Thanks for the info Huub, will see about fixing that.
Small update, here is a preview of some of the new objects. Got a few more to do then the fun part, LOL.
In working on the ground I have run into an issue. Granted at runway level the photoreal method works best for originality and ambiance, but in the air without doing a really big area of photoreal and even then finding a way to try and make it blend is a tough call I am finding out. I have been playing with both methods and both have pros and cons.
I run with default textures, have no interest in FTXglobal, partly because most of my actual flying is over photoreal, the others reasons we won't get into.. Blending sand dune photoreal over default is tough, mainly because of the yellowish tint default has which kinda ruins the photoreal when color matching. Amazingly enough, even at 30 cm p/pixel, there really isn't much detail to be had in sand dunes except at altitude, LOL. I tried the landclass/vector way with changing the landclass with autogen and using default dirt runways with ADE and that worked fairly well, but lacked in originality and again I have no idea how this will look with FTXglobal, does it change the look and the autogen?
When I look at desert airfields in old photos, there isn't much there, some aircraft, some tents, some vehicles, some areas with camo netting covering weapons and vehicles and the scattering of boxes, equipment and people, so conveying that ambiance while on the ground is important to me. I have thought about going the ground poly way, but that is alot more work and won't work in the latest version of P3D using the old FS2002 way. Anyone can place objects, this is about creating a scenario with me.
Any ideas on what you guys think or want with the ground is welcome
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