Osan for vanilla
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LOL Do you have a 60 hours day for me?
But, yes, I want to have some. E.g. for runways, I would love to see, if runways were hit…
Now, still two squares, and hopefully, I would love to have some buildings aside/between the runways. You know what I mean?
Well, I just ask.
No need to look like I am assaulting you.
Fact is that it’s not a matter of 60 hours a day, but maybe a longer development time.
Have fun,
Radium
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there was nothing assaulting in that Radium.
it’s a pretty common joke.Fact is that it’s not a matter of 60 hours a day, but maybe a longer development time.
which is the same, when you think about it
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Well, I just ask.
No need to look like I am assaulting you.
Fact is that it’s not a matter of 60 hours a day, but maybe a longer development time.
Have fun,
Radium
Oh , it was meant hearty! No problem…
The issue is, that I sometimes need three tries for one part of a building, because I cannot see. if a component shows its right side. If not, there will be a hole in the wall. That needs exporting, importing, looking, hmm ok, (sometimes) all turning 180°, exporting, importing, looking, ok.
This is only one example… And an export to 3DS needs meanwhile ~ one to two minutes, because some buildings have textures form seven dds files…And yes, I want to have LOD’s for damage, destroyed, repaired, where repaired and normal should be same, or is there, or should be a difference for the model?
I also do not have distance LOD’s…All fine.
Best regards
EarlybiteEdit:
BTW: What also takes a lot of time is to look on a 2D map, view from above, and trying to imagine how many floors this building has, or how looks the walls, the windows, the doors, how high are they, which color has the wall, etc., what is this, what is that.
E.g. I made a building and in the end I suddenly noticed that it is a “small” hangar…, windows out, rolling gate in. -
Normal/Repaired model = parent A texture set A.
Damaged model = parent A texture set B. So same UVW, just a different texture.
Destroyed model = parent B, only one set. -
Damaged model using just a different texture is like a quicky for me.
And a building being damaged with texture change well…
It’s supposed it got hit.
Damaged with texture is like there was an external fire that got painting messed up.
Example windows must be missing or (and) doors, if not all some.
And some kind of structural damage is a must for my likes.Oh and all normal, damaged, destroyed can coexist in the same texture. Just go a bit higher on the resolution 4096 or 8192.
Earlybite man switch to 3ds max m8 u r making it way hard, for all of us time is THE major issue. So make the transition.
Sure will take u some time to adapt but in the long run it will save you a great deal of time.
Without damaged and destroyed models, specially for airbases the guys that will bomb after the first bomb runs, or the next mission will have some difficulty to distinguish which is which.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Hi, Arty…
3DS-Max and me, how to say,…
Neither 3DS-Max supports DPI scaling in the UI, nor 21:9.
I know how 3DS-Max looks already with 25601440…, now, I have 34401440!
Guess what I can read in the UI!I would have to switch to 1920*1080, that is the resolution 3DS-Max is written for for the UI, every time I work on a model. I would have every time right and left great black bars…, hmm, 3DS-Max and, how to say…, NO.
Or it should be, that I’m short to finger nails eaten, because that I absolutely want to model something…
I will find a way to use Sketchup (again)…
So…
All squares are, for the moment, done, runway lights are updated, taxiway lights function as desired, just making a little texture for an earthwork, then, maybe, still a little area near the top of 27, and maybe still one little area at near 09.
BTW: The stock object folder has really 1,2 GB?
My / A binary c&p-install has currently 1,7 GB…<umpf>And maybe a little area at the “Great Court”. There are IMO little “hills” with, IMO, bunkers, IMO for munition. I think, that would be great…
Happy eastern!
And best regards
Earlybite</umpf> -
No code doesn’t create a hole in the 3d object.
It displays a crater on top on the 3d object of the runway for as long as it must.Test it your self. Bomb your runway and you will see it. It will exist where the impact point was.
Those craters exist in the 3d database.well no need to scale or whatever just follow this and u should be ok… makes me wonder if the following link solution can be done also for Falcon UI on large monitors with super high resolution. hmmmm…
https://www.danantonielli.com/adobe-app-scaling-on-high-dpi-displays-fix///Arty runs and hides…
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You have PM.
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Hi,
I’ve made a binary install, Copy&Paste.
File size: 650,7 MiB, extracted 1,7 GBYou can download it here:
http://www.individcore.de/Earlybite/BMS/OsanAirbase-V3.htmlBest regards
Earlybite -
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Wow!! looks great!!
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FYI:
All textures fit together, w/o any border.
Best regards
Earlybite -
That’s one hell of a job, Earlybite!
Congratulations, looking beautiful.
Make’s me want to remake all of the airbase designs we did for POH so far -
FYI:
Second square and top of 09:
Still all fits together.
Current files size: 149 MB.Best regards
Earlybite -
Hi there!
FYI:
Third square and the “Great Court”:
Now the runways…
(and then, all objects new adjusting, new lights…)
BTW Lights: I will try to make real taxi lights…Oh, current files size is 202 MB, but also 19 files…
Still all textures fit together, except two lines, maybe two, three pixels besides …So, on to the runways.
Ah, and thanks to you all for your Thanks, gives power for the way.
Ok, best regards
Earlybite -
@Nuno:
That’s one hell of a job, Earlybite!
Congratulations, looking beautiful.
Make’s me want to remake all of the airbase designs we did for POH so farReady for action!!! Let’s do it.
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Hi!
FYI:
New runways
Tire tracks (Google translation for Reifenspuren) are self made.
First for the important places…DDS-files: 37 (all 4096^2 and smaller), 27 for taxiway and runways
Files size, complete: 308 MB (from previous ~ 450 MB)
Until two, three little places, and small differences, all textures fit together and “thank god” not at important places.
Only the adjusting with the F4-BMS Editor is a little tricky…, maybe the placement ability will get finer in future.Ok.
Osan Airbase:
(compare to the pic in #1)
Still much to do. Lights, buildings etc. adjusting…a.s.o…
Best regards
Earlybite -
Results are good. Congratulation Earlybite.
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Thank you, sir.
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Waiting very much to
tastetest it !