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PostPosted: Wed Oct 25, 2006 7:11 pm
by Kelburn
For a scenery project I'm trying to make Milfrod Sound airport.
Does anyone have any Airport overview pics which could show the runway in comparison with buildings and surroundings or just pictures in general.
Any help appreciated.

PostPosted: Wed Oct 25, 2006 7:36 pm
by towerguy
have you tried to google earth it to get a straight dowm view? also just a google on "milford sound " should give a good return with heaps of picks

PostPosted: Wed Oct 25, 2006 8:09 pm
by ardypilot
I think Jon M. was working on a version but gave up on it a while ago.

Search NZMF in http://www.airliners.net and see what you can find...

PostPosted: Wed Oct 25, 2006 8:32 pm
by Kelburn
I've tried both your sugestions but google earth doesn't have any good resolution for Milford Sound and there aren't many Milford sound pics on google. Airliners.net was sort of helpful but there weren't any proper airport overviews.

PostPosted: Wed Oct 25, 2006 9:37 pm
by Charl
Not to discourage you, Peter Lohr has a long-term NZMF project...

PostPosted: Thu Oct 26, 2006 6:14 am
by Kelburn
When I say a Milford sound project, All I meant ,though, was an airport enhancement untill Peter releases his new one. (as it's due in 2007)

PostPosted: Thu Oct 26, 2006 6:53 am
by ZK-Brock
Where do you live? You could always fly over there...

PostPosted: Thu Oct 26, 2006 3:04 pm
by Kelburn
Flying over there wouldn't be feasable since i live in the Nth Island and am still at school.

PostPosted: Sat Oct 28, 2006 6:57 pm
by Kelburn
I have now almost completed the airport and is looking better than the default.
The trees look a bit out of place though, as I couldn't find any that resemble N.Z. bush trees e.g. shrubs and flax etc. If anyone knows of any macro sets that have the kind of tree's I'm looking for then please do tell me.
I haven't designed custom building since as I said earlier, it's just a temporary enhancement till NZMF is released from ARNZ in 2007.
If you would like any pictures, Just ask.

PostPosted: Tue Oct 31, 2006 6:39 am
by Charl
If you would like any pictures, Just ask.

Be good to see what you're up to Kelburn, how about posting a few here?

PostPosted: Tue Oct 31, 2006 5:15 pm
by Kelburn
Okey dokey
Here are some screenshots. I'd just like to note, though, that this is just a simple enhancemet
but I'v added a more realistic looking buildding to the default one although I'm using NOVA textures.

The file is quite small at presant and doesn't hit the framerates even with the 50m mesh by Red Baron

user posted image

user posted image

I don't actually know how to remove the yellow fuel box. Does anyone know how icould do that?

user posted image

Top down view

user posted image

IMG]http://img88.imageshack.us/img88/6629/gcs0055vd2.jpg[/IMG]

Enjoy and post your comments

PostPosted: Tue Oct 31, 2006 6:36 pm
by ZK-LGD
Howdy Kelburn,

Just a suggestion, if I may?

You might want to consider reducing the size of the front window texture, it looks wayyyy too large, especially in relation to the door size (and the aircraft).

As for the yellow refueling box, that will require a simple exclusion command. Of course, you will need to place another pump somewhere nearby. This can be done using .xml code and bgl.exe

PostPosted: Wed Nov 01, 2006 4:18 am
by bigdogshark62
Have you seen "Matt's Trees" on AVSIM? He's got 9 different sets of tree macros, including some used by VOZ. Might be what you're looking for.

Rob D.

PostPosted: Wed Nov 01, 2006 3:05 pm
by Kelburn
First of all,
Unfortunatley I don't know how to re size the texture som that it look more in to porportion :(
And, do Iwhat would I put in the exclusion code? (would i put the middle long and lat of the pump?)

Anyway, I saw Matt's Trees but they don come in api format. Is there anyway to change this?

PostPosted: Wed Nov 01, 2006 6:59 pm
by ZK-LGD
Howdy Kelburn,

Unfortunatley I don't know how to re size the texture som that it look more in to porportion


I am correct in assuming you're using EOD to create the building?

Okay. One way would be to create the main building structure as two conjoined cubes, the bottom one scaled approximately 6.5 feet and the other one placed on top (an approximate scale of 4.5 feet?). That gives an 11 ft high wall (to the eaves). If you know the exact dimensions of the building in question, even better (just remember doors are usually 6.5 feet in height). Then, simply texture the bottom cube face with the appropriate Nova texture (door and window) and find another texture to face the other (upper) cube. Make sense?

And, do Iwhat would I put in the exclusion code? (would i put the middle long and lat of the pump?)


Go to the AvSim library and look for Exclude Builder (excbuilderv2.zip) by Paavo Pihelgas as well as the tutorial by David 'Opa' Marshall. Should be a snap with this tool.

I saw Matt's Trees but they don come in api format. Is there anyway to change this?


Unfortunately ... no. The tool you needed for this was FSRegen, but I cannot seem to locate a copy any more.

Anywho, the future of scenery design is with .xml code. If you look at the BGLComp SDK (available from the MS FS site) it contains all you need to know about placing gmax objects (even without a scenery programme). Piece of weasle's actually. :lol:

PostPosted: Wed Nov 01, 2006 7:41 pm
by Kelburn
Is fs regen by George Ioannu?