready for Blender or 3ds Max instead so that you can make a nicer product down the road.
Uhm.. ok , yeah maybe I forgot to do some things ... but maybe you forgot to change the material.cs file ? Because I called it levels/airport/art... Do I dont Know how your map is called so you have to change maybe to levels/yourmapname/Art .. but anyways maybe I failed xD
I haven't forgot about this, guys, incase you were wondering. Atm my motivation is not that high, but I will get back to it soon.
Hmm, I am not sure how to make a lighted runway. The buildings are static. I am basing this airport off of the San Jose International Airport.
User @Driv3r1142 borrowed some lights from another map to use in Foothill Mines v3. I seriously doubt that you'd want to use exactly the same lights, but talking to Driv3r1142 and whoever the lights were borrowed from (probably Ouerbacker?) would be a good start on making/tweaking your own.
The lights? The lights themselves, the light, are T3D objects already in the game. The meshes, are found elsewhere. I could probably model a light fixture mesh, but I dont think you want that many light meshes for the runway gigawert because the lag would just be unbearable. If you want the player to drive around as a car through this map then you could do a few then the rest be just lights, but if its for planes only then you can do just lights. Sorry if this is hard to understand, just give me a shoutout if you need some help with that.
I don't see the issue with a full set of runway lights. MIP mapping will keep the number of polygons under control.
I would continue working on it (after losing motivation for a few months) but I lost the files a long time ago. I am working on another map however that only a few BeamNG players know about.