Killin' Time
#1
Posted 15 October 2005 - 02:01 PM
Civilian airport fire station
Military airbase fire station
ILS transmitter with tower & dishes, and VOR/DME (can also be used for TACAN)
Airport terminal for small or medium sized airport
Military barracks arranged in a quadrangle
Main military Civil Engineering compound
Security Police armory, headquarters, barracks and operations building
Base Operations and Control Tower
Section of ARMCO aircraft revetment
And (finally ) a Wing Headquarters or Center command facility on a large airbase
All are EXTREMELY framerate friendly; for instance, the Security Police compound is a whopping 40 polygons TOTAL (including the fencing and ground surface polygon), and the CE compound is only 59 polygons (also including the fencing and ground surface).
#2
Posted 15 October 2005 - 02:35 PM
#3
Posted 15 October 2005 - 03:01 PM
The_Unknown, on Oct 15 2005, 03:35 PM, said:
All done with FSDS2. The textures are a mix of the default FS9 textures, Nova & Nova Gold textures, textures of other designers that I have permission to use (the ILS transmitter, in particular, by Kern Pegg), and some of my own including some photos that have been converted to DXT formats and (in some cases) extended bitmaps.
Also have an array of taxi-in (yes, the aircraft can taxi right inside) maintenance hangars for fighters, bombers, large military transports, small/medium military transports, and helicopters. I left out the NDB transmitter site that I also made. Even have some buildings specified as Deputy Commander for Maintenance facility, Deputy Commander for Operations facility, and a Combat Support Group headquarters and staff facility.
Slowly (but surely) refining the technique to the point where I'll be able to build an entire airbase with customized objects (including chainlink fencing), and come in UNDER 750 polygons for the entire scenery.
#4
Posted 15 October 2005 - 03:53 PM
sarge, on Oct 15 2005, 08:01 PM, said:
#5
Posted 15 October 2005 - 11:32 PM
TechnicolorYawn, on Oct 15 2005, 04:53 PM, said:
sarge, on Oct 15 2005, 08:01 PM, said:
I did manage to get enough time to do the research on Reese AFB TX (my very first USAF assignment after basic training and technical school in 1966); it was the home of the 3500th Pilot Training Wing (T-37's & T-38's) for upgrade pilot training, under Air Training Command. Using Google Earth, I can zoom in on what's still there and use line measurement to get an approximation of the size of the buildings. (Textures I'll have to guess at and use whatever I can remember.)
Edited by sarge, 15 October 2005 - 11:34 PM.
#6
Posted 15 October 2005 - 11:47 PM
NDB transmitter
Combat Support Group headquarters
Bomber Maintenance Hangar, Taxi-In
Tested with B-1, B-2, B-52; if centered on an AFCAD parking spot, ATC can route your bomber to the hangar instead of a regular spot, and you can select the spot as the start location, using Shift-P to back out and turn prior to taxiing for take-off:
Helicopter Maintenance Hangar, Taxi In
Tested with UH-60; can hand two side-by-side with rotors fully deployed
Civilian Warehouse for placement adjacent to airport cargo ramp
Single warehouse is 200'w x 100'd x 50'h; also available in 400'w and 600'w; single warehouse is only 8 polygons
#7
Posted 16 October 2005 - 06:01 AM
#8
Posted 16 October 2005 - 10:17 AM
ibrahim, on Oct 16 2005, 07:01 AM, said:
#9
Posted 16 October 2005 - 10:57 AM
#10
Posted 16 October 2005 - 03:13 PM
ibrahim, on Oct 16 2005, 11:57 AM, said:
My KPSM (Pease AFB NH), KPBG (Plattsburg AFB NY) and KLIZ (Loring AFB ME) will have those objects in them, as soon as I'm cleared for longer periods of "sit time" and get back to the finishing them off.
#11
Posted 17 October 2005 - 04:21 AM
#12
Posted 17 October 2005 - 01:09 PM
ras78, on Oct 17 2005, 05:21 AM, said:
If you're talking about altering the LWM, TCY or PiP or a few others can help you out with that kind of software.
#13
Posted 17 October 2005 - 02:01 PM
Looking forward to getting my hands on your next scenery package.
Mul
#14
Posted 17 October 2005 - 02:34 PM
#15
Posted 17 October 2005 - 05:12 PM
#16
Posted 17 October 2005 - 06:11 PM
N376JA, on Oct 17 2005, 02:34 PM, said:
#17
Posted 17 October 2005 - 08:25 PM
#18
Posted 18 October 2005 - 09:56 PM
1. SceneGenX is only a top down view, so I don't know how the building will look and if the textures are stretched or not.
2. FSSC is only really good for FS2002 and below but when I do try to use it it always says there is an error loading textures.
3. I haven't found a program that lets you build buildings with the standard height that FS buildings are. I have to make a building and hope it's tall enough, there is no program that builds buildings by the number of standard-sized levels, as buildings seem to be built actually in FS.
4. GMAX never does textures right, they always end up not being able to be dragged and cut into the appropriate positions.
5. All the programs make you have to come up with a central location, which can mean a lot of trial and error to place a building.
6. Nothing is really WYSIWYG. GMAX is the only one so far that I've seen that actually shows buildings in 3D, but you have to know a central location.
7. Nothing lets you change the default buildings. An example of this would be: I want to change the texture on Terminal B at KSMF but I can't.
8. All programs stretch a texture too mush, there is now program that senses when a texture is getting too distorted an repeats it automatically.
Is FSDS2 better? Does it provide an answer to at least a few of my problems? And, most importantly, does it cost anything?
Also, I noticed that you like to do military base sceneries. I was wondering if you had enough information to do the now-closed McClellan AFB in Sacramento, CA.
Edited by Ice Man, 18 October 2005 - 09:58 PM.
#19
Posted 19 October 2005 - 01:46 AM
2. Use Gmax
3. No buildings are 'standard height'. Gmax also lets you specify whether you want your units in meters, feets etc so you can see how tall its going to be.
4. Never had this problem.
5. The best way to place Gmax objects is to use the top-down view in FS and slew your aircraft to the right position, and just make a note of the latitude and longtitude of the plane.
6. --
7. You can't change any object in FS once its been compiled, you can only create brand new ones - this goes for aircraft, buildings, autogen objects. The only exception is AFCAD data.
8. Just use your eyes. If you see a texture is too distorted, then make a new one with different resolutions.
#20
Posted 19 October 2005 - 02:09 AM
Ice Man, on Oct 18 2005, 10:56 PM, said:
Ice Man, on Oct 18 2005, 10:56 PM, said:
Ice Man, on Oct 18 2005, 10:56 PM, said:
Ice Man, on Oct 18 2005, 10:56 PM, said:
Ice Man, on Oct 18 2005, 10:56 PM, said:
Ice Man, on Oct 18 2005, 10:56 PM, said:
Ice Man, on Oct 18 2005, 10:56 PM, said:
Ice Man, on Oct 18 2005, 10:56 PM, said:
Ice Man, on Oct 18 2005, 10:56 PM, said:
Ice Man, on Oct 18 2005, 10:56 PM, said:
Anyway, hope some of this helped you a bit .... yes; FSDS2 is going to cost you some coins, but if you're REALLY serious about designing sceneries, it'll be a worthwhile investment. For what it's worth, learning GMAX is HIGH on my agenda -- there are some things that GMAX is better suited for than FSDS2 or other scenery design programs. Besides, no self-respecting mechanic has just ONE wrench in his toolbox, right?
Edited by sarge, 19 October 2005 - 02:12 AM.