On Hold BeamNG International Airport

Discussion in 'Terrains, Levels, Maps' started by gigawert, Nov 22, 2015.

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On a scale from 0 to 5, what is your interest level for this?

  1. 0

    1.0%
  2. 1

    0.6%
  3. 2

    1.2%
  4. 3

    5.0%
  5. 4

    16.1%
  6. 5

    76.2%
  1. Driv3r1142

    Driv3r1142
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    Press PrintScreen and go into paint and go Ctrl + V and save.
     
  2. torsion

    torsion
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    Well, about that....
    1. 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.
    2. 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).
    3. 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.
     
  3. Bulldog909

    Bulldog909
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    :D CANT WAIT! NEED IT!
     
  4. gigawert

    gigawert
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    • Like Like x 1
  5. Bulldog909

    Bulldog909
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    sorry, that was my little brother, but i can wait for it, thanks gigawert
     
  6. Bulldog909

    Bulldog909
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    Sorry that was my little brother, but i can wait :) @gigwert
     
  7. schumacher

    schumacher
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  8. gigawert

    gigawert
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    They look OK, but none of them are textured. I could probably do this myself.
     
  9. schumacher

    schumacher
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    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
     
    #149 schumacher, Jan 1, 2016
    Last edited: Jan 1, 2016
  10. gigawert

    gigawert
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    The folder name was beamngairpt but I see what I need to do to make the textures work now.
     
  11. gigawert

    gigawert
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    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.
     
    • Like Like x 1
  12. Amtrak America

    Amtrak America
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    Will the runway be lighted? And are the buildings static? Which airport all you modeling?
     
  13. gigawert

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    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.
     
  14. torsion

    torsion
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    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.
     
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  15. Driv3r1142

    Driv3r1142
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    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.
     
  16. torsion

    torsion
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    I don't see the issue with a full set of runway lights. MIP mapping will keep the number of polygons under control.
     
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  17. Amtrak America

    Amtrak America
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    You should try KCI (Kansas City International) next. It is cool.
     
  18. Seahawkslover152

    Seahawkslover152
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    hey are you still working on it
     
  19. JonnyTaunton

    JonnyTaunton
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    Good question, all kinda went dead, shame :/
     
  20. gigawert

    gigawert
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    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.
     
    • Like Like x 1
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