Locher Sarntal airfield in the making - Page 2
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Thread: Locher Sarntal airfield in the making

  1. #26
    Nice job so far! That is great blending of the model.
    "Try to stay in the middle of the air. Do not go near the edges of it. The edges of the air can be recognized by the appearance of ground, buildings, sea, trees and interstellar space. It is much more difficult to fly there".

  2. #27
    Very slow progress due to work and life...

    Done some stuff texturing the taxiway and working on the hangar doors. Still many textures are just placeholders (rocks and hangar walls).


  3. #28
    Those placeholders are better than I could ever do with a full blown effort.

  4. #29
    Quote Originally Posted by Dimus View Post
    Very slow progress due to work and life...

    Done some stuff texturing the taxiway and working on the hangar doors. Still many textures are just placeholders (rocks and hangar walls).

    Speechless!!!
    This place looks so real...
    Cheers,

    Stéph.

  5. #30
    Quote Originally Posted by Bjoern View Post
    Those placeholders are better than I could ever do with a full blown effort.
    I was hoping to get good quality pictures of the real rock walls to use but was not able so far so I may as well adapt these old ones from my previous project.

  6. #31
    SOH-CM-2020
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    Locher Sarentino Airfield Landing Guide

    https://www.youtube.com/watch?v=43OXzp40Y_A


  7. #32
    Locher Sarentino Airfield Landing Guide
    Superb video, thanks. Anyone know if on takeoff they also make it over the the "killer" cable set no. 3 or under?
    Striker, listen, and you listen close: flying a plane is no different than riding a bicycle, just a lot harder to put baseball cards in the spokes.

  8. #33
    Quote Originally Posted by Dimus View Post
    I was hoping to get good quality pictures of the real rock walls to use but was not able so far so I may as well adapt these old ones from my previous project.
    Dimus, the video that PeteHam posted above. . .at the very end as the pilot is coming off the ramp at the bottom there is a very good view of the rock wall that remains in view until the fisheye effect starts to really distort. I have gotten some very good textures for airport buildings that way. Could you capture a decent section from that and then work some texture magic to put together enough to tile in?

    UPDATE: Maybe not, lol. . .even with the video set to Hi-Res, there's enough movement in the aircraft that the wall is never really in a static state where it isn't blurry. Another option (which you probably have checked, but just in case):
    https://www.textures.com/
    Last edited by falcon409; June 5th, 2017 at 05:05.
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  9. #34
    Dimus that looks amazing! Great job!
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  10. #35
    Thanks guys! Time is at a premium with work lately and this project is going very slowly.

    Ed, I tried the videos, indeed the resolution is bad. I am using textures.com a lot. I got those rock textures from there. I'll probably adapt these somehow.

  11. #36
    Great work, looking very much forward to this.

    A bump (normal) map would look great on these stones, and also the grass and pebble ground :-)


    Cheers,
    Mark
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  12. #37
    Mark, I will certainly add a bump on the stones once I adapt them. The grass uses whatever detail.bmp is in the sim, in my case the REX4 one. This is to make it compatible with the rest of the ground where the model blends in. I am also trying to add a custom detail texture on the taxiway but get this weird effect:



    The detail shows when near but the far part is black. The black recedes as you move. If I use the default taxiway_detail.bmp file as detail texture in mcx there is no issue. Any idea?
    Attached Thumbnails Attached Thumbnails 2017-5-10_23-4-6-455_zpsjzgh4mhz.jpg  

  13. #38
    I don't exactly know what's wrong with the detail map (resolution??) , but I could have a gander at it! I made 3 or 4 myself and know they can be a bitch to adjust.


    Cheers,
    Mark
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  14. #39
    The texture I use for detail map is 1024x1024, indexed color 8bit. This is the same as the taxiway detail used by REX4. I also make sure that the scale figure setting in MCX is a power of 2.

  15. #40
    Some slight progress in texturing. Also edited the rocks and added a first attempt at normal maps.
    Cees, sorry, still haven't tried your latest buildings...




  16. #41
    SOH-CM-2024 Cees Donker's Avatar
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    I'm in no hurry Dimus. Take your time.



    Cees

  17. #42
    SOH-CM-2024 Cees Donker's Avatar
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    And the field looks great btw.

    Cees

  18. #43
    Quote Originally Posted by Dimus View Post
    Some slight progress in texturing. Also edited the rocks and added a first attempt at normal maps.
    Cees, sorry, still haven't tried your latest buildings...
    Looking great! Really looking forward to it!

    Marcel

  19. #44
    Took a break from the rocks and tried the cables. Here's barely passing Cables 3 on finals:



    The cables and balls on them will be made reflective to aid being able to see them. This is P3D v4 btw.

  20. #45
    SOH-CM-2024 Cees Donker's Avatar
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    The new buildings will look better!



    Cees

  21. #46
    SOH-CM-2023 Manschy's Avatar
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    Wow - what a challenge to land there....Impressive work so far!!!
    Best regards, Manfred.

  22. #47

    COOL!! can't wait to try my Pc-12 there

    Marcel

  23. #48
    This is so cool I can't even describe it

  24. #49
    Senior Administrator Roger's Avatar
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    Great work there Dimus
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  25. #50
    Looks TERRIFIC Dimus!!!

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