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Re: NAS Oceana

Posted: 15 Mar 2010, 15:38
by hawk_sh
Dman wrote:Anything new?
Nothing new to show at the moment, maybe later this week.

Re: NAS Oceana

Posted: 20 Mar 2010, 18:42
by hawk_sh
Sorry for the lack of updates recently, but there is not too much new stuff to show at the moment.
I have been trying to improve the performance of the scenery. At the moment my frame rates are
comparable to the ones I get at the MAIW Nellis AFB scenery. This is not too bad, but I see a lot of potential for further improvements.
I started to replace objects that require large texture sheets to load with GMAX objects with small texture sheets or generic buildings.
This will hopefully reduce load times and minimize stutters especially when panning the view around.

I also created the housing area with custom textures - what previously were more than 40 single objects is now one GMAX scene.

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Re: NAS Oceana

Posted: 20 Mar 2010, 19:07
by Dman
Very Nice.. please keep up the good work.. Looking forward to getting a chance to see this one!

Re: NAS Oceana

Posted: 20 Mar 2010, 19:48
by MIKE JG
There was a video I watched somewhere of one of the scenery developers from the Aces team. In it he described their philosophy on designing airports.

Basically they used a three tiered approach to it. Tier I was the detailed stuff inside the airport perimeter. Tier II was the first set of generic buildings outside the perimeter. Tier III was the autogen buildings beyond that.

It was an interesting video to watch and learn how Aces approached their default scenery design.

Re: NAS Oceana

Posted: 20 Mar 2010, 21:37
by BadPvtDan
They invariably sucked.

Re: NAS Oceana

Posted: 20 Mar 2010, 22:43
by MIKE JG
They did the whole world, cut them some slack.... :smt003

Re: NAS Oceana

Posted: 21 Mar 2010, 02:26
by Flyin Illini
This has nothing to do with Oceana, but hawk. that charger bicenntenial phantom is amazing looking! good work!

Re: NAS Oceana

Posted: 23 Mar 2010, 02:17
by Dman
Does anyone know of a Fentress sceenery? Just a meatball and some carrier markings on the runways...

Re: NAS Oceana

Posted: 23 Mar 2010, 15:14
by hawk_sh
Dman wrote:Does anyone know of a Fentress sceenery? Just a meatball and some carrier markings on the runways...
I started with NALF Fentress yesterday, it will be part of the NAS Oceana scenery.

There is also an addon for Fentress at flightsim.com (kntuadds.zip).

Re: NAS Oceana

Posted: 23 Mar 2010, 23:53
by hawk_sh
AI Tomcat doing touch and gos at Fentress
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Re: NAS Oceana

Posted: 23 Mar 2010, 23:57
by Flyin Illini
Nice are those my VF-101 birds?

Re: NAS Oceana

Posted: 24 Mar 2010, 00:03
by hawk_sh
Flyin Illini wrote:Nice are those my VF-101 birds?
Yes, they are. :D

Re: NAS Oceana

Posted: 24 Mar 2010, 15:04
by Dman
WOHH!!! That is one awesome package! Thanks for the reply!!

Re: NAS Oceana

Posted: 26 Mar 2010, 19:15
by hawk_sh
Some impressions from NALF Fentress (still WIP)

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Re: NAS Oceana

Posted: 26 Mar 2010, 19:34
by LEBTowerGuy
Looking good there.

Re: NAS Oceana

Posted: 26 Mar 2010, 21:20
by Firebird
Well for my book, looking bloody excellent!

Re: NAS Oceana

Posted: 31 Mar 2010, 22:42
by per1991
:shock: :shock: :shock: :shock: GREAT Work! I really like these updates, and seeing as my squadron in VUSN is based here I will definitivley use this scenery alot! Is there any plans to make this update available for VUSN use as well?

By the way, we have an update for the scenery, in the scenery there is an ILS approach for 23L. After a change in the LOA with ZDCARTCC this has been changed to ILS 32L. This is not real life proceudre (in fact, Oceana has NO ILS approaches).

Re: NAS Oceana

Posted: 31 Mar 2010, 23:01
by hawk_sh
per1991 wrote:Is there any plans to make this update available for VUSN use as well?
It will be publicly available.

Re: NAS Oceana

Posted: 01 Apr 2010, 14:26
by Dman
WOOOHOOOO!!!!!!!

Re: NAS Oceana

Posted: 12 Apr 2010, 20:44
by hawk_sh
NALF Fentress (finished for now)

Default scenery and custom scenery showing the frame rate impact - not noticeable on my system
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The whole scenery is ca. 20 drawcalls - all the buildings are one GMAX scenery, the trees are split into 4 GMAX sceneries.


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fall
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winter
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