Getting started: dead ends

Discussion related to terrain/scenery design.
plokkum
Posts: 4
Joined: Thu Jul 10, 2014 12:45 pm

Postby plokkum » Fri Jul 25, 2014 4:30 am

I've been trying to get started building my own airports. I have an extensive background in visual effects for film and want to transfer that knowledge to building kick butt small airports.



However, the documentation and workflow I find out there are so vague, usually based on very old FS9/FSX workflows and I've never seen them cover things I'd like to know.

I'm hoping that with your help I can get started.



For my first project I want to create a small airstrip in Vero Beach, FL. One of the things I'd REALLY like to know is how I should handle custom modeled/textures runways and taxiways. For instance like in this beautiful ORBX airport:

10380540_730817113631397_7686435155996138315_o.jpg



Basically, I think that once I know how to get a custom runway/taxiway into Prepar3d, I'll be able to handle the rest.



Also, should the runway textures be procedural, or can I just use my own large texture? If I can, should I split the texture up in multiple files for better performance?


ebsloop
Posts: 178
Joined: Sat Nov 02, 2013 1:07 pm

Postby ebsloop » Fri Jul 25, 2014 11:38 am

Try to use Airport Design Editor. The new version is for Prepar3D and FSX. Airport Design Editor is a great starting point for modifying airports. There are several tutorials online.

plokkum
Posts: 4
Joined: Thu Jul 10, 2014 12:45 pm

Postby plokkum » Sun Jul 27, 2014 8:53 am

Thanks Ebsloop. I figured it out through Model Converter X, though. They're basically procedura/layeredl textures. That's what I expected :)

Canuck
Posts: 207
Joined: Sat Mar 31, 2012 10:52 pm

Postby Canuck » Sun Jul 27, 2014 3:18 pm



Quote:

Quote from plokkum on July 25, 2014, 04:30

I have an extensive background in visual effects for film and want to transfer that knowledge to




As your avatar amply depicts. Sorry I'm a sarcastic sod :)


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