Seosan Air Base(WIP)
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Hello Everyone,
I have questions for you. First: How air base is looking from TGP?
Second: What is this place? I think it is some kind VORTAC like thing.
Update about the air base:
- New taxi and runway lights are almost done.
- Those unnecessary areas you see in TGP view will be gone.
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@mhm:
Hello Everyone,
I have questions for you.
Second: What is this place? I think it is some kind VORTAC like thing.
Wrong.
It has a TACAN station (SAN 052X) and it is almost at the middle of the west RWY (03L/21R), and west of it.
Nikos. -
@mhm:
Second: What is this place? I think it is some kind VORTAC like thing.
My best guess would be fuel storage.
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This post is deleted! -
Yep!!! It looks like groundjacked fuel tanks ! On top and in the middle of each one are the boost pumps.
@mhm:
Hello Everyone,
I have questions for you. First: How air base is looking from TGP?
Second: What is this place? I think it is some kind VORTAC like thing.
Update about the air base:
- New taxi and runway lights are almost done.
- Those unnecessary areas you see in TGP view will be gone.
-
@mhm:
Second: What is this place? I think it is some kind VORTAC like thing.
Underground Fuel tanks
https://www.adsadvance.co.uk/media/images/2016%20Summer/RIAT%202016%20The%20F-35B%20made%20international%20debut%20must%20credit%20Jamie%20Hunter%20%20RIAT%20med.jpg
You can see an example of them here on the right side of the image of Fairford below the parking lot and blue entry. -
Thanks for replies guys.
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Hello everyone,
I want to ask a question. I currently started working for runway and taxiway signs. But I need information about something. The question is about the types of signs. There are 3 types of airport sign when it comes to the shape of the sign.
I would like to know which type of sign Seosan use. I know it is a hard question to answer but for reality purposes, I would like to know. In Falcon, we have D-lux and I-lux types. But there is one more type. I will place images below to explain better.
for D-lux and I-lux click the link below:
http://www.agmsigns.com/products.htmlThis is the 3rd one:
3rd is I believe old type and not very common. But I would be very happy if you provide any info.
Also, update about the air base:
All the models and textures updated. New buildings added. Runway and taxiway aligned the real angle of the Seosan AB. Completely new light model for runway and taxiway. Things going OK for now
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After some research, I decided to go with I-lux(exact type name L-858 SV-SC) and ICAO standards, size of the sign will be number 2. It is very hard to find info about military airfields, especially about Korea.
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Iirc they use usaf standard as most military bases in the world.
Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Iirc they use usaf standard as most military bases in the world.
Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
Thank you Arty. Actually, I looked at the USAF’s Air Force Instruction 32-1042. Instructions mention that overseas USAF bases should use the rules of the host country. If there is an agreement between the host nation and the USA there might be a different story. But the Republic of Korea using ICAO rules for it’s civilian airfields. And there is not any USAF unit on Seosan AB. So with my best guess I went with ICAO rules.
Also, what do you guys think about my first taxi sign?:)
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It’s just my one cent and only:
not too bad indeed for a first attempt, I think. Go on this way, then!
With best regards.
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Finish just one. Nice texturing and correct ptype to glow at night.
Create all lettering and numbers with textures.
Those textures can be set for the model and from fe declare which to use. Shame way as rwy numbers.
Then u can share a full library for others to use.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Thanks guys,
About p-types, I was not sure to go with which type. I am still learning and trying something. I used different p-type for the part that supposes to glow. But if you have suggestions about p-types I would be happy to hear that.
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| LOD Editor Settings | LE
| LE
| LE
| LE
| | 3DS MAX object - polygon settings
| 3DS MAX
| 3DS MAX | 3DS MAX
| 3DS MAX
| 3DS MAX
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| Ptype | Color | Shading | Texture | Options | comment | pType | Vertex Colour | Smooth | Texture | Alpha Source | Opacity |
| 0 | Single | Single | None | Point | | 0 | Single | Facet | None | NO INFO | NO INFO |
| 0 | Vertices | None | None | Point | | 0 | Per Vertex | None | NO INFO | NO INFO | NO INFO |
| 0 | Vertices | Single | None | Point | | 0 | Per Vertex | NO INFO | NO INFO | NO INFO | NO INFO |
| 0 | Vertices | Vertices | Texture/Chroma (Clip/Transparent | Point | | 0 | Per Vertex | Smooth Group | Bitmap | NO INFO | NO INFO |
| 0 | Vertices | Vertices | None | Point | | 0 | Per Vertex | Smooth Group | None | NO INFO | NO INFO |
| 0 | Vertices | Vertices | Texture/ /Transparent | Point | | 0 | Per Vertex | Smooth Group | Bitmap | NO INFO | NO INFO |
| 0 | Vertices | Vertices | Texture/Chroma (Clip | Point | | 0 | Per Vertex | Smooth Group | Bitmap | NO INFO | NO INFO |
| 1 | Single | Single | None | Line | | 1 | Single | Facet | None | NO INFO | NO INFO |
| 1 | Vertices | None | None | Line | | 1 | Per Vertex | None | NO INFO | NO INFO | NO INFO |
| 1 | Vertices | Single | None | Line | | 1 | Per Vertex | NO INFO | NO INFO | NO INFO | NO INFO |
| 1 | Vertices | Vertices | Texture/Chroma (Clip/Transparent | Line | | 1 | Per Vertex | Smooth Group | Bitmap | NO INFO | NO INFO |
| 1 | Vertices | Vertices | None | Line | | 1 | Per Vertex | NO INFO | NO INFO | NO INFO | NO INFO |
| 1 | Vertices | Vertices | Texture/ /Transparent | Line | | 1 | Per Vertex | Smooth Group | Bitmap | NO INFO | NO INFO |
| 1 | Vertices | Vertices | Texture/Chroma (Clip | Line | | 1 | Per Vertex | Smooth Group | Bitmap | NO INFO | NO INFO |
| 2 | Single | None | None | None | Glow at night ??? Display ok during day | 2 | Single | None | None | N/A | 100 |
| 3 | Single | Single | None | None | | 3 | Single | Facet | None | N/A | 100 |
| 4 | Vertices | None | None | None | Glow at night ??? Display ok during day | 4 | Per Vertex | None | None | N/A | 100 |
| 5 | Vertices | Vertices | None | None | | 5 | Per Vertex | Smooth Group | None | N/A | 100 |
| 6 | Single | Single | Texture | None | | 6 | Single | None | Bitmap | None (Opaque) | 100 |
| 6 | Single | None | Texture | None | Glow at night ??? Display ok during day | 6 | Single | None | Bitmap | None (Opaque) | 100 |
| 7 | Single | Single | Texture | None | | 7 | Single | Facet | Bitmap | None (Opaque) | 100 |
| 8 | Vertices | None | Texture | None | Glow at night ??? Display ok during day | 8 | Per Vertex | None | Bitmap | None (Opaque) | <100 |
| 9 | Vertices | Vertices | Texture | None | Typical hard surface texture | 9 | Per Vertex | Smooth Group | Bitmap | None (Opaque) | 100 |
| 10 | Single | None | Texture/Chroma (Clip | None | | 10 | Single | None | Bitmap | RGB Intensity | 100 |
| 11 | Single | Single | Texture/Chroma (Clip | None | | 11 | Single | Facet | Bitmap | RGB Intensity | 100 |
| 12 | Vertices | None | Texture/Chroma (Clip | None | Glow at night ??? Display ok during day | 12 | Per Vertex | None | Bitmap | RGB Intensity | 100 |
| 13 | Vertices | Vertices | Texture/Chroma (Clip | None | | 13 | Per Vertex | Smooth Group | Bitmap | RGB Intensity | 100 |
| 14 | Single | None | None | Transparent | | 14 | Single | None | None | N/A | < 100 |
| 15 | Single | Single | None | Transparent | | 15 | Single | Facet | None | N/A | < 100 |
| 16 | Vertices | None | None | Transparent | | 16 | Per Vertex | None | None | N/A | < 100 |
| 17 | Vertices | Vertices | None | Transparent | Transparent??? Like Glass both sides (see through) | 17 | Per Vertex | Smooth Group | None | N/A | < 100 |
| 18 | Single | None | Texture | Transparent | | 18 | Single | None | Bitmap | Image Alpha | < 100 |
| 18 | Single | None | Texture/Chroma (Clip | Transparent | | 18 | Single | None | Bitmap | Image Alpha | < 100 |
| 19 | Single | Single | Texture | Transparent | | 19 | Single | Facet | Bitmap | Image Alpha | < 100 |
| 19 | Single | Single | Texture/ /Transparent | Transparent | | 19 | Single | Facet | Bitmap | Image Alpha | < 100 |
| 20 | Vertices | None | Texture | Transparent | | 20 | Per Vertex | None | Bitmap | Image Alpha | < 100 |
| 20 | Vertices | None | Texture/ /Transparent | Transparent | Glow during day and night | 20 | Per Vertex | None | Bitmap | Image Alpha | < 100 |
| 21 | Vertices | Vertices | Texture | Transparent | Transparent material Textured, alpha | 21 | Per Vertex | Smooth Group | Bitmap | Image Alpha | < 100 |
| 21 | Vertices | Vertices | Texture/ /Transparent | Transparent | | 21 | Per Vertex | Smooth Group | Bitmap | Image Alpha | < 100 |
| 22 | Single | None | Texture/Chroma (Clip | Transparent | Render To Texture for cockpit displays (texture 9999) | 22 | Single | None | Bitmap | RGB Intensity | < 100 |
| 22 | Single | None | Texture/Chroma (Clip/Transparent | Transparent | Render To Texture for cockpit displays (texture 9999) | 22 | Single | None | Bitmap | RGB Intensity | < 100 |
| 23 | Single | Single | Texture/Chroma (Clip/Transparent | Transparent | Glow, runway lights | 23 | Single | Facet | Bitmap | RGB Intensity | < 100 |
| 24 | Vertices | None | Texture/Chroma (Clip/Transparent | Transparent | Transparent | 24 | Per Vertex | None | Bitmap | RGB Intensity | < 100 |
| 24 | Vertices | None | Texture/Chroma (Clip | Transparent | | 24 | Per Vertex | None | Bitmap | RGB Intensity | < 100 |
| 24 | Vertices | None | Texture/ /Transparent | Transparent | | 24 | Per Vertex | None | Bitmap | RGB Intensity | < 100 |
| 25 | Vertices | Vertices | Texture/Chroma (Clip | Transparent | Canopy - Glass | 25 | Per Vertex | Smooth Group | Bitmap | RGB Intensity | < 100 |
| 25 | Vertices | Vertices | Texture/Chroma (Clip/Transparent | Transparent | Canopy - Glass | 25 | Per Vertex | Smooth Group | Bitmap | RGB Intensity | < 100 |
| 25 | Vertices | Vertices | Texture/ /Transparent | None | Canopy - Glass | 25 | Per Vertex | Smooth Group | Bitmap | RGB Intensity | < 100 |
| 26 | Single | Single | Texture/Chroma (Clip/Transparent | None | | 26 | Single | None | Bitmap | Image Alpha | 100 |
| 26 | Vertices | Single | None | Transparent | <- Problem??? -> | 26 | Single | None | Bitmap | Image Alpha | 100 |
| 26 | Single | None | Texture/Chroma (Clip/Transparent | None | Transparent??? | 26 | Single | None | Bitmap | Image Alpha | 100 |
| 27 | Single | Single | Texture/Chroma (Clip/Transparent | None | | 27 | Single | Facet | Bitmap | NO INFO | NO INFO |
| 28 | Vertices | None | Texture/Chroma (Clip/Transparent | None | | 28 | Per Vertex | None | NO INFO | NO INFO | NO INFO |
| 29 | Vertices | Vertices | Texture/Chroma (Clip/Transparent | None | | 29 | Per Vertex | Smooth Group | Bitmap | NO INFO | NO INFO |hope it helps! better go with ptype20.
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Arty, you rock man :bdance:
That is great.
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A look of the taxiway . I removed all unnecessary parts. Placed buildings and ammo dumps.
But I am having a problem. I want to create only one dds file just like dds number 921(image below). To be honest, creating only one file and aligning that to all the models looking hard for me. I think creating one dds file for each model is a lot easier for me. I mean If there is 20 model file there will be 20 dds file. What are your thoughts about it?
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The best is to regroup them. The more .dds you have to process the more workload for GPU.
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Dee-Jay from what I know it doesn’t work that way.
So
Have one 3d model and xx dds files.In Falcon Editor in the feature you can declare which dds to use and display, the same way works for the old generic runway numbers.
The rwy part with the number is the same for many airports but the dds is different.
when you import the model u must declare all the textures as texture sets. better go in raw like a1 a2 a3 a4 b1 b2 b3 b4 so to know the number on which the correct texture is.
It would be helpful to create a txt or an excel file with those associations for later on and public usage.
For example in the same objective there could be 2 or 4 same rwy numbers parts. They are all the same feature number but the dds texture used is different.
observe the generic runways numbering areas and you will get it. If not I can take screenshots or make a video.The way to have one dds for all or many models, works for the particle system where you declare the area of the texture to be used.
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But I am having a problem. I want to create only one dds file just like dds number 921(image below). To be honest, creating only one file and aligning that to all the models looking hard for me. I think creating one dds file for each model is a lot easier for me. I mean If there is 20 model file there will be 20 dds file.
We are talking about taxi signs? Not about runway QFUs textures … Right?
What are your thoughts about it
What “I think” know is that it is way better to have one single 2048x2048 .dds with all numbers and letters on it used by all the Taxi Sings LOD … Than having 36 x 128x128 .dds for each features from 0 to 9 , A to Z.
Maybe I am wrong, but in that case, our coders/specialists let me working like this with Nove and other 3D artists for tooooo long.