Airport Buildings, And other Stuff |
Airport Buildings, And other Stuff |
Feb 22 2009, 18:17
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#1
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Junior Member Group: Members Posts: 10 Joined: 19-September 07 From: Germany Member No.: 1,210 |
Aloha!
Here a proper WIP thread for my Upcoming Airport-/Objectpack: Less talk, more Pictures! And here are some Objects: I was keeping an idea of realizing tunnels in arma/ofp in my head for nearly three years... here are some pictures: Also this way a subterranean bunker could be simulated: This is the Bunker object, what it looks outside: Now concealed with some rocks... way more hidden: And Inside, you still have a nice concrete feeling: A little Tower... And some advertisement and other thingies. (I've got about 52 different roadnames, and YES: Fakestreet 123 will be included) All doors/gates are functional. All buildings/objects have proper resolution lods. A complete List of what I've got so far: QUOTE -Hangar (42m x 45m) -AIS Building -Connecting segments (1 Side Open and 2 Sides open) -Tower -New Runway/taxiway elements -Tunnel, 50m -Tunnel entrance segment -Bunker -several advertisements -52 Roadname-Signs Planned: QUOTE -Hangar (42m x 45m) (Side open to the Left) -Hangar (42m x 45m) (Side open to the Right) -Hangar (42m x 50m) (Open to left and Right) [I'm not sure...] -Clean Runway start/end -Runway digits to be placed on the clean runway start/end -Fueltanks I'm trying to keep this airport pack as modular as possible, so you can build easily huge complexes. This post has been edited by Mondkalb: Feb 22 2009, 18:29 |
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Feb 22 2009, 18:43
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#2
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Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
Very interesting....
The tunnel idea was done back in OFP, the problem with it is that most AI vehicles are set up to work outside, so don't operate too well indoors (will keep trying to drive through the walls etc.). The interior of the tunnel itself is pretty dull too, you should add stuff like electrical boxes on the wall on piping on the ceiling to make it look more interesting. Other than that though, it looks very good thus far! -------------------- The Rules - Nothing too complicated, follow these and we'll have no problems.
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Feb 22 2009, 19:13
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#3
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Junior Member Group: Members Posts: 10 Joined: 19-September 07 From: Germany Member No.: 1,210 |
Yep, the Tunnel definitely needs some more detail.
But the AI dares to drive through the tunnel. I've testet it. |
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Feb 24 2009, 06:16
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#4
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Member Group: Addon Maker Posts: 133 Joined: 11-September 07 From: Mother Russia Member No.: 1,136 |
need more detail (interer)
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Feb 28 2009, 17:42
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#5
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ArmA.info Sarcasm Society's Gentleman Usher of the Banstick Group: Former .info Serviceman Posts: 1,781 Joined: 1-November 06 From: Old-Europe Member No.: 11 |
Looking great Mondkalb. I always thought ArmA needed more objects to add to the islands
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Mar 1 2009, 20:11
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#6
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Junior Member Group: Members Posts: 10 Joined: 19-September 07 From: Germany Member No.: 1,210 |
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