Interceptor
Well-known member
Just awesome,WOW!
U P D A T E
The main tanks and pipes are complete with improved textures. I remapped the tanks as sections of the old texture wasn't matching properly. The tanks that sit atop of the facility have yet to be textured, but will be done by the next update. The staircase to the top of the large tanks is my best mesh and skin to date and I'm proud of them. I plan to produce more of these in other bases as you can't go wrong with checker plate and hazzard tape, seriously. :thumbup:
The pipes and gas distribution nodes (if thats the name) will not be colour coded. I tried different colours and shades, but plain off white seemed the best way forward. Minor night textures give light to the dials and signage but I will be makeing a small mesh, like a lamp that'll angle over the face of the console and then I'll improve the area effect of the night texture. This will be done in several areas where lighting has difficulty in creating the effects.
Four floodlight style lights either side of the facility have been fitted which hang from the ceiling. They are static, but hopefully they will emit light once coded across the floor and oposeing walls. A night time dds has been produced to demotrate the "hoped for effects" below.
The inner gantries now marry to the new access doors and they just need trimming as well as the external gantry doors. They are the same size and although not accessable, are scaled to size. As displayed, night time textures have worked well on both interior and exterier doors.
Considering Earth has 50% night time (disputable in consideration to geological location) it seems alot of thinking has to go into this area to maintain it's function for the user. I don't know about you, but I get annoyed with the dark, as I can't see. Let there light and plentry of it.
Below, is an example of what's disired useing light at night. The tempary night textures double the graphical size of the addon, but these are just to showcase.
Apart from a few minor meshes to be made up and mapped, the main facility just has to be tidied up. But the futher builds incorperated into this addon to actually make it function as an actual facility still have to be finished and coded. So in that respect, there's still alot to be done.
My kids house is almost decorated so I'll have some more free time to do so. On the whole it's going well.
Thankyou :tiphat:
] So, when you don't activate the scenario which uses the crane, you still get the facility, sitting at the end of the runway and as the doors are a part of the animations and therfor part of the vessel, they will be absent. A shell of the Facility will only be present, standing vacant and allowing in the acid rain to pour in, striping the paint off whatever you have parked there.
How about this thing: Default Scenario
It allow to have a set of vessels present by default in every scenario you run.
When will you do a moon base, or Mars ?