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Locher Sarntal airfield in the making

I do not intend to add the minimum requirements for AI to this airport like runways, taxiways, hold short points etc. so sorry, no AI in this one. It will just be a playground for the simmers.
 
Also, AI is strictly 2D on the ground, it needs a plain field to work. This scenery seems to be all slope.
Looks great, Dimus. Actually, it already looks like a good competitor to the LLH altiports which are favourits of mine. :applause:
 
I thought it was possible with an invisible taxi network, but a quick search tells me otherwise. Meh.
 
Yes, I investigated a lot about it when I did sloped runway/airfield for german Mainbullau EDFU - released at flightport.de some years ago for FSX/P3D. The only way seems to create shore/offshore ramps to the whole airfield. But at least I never tried it out...

my poor 2 cents

Thomas
 
Yes, I investigated a lot about it when I did sloped runway/airfield for german Mainbullau EDFU - released at flightport.de some years ago for FSX/P3D. The only way seems to create shore/offshore ramps to the whole airfield. But at least I never tried it out...

my poor 2 cents

Thomas

Shore/offshore ramps? Neat trick! Never thought of that.
Surely too much effort for a sloped runway but that could have worked for Russ White's Ketchikan where a flat runway and a flat terminal are on different levels.
 
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).

jKvpEEP.jpg
 
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).

jKvpEEP.jpg

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

Stéph.
 
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.
 
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/
 
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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.
 
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
 
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:

attachment.php


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?
 

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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
 
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.
 
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...

6CAMIGR.jpg


PJb7hOo.jpg
 
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