Ramon Airbase
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Outstanding!
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Hello!
Earlier this year I got the offer to work on a model for Ramon AFB for the Israel Theater by the developers.
I have made a different airbase model in the past but haven’t had the chance to complete it.
I decided to start working on Ramon AFB and complete it the whole way through for the community.
https://i.imgur.com/tIeOd3E.png
This is the model complete for the runways and taxiways.
I’ll be posting updates on my work here
Cheers,
Spearhead
LICENSE:
I hereby declare this model to be fully made by my hands, every vertex or polygon was made by myself, I never used any 3D exterior material to build this airbase.
Third parties are not eligible to request this model to be used in their theater.
Exception be made for the official Israel Theater development team and for use in the Israel Theater only.DISCLAIMER:
Because of the nature of this model, and the information security around it,
This is a work of fiction. places and buildings portrayed are the products of the author’s imagination. Any resemblance to actual places or buildings is purely coincidental.thank you
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Great job!!!
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First iteration of runway Textures
thanks for the feedback!
Spearhead
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Looking amazing :bdance:
Keep the Hard work! -
@AsafBoy:
Looking amazing :bdance:
Keep the Hard work!In short:
agreeded, +100! It looks nice since the first glance.With best wishes and regards.
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In an attempt to make the airbase model as realistic as I can,
I decided to model what i believe to be the closest we’ll get to an Israeli aircraft bunker.This is aimed to increase the sense of realism while flying in and out of the airbase
Cheers,
Spearhead
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looks great… the ITO guys must have wet their pants… :lol:
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Be careful with poly-count! … Think about doing lower LODs to be able to make a rapid transition to lower poly-count.
Other advice, to not make “a big global object” but rather smaller part (in order to be able to have consistent damage model).
Even better, if your building are symmetrical, consider doing only one “part” as single Feature (like a single Hangar) , then on Objectives, copy/past the Feature … much simpler, and consisted damage model.Other advantage of this, LODs will be more efficient since you will have multiple objects, rather than a single block more difficult to manage in term of LODs.
Ruel of thumb, avoid as much as possible large blocks … prefer several parts (with proper LODs and damaged LODs). -
Of course. i’ll be using different LODs and the models are seperated to account for in-game use with as low of a polycount as I could manage.
the higher poly detail will only be shown when you are in the direct area around the model. -
:thumb:
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prefer several parts (with proper LODs and damaged LODs).
I don’t think the specific “parts” will be ever damaged, or something getting close enough to produce damage! lol
@Spearhead very very nice! Will you also implement the height elevation difference in the tarmac area models as per real? (assuming it is possible to handle)
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I don’t think the specific “parts” will be ever damaged, or something getting close enough to produce damage! lol
I don’t understand sorry.
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I mean nobody can threaten Israel and no weapon system will ever be able to target and hit (any) targets there…;
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Overall- looks SUPERB! +1 to the "the ITO guys must have wet their pants… " comment
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I mean nobody can threaten Israel and no weapon system will ever be able to target and hit (any) targets there…;
Ah ok. … but its a game. Everything is possible.
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@Spearhead very very nice! Will you also implement the height elevation difference in the tarmac area models as per real? (assuming it is possible to handle)
I wish! The only way to do that would be to raise the whole airfield and make a model for the ground around the runways. Even then I don’t know if the collision model will work correctly for taxiing up and down things.
The objects will just be above ground somewhat like the shelters in DCS with the ground texture on top
Sent from my IN2013 using Tapatalk
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This does look great indeed! Keep it up!
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In an attempt to make the airbase model as realistic as I can,
I decided to model what i believe to be the closest we’ll get to an Israeli aircraft bunker.This is aimed to increase the sense of realism while flying in and out of the airbase
https://i.imgur.com/ckoYuoy.png
https://i.imgur.com/Nt5tP8k.png
Cheers,
Spearhead
I wonder if we have a push back function in BMS…
At least I never heard about it.
Could be great to get your aircraft inside with a nice GSE pushing your F16 like IRL.
Cheers,
Radium
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Many issues here …
Indeed, no pushback.
Other problem is that, you can limit the access to those shelter to a/c with a wing span equal or less than an F-16, but if you (or any theatre builder) add some other a/c type on the airbase (i.e. F-15, F-14, Su-33 …) much larger than F-16, if we set the PkPoint inside the shelter you will have to choose:- Accept graphical issue of wing conflicting with walls.
- Accept to restrict those shelter to F-16 (and less) only but in that case, you have to have a lot of other place where wider a/c can spawn. If you don’t have those places, ATC will be messed up by a/c spawning in the wild.
… This is why on most airbases, when I do not have a lot of possible spawn-points that match with any kind of big fighters, I do not pout the PtPoint into shelters.