Hobbs Army Air Base

Another couple of days go by and another model is placed....actually lots since I have now finished placing all the barrack blocks in their almost identical patterns but the big news is my first full building.

Two days in GMAX to model, UVW map and then texture and a few minutes to put it in game.

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Doesn't look too bad IMHO considering all I had to build from were two dimensions and one partial photograph.

I also modelled the precision bombing targets and placed seven of them at the correct locations but I think I will keep them for 'easter eggs' and let people discover their locations on their own. ;)
 
Be back to building this weekend. I have the hangar textured. Still need to do the barracks texture.

Then will go and do the Special Ops building next to the tower.

Been busy with work and tonight spent some time working on Oahu 41 for FSX now that Jim released his Hickam hangars. :wiggle:
 
Sounds good Crash. I have been busy pushing polys again today and have the Officer's Club modelled, the texture just completed and now I have to fit it onto the model (always the tough part for me :icon_lol: ). Pics to follow if I can get it in game tonight.....if not tomorrow for sure.

We could do with getting together via Skype (if you have it) at some point over the weekend so I can send you my models to add to the library and my texture sheet so you can steal stuff for your buildings to keep the look the same. I have been using photo-real for the roof and windows/doors etc.

I have been placing my stuff as models in ADE and it seems to work fine but they should really be part of the library and as I have only placed a few I can replace them with the proper library objects easily enough.

BTW if you use ADE9X at all Jon from ADE sent me the latest beta today as I was having some issues that caused a CTD and problems placing my models accurately and the new beta is perfect and has helped a lot!

EDIT:
I did manage to get the OC in game and even added the two fir trees that are shown in the photograph I have from the period. ;)

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Ok here is the progress so far on models... all will be included in a ww2 library BGL so we can populate some other stateside bases as well.

No textures yet... just drop me a PM and I will send the library BGL.

Still need textures.. but these should be the proper size. You can use these to place in the scenery and I will deliver updates.

Wondering how the heck I color a asbestos covered building.. lol.. white looks not so good in FS... maybe an eggshell white. :isadizzy:

Should have the base hospital, mess and special operations buildings in similar form tommorrow.

Any chance of you dropping these models my way too? Thanks.

BTW ... did you ever get a chance to remove the shine from the Bomb Store you modeled for me? Looks like you got it right on the one in this package.
 
Were going to make this library available to everyone so they can use to build their own US WW2 airbases. :wavey:
 
HAAF HQ Building

This is what I have on the HQ building ... will continue to look.

If you have this already, you version should be larger (1184 X 1568)
 
Thanks Milton but I already have that page in the PDF file.

If you look closely at that page you will discover, as I did, that the line drawing in the upper right area is incorrectly described. :isadizzy:

It is identified as the 'HAAF Headquarters Building' which leads you to believe it is the building at the top of the column on the left (i.e. the Camp HQ). However, the footprint is wrong for that building and it's actually a drawing of the building second from the bottom in that column, the Flight Line HQ.

It's the Camp HQ I need info on as there are no pictures of it anywhere in the PDF file nor on any Hobbs related websites I have found.
 
Since all of the bases had the same buildings and dimensions basically, I would use the front elevation drawing from the other HQ shown. Just use 3 of them, same design front and rear. Put some parking in front and rear, connecting sidewalks, etc.
 
I can do that. ;)

I was just a bit concerned in case the main HQ was something 'special'. I'd hate to do it all and then have a former staffer come along and say 'That isn't right!' :icon_lol:

I am currently working on the only two-storey type on the base and the external staircase is causing some head scratching moments as I am trying to build it using as few polys as possible.
 
Yup....been doing that from the start. I just got into a real mess with it and lost my 'center point' or whatever it's called (the 3-legged gizmo that sits in the middle of the model at z-0) and couldn't get it back again so my views were all rotating about some weird far off point in space. I spent more than an hour trying to fix it and just decided it's probably better to cut my losses and start over. :frown:

I am even having problems creating a new face between four vertices so something is messed up somewhere.

EDIT: After taking a break and reading the forums I have managed to salvage my model...phew! Now I just need to figure out the trick of using the alpha channel to make things invisible in game so that I can make a flat surface look like a lattice structure. I did it a couple of years ago but have forgotten a lot since then....lol.
 
I think it's time for another update....lol. ;)

I have had three very frustrating days trying to get the alpha channel transparency thing working to no avail so I finally gave up and modelled the structure instead. As there are only four instances of the building on the entire site I think I can get away with it. :icon_lol:

Here's the two storey building with the offending fire escape.....

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I also managed to get the Flight Line HQ and the movie theatre modelled and in game.......

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This next building I am really proud about. I managed to get it built and textured inside 3.5 hours (a record for me) without ever firing up Photoshop. I was able to re-use the previous textures and just map over the top of them which saved me a lot of time......

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There's still lots of unique buildings to do (and lots of basic huts in different sizes) but I am really running short of photo references so I am going to have to use intuition and artistic licence when I run out of photos.
 
Looking good. I'm always envious of guys that can model like that with free form software.

(my problem is that as a mechanical engineer using cad, I'm kinda mind set on the strictness of the engineering cad.)
 
YeeeHaaa Larry ... it sure is great to see this coming together. Nice work on the new buildings ... ain't progress goood? :applause:
 
Looking good. I'm always envious of guys that can model like that with free form software.

(my problem is that as a mechanical engineer using cad, I'm kinda mind set on the strictness of the engineering cad.)
I'm a former mechanical engineer too Snuffy and was used to using ACAD for drawings and as GMAX is made by the same people (Autodesk) it really isn't that hard to get a handle on. In fact I bring both skills together by importing screenshots from the PDF file that Milton provided into ACAD and scale them up to full size and then I can take direct measurements of the footprints to get missing dimensions for the models.
 
Nah, I tried GMax ... still have it installed, just don't use it ... probably part of the problem.

Is there a detailed instruction manual somewhere?

But still being an active engineer, I'm stuck in the structuring of the cad system ...

View attachment 19410
 
[I am also near completion of an AT-11 used at that airbase. I will be happy to provide that and possibly an AI of it for the scenery.[/QUOTE]


Would like to see variation of your AT-11 as a Navy SNB
(Slow-Navy-Bomber). Was around them in 1967-69 at
NAS Cubi Point Phillipines. Every one of them had
cracked spars. :applause:
 
Nah, I tried GMax ... still have it installed, just don't use it ... probably part of the problem.
That could be one reason. ;)

I used to use Blender as I could never get to grips with GMAX/MAX but after my last reformat a few weeks ago I decided that this time I WAS going to learn GMAX/MAX come hell or high water! Once you get a few models under your belt it does get easier although there are still some things that get me scratching my head.

Is there a detailed instruction manual somewhere?
The GMAX help file is pretty useful and there are literally hundreds of tutorials out there for all aspects of modelling and texturing (I always found texturing to be the hardest part regardless of modelling tool but this time I think I finally have a grasp of GMAX UVW mapping). If you want a paper book then a lot of folks recommend the 'GMAX Bible'.
 
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