Large Airport Terminal Pack

Cities: Skylines Mods |

Large Airport Terminal Pack


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Basic Info
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This is a collection of buildings for a large airport terminal. It should be noted that these are not functional, and are listed as transportation buildings, so they do not generate tourism.

Additionally, these assets do not have jetbridges attached to them.

The terminal design is setup for a split-level road, where the upper level is for departures, and the lower level is for arrivals. The exposed surfaces that would normally be covered up with roads are textured at a lower resolution, since they are not intended to be seen. For best results, I suggest using several mods: Fine Road Tool, Road Anarchy, MoveIt, No-Pillars Mod, and More Network Stuff (I think this is the one that lets you remove lights). Street lights should be disabled with the roads used for “accessing” the building, since the model already contains lights (and street lights will clip through it).

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Performance
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In terms of performance, all the models in the pack use a 1024×1024 texture (diffuse, specular, normal, illumination), along with a 128×128 LOD texture (diffuse, specular, illumination). For this reason, I highly recommend using the loading screen mod, which should recognize that they all use the same texture and only load it once.

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Placement
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The main terminal building comes in 4 pieces due to its size (this prevents the game from not rendering it when you are not looking at the main hit box (which is 9×16 tiles, I believe).
The 4 pieces are: Center Right (CR), Center Left (CL), Outer Right (OR), Outer Left (OL). There are three possible combinations that can be used here (the models have been designed with this in mind) : OL-CL-CR-OR (as seen in the pictures), OL-OR, CL-CR. I supposed you could attach one of the outer pieces to the CL-CR version, however, it will probably look a bit odd.
There is a bridge piece, which has been designed so that you can use the MoveIt tool to adjust its z-position. Place it where you want it to be on the X-Y surface, and then raise it up. It will raise without generating concrete below it.

For placing roads on the upper level, the height was setup using a 9m elevation.

The gate assets (Gate1 and Gate2) are meant to be clipped into the other assets to represent… the gates. They each have a door on the ground level (most large airports have ground access from the terminal at each gate), which would be used for ground personel and potentially boarding if boarding is done via stairs. Jetbridges will usually be attached to these as well (e.g. the door is right below the jetbridge (or to the side of it).
Note that not all airports have ground access at the gates, many only have ground access through the jetbridge stairs, and then these assets would not be needed.
The airport that these assets are based off of (Laguardia [LGA], outside of New York City), the CTerminal (terminal B at LGA) assets would not use the Gate1 and Gate2 assets. However, the STerminal (terminal C at LGA) uses the Gate2 assets. The circular hubs were based off of a nearby airport (Newark Liberty), uses the Gate1 assets.

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Contents
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CTERM_OR: 250 Tris, 150 Tris LOD
CTERM_OL: 250 Tris, 150 Tris LOD
CTERM_CR: 365 Tris, 210 Tris LOD
CTERM_CL: 365 Tris, 210 Tris LOD
CTERM_Bridge: 16 Tris, 6 Tris LOD
CTERM_Root: 150 Tris, 50 Tris LOD
CTERM_Spoke: 175 Tris, 100 Tris LOD
STERM_Hub: 420 Tris, 225 Tris LOD
STERM_Spoke: 150 Tris, 90 Tris LOD
STERM_Terminal: 615 Tris, 150 Tris LOD
STERM_Gate1: 62 Tris, 30 Tris LOD
STERM_Gate2: 30 Tris, 18 Tris LOD

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Comments on Functionality
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As stated above, this asset is not functional. I have briefly looked into making this asset functional, however, it appears to be impossible to setup using this split level design (one level for entrance and another for exit). Both the entrance and exit can be placed on the same level, however, doing so might cause other issues considering how the game appears to deal with spawn points for pedestrians.
If anyone knows of a potential way to make this asset functional, please let me know in the comments.

As an alternative, I recommend using the simple plane-stand asset by Zoffy88:
These can be placed around the spokes in any configuration that you like, and they can be connected via a road clipped into the spokes. This road can then be connected to either the upper or lower level. The only issue would be dealing with the newly formed intersections, which can be overcome using the trafic president mod.
An image has been uploaded showing screenshots on how to do this. You will still see vehicles / pedestrians under the CTerminal_Bridge part, however, it’s barely noticable. Addtionally, for proof that this method does work, a plane can be seen using one of the plane stands in the screenshot. And since the screenshot is in game, you can also see that there are no “missing road connection” icons (i.e. the loop road clipped ontop of itself does not cause issues there).

Credits
vasimr22
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