GRU Terminal Pack

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Author: vasimr22

Last revision: 17 Mar, 2018 at 03:47 UTC

File size: 50.18 MB

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Description:
Basic Info

*** IMPORTANT ***
This is asset is not a functional airport, or part of a functional one. This asset is purely aesthetic. It does however function as a normal building.

This asset is a collection of modular components reproducing the visual look and style of the GRU terminal 3 near São Paulo, Brazil. This model contains transparent windows with a modeled low-poly interior. Due to the complexity of placing the sub-components, I have combined them into buildings (solid shell, windows, and interior). As a result, the majority of these assets are larger than the maximum asset footprint allowed in the game. This only becomes noticable at certain camera angles.

For interior lighting, the gate and walkway pieces are the only ones that contain lights. You will need to add them in game if you wish to have a lit model at night. I recommend using the brighter floodlight prop, since the windows will block a large amount of the light intensity.

Contents
  • GRU_T3_Building [3600 Tris, 276 Tri LOD] (Uses 11 Textures which are 1024×1024 – diffuse, specular, normal, alpha, illumination).
  • GRU_T3_Handling [281 Tris, 121 Tri LOD] (Uses 1024×1024 Diffuse, specular, normal, illumination)
  • GRU_T3_Awning [600 Tris, 14 Tri LOD] (Uses the same textures as the main building)
  • GRU_T3_Canopy3 [140 Tris, 10 Tri LOD] (Uses the same textures as the handling building except not illumination)
  • GRU_T3_Canopy4 [172 Tris, 10 Tri LOD] (Uses the same textures as the handling building except not illumination)
  • GRU_T3_Canopy6 [236 Tris, 14 Tri LOD] (Uses the same textures as the handling building except not illumination)
  • GRU_T3_C1 {connecting bridge 1}[211 Tris, 61 Tri LOD] (Uses the same texture as the T3_Building).
  • GRU_T3_PE {Concorse / Pier end building} [961 Tris, 180 Tri LOD] (Uses the same textures as the main building)
  • GRU_T3_PC {Concorse / Pier center building} [898 Tris, 156 Tri LOD] (Uses the same textures as the main building)
  • GRU_T3_Gate {The protruding gate geometry, which jetbridges connect to} [428 Tris, 132 Tri LOD] (Uses the same textures as the main building)
  • GRU_Walkway {Elevated Walkway, can be raised using move-it} [201 Tris, 21 Tri LOD] (Uses the same textures as the main building)
  • GRU_WalkwayNode_Flat {Walkway direction change or end node – flat roof} [50 Tris, 26 Tri LOD] (Uses the same textures as the main building)
  • GRU_WalkwayNode_Hip {Walkway direction change or end node – hip roof} [66 Tris, 28 Tri LOD] (Uses the same textures as the main building)

Bugs / Quirks
  • The windows may not be properly transparent the first time a building is placed. If this happens, try exiting the game, reloading, and replacing the asset (this only happened to me once).
  • The LODs on the assets have shader / texture mapping glitches. All of the assets have LOD textures and LOD models with correct tris. For some reason, Unity or the shader implemented by CO does not like them. You can adjust the visibility distance using the Adaptive Prop Visibility mod: http://steamcommunity.com/sharedfiles/filedetails/?id=625608461
  • The windows have transparent LODs, to prevent them from glitching at far distances, use the transparent LOD fixer mod: http://steamcommunity.com/sharedfiles/filedetails/?id=922939393
  • The assets will despawn at certain camera angles due to the models being larger than the maximum ingame footprint.
  • Elevated walkways cannot be coppied using MoveIt. Doing so will result in the corresponding interior and window assets sitting below the walkway. Instead, you will have to place duplicates, and adjust their elevation either one by one, or as a group.
  • The walls under the pier assets (PC and PE) are not aligned when rotated 180 degrees. This was an oversight on my part, which was not noticed until the final assets were tested. At that point, I didn’t feel it was a serious enough issue to fix since it would require 8 new asset creation / load + 2 game restarts + 2 scene edits using mod tools.
  • GRU_T3_C1 can cause the terrain to glitch below it. I don’t know what is causing that issue, however, deleting and replacing the building a few times will usually fix the issue.

Notes
  • The gate buildings are meant to be MARS style (multiple jetbridges for a single gate), the "first floor" is at a 4m height, and the second floor is at an 8m height (the actual building only used the lower level).
  • The Gate building also has a passenger / crew door at ground level, and would be used for aircraft that would be too short for the jetbridges (C-series, E-series, Q400, etc.) – this is true to how the real life building is constructed.
  • The real life building also has gate seating on the ground floor for boarding people transports (i.e. a bus). Similarly, the handling building has several passenger doors for bus parking (most likely to unload passengers).
  • The aircraft shown in the screenshots are a 737 (the small one) and an A350 (the large one). The gates at the real terminal are designed to accomodate two narrow body aircraft or one wide body aircraft.
  • Some of the jetbridge parts are missing in the screenshots, due to the fact that I forgot to place them before I copied the planestand. The jetbridge rotunda door does completely cover the window on the gate buildings, so it will look correct when placed.