• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

FSXA FSXA/P3D: 5S0 Oakridge State

A very early picture of the rural terminal with the first baked textures.

term.jpg
 
That looks really nice.... makes my photoground textures look like a monkey did it...

very very nice work...
 
Look really nice.
Please tell us once it is released. I'll be the first customer.
 
Only the largest texture have 2048 pix. All other 1024 and less. Texture Load for now 48MB ;) (without the photoground). As I said, I create tiled textures. This works well on my small testlaptop with no frame loss. Changes are always possible...

A texture load of 48mb would then mean 25-30 material draw-calls+phototiles?

No doubt this is incredibly nice work, but keep an eye on your draw-calls which cannot be batched from those old-style models. Unless of course the terminal buildings are so few that you dont have to worry about those things...Fictional airports do have that advantage..:p

keep it up!
 
I will pay attention to the draw-calls, thanks.
The terminal use 2 1024er Textures, should be ok. So far, i use 20 other various materials. As should already be a little more possible ;).
 
A texture load of 48mb would then mean 25-30 material draw-calls+phototiles?

No doubt this is incredibly nice work, but keep an eye on your draw-calls which cannot be batched from those old-style models. Unless of course the terminal buildings are so few that you dont have to worry about those things...Fictional airports do have that advantage..:p

keep it up!
I agree with hek293. You have to compromise between the sharpness of texture and performance.
Drawcall is the worst penalty to the performance. The more texture sheets, the more drawcall it will be.
 
A little update. Among other things, I created the texture of the vegetation.

120409_sm1_1.jpg


120409_sm1_2.jpg


120409_sm1_3.jpg


120409_sm1_4.jpg


120409_sm1_5.jpg


120409_sm1_6.jpg


120409_sm1_7.jpg
 
Last edited:
You simply must write a tutorial for us on how to take a real airport and shove it inside our computer screens! The FAA may not like it when they find randomly missing airports, but this is for FS! :D

:rotfl:
 
Back
Top