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GEOWEPS - Gratuitous end-of-week post of screen-shots


Flexman

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terrain_preview_ws_11+.jpgAirbase preview at our SimHQ forum.

 

Gluing the airfield into place has been an interesting job, using terrain 'visibility' to cut out terrain chunks and fit it into place. Shindand airfield is used for medical and humanitarian flights, it's currently VFR only and no lighting system. We might modernise it a little for our scenario.

 

terrain_preview_ws_08.jpgMost NATO flights will come and go from here. A node system for AI aircraft to follow the taxiways and tank-off/land will be added.

 

screenshot_116.pngMultiplayer options starting to appear. The base sat-dish serving as network startup/shutdown. I'm using a red light on the dish to indicate offline and blueish-green to indicate connected status. We're using the tried and tested Raknet library, it's the only one I have experience with and quite reliable.

 

These screens are from my forest test area and for testing purposes only.

 

screenshot_111.pngCommand tent (that hanging light, I stole from an underground bunker). This is a spacious area where you'll find the mission terminal, chalkboard (scores/stats) and overhead projector display.

 

Reality check. These command and briefing tents are normally enclosed/air conditioned and inflated. But in homage to older 90s sims we're using this. It's roomy and allows quick access. MMOs typically have overscale interiors/doorways to ease player mobility.

screenshot_115.pngThis week allowed me to finish off the missing elements of the arming procedure. Loading rockets into zones and building the weapons page inventory. I did run into a slight discrepancy. As I allow each pod to be loaded with 3 different kinds of ammo, in the Apache you can only select 5 zones. I was torn between giving more flexibility to the player and keeping it simple or hardwiring 5 zones and cross-linking zones. For now I'm going to let the players have the extra zone and bump the additional level of realism to a post release update.4946580266235927217-6953343942705041372?l=combathelo.blogspot.com

 

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Guest Red Ocktober

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wow... you've got soooo much done... seems like the scenery visuals are just about ready...

 

 

a lil critique (i realize it's a wip so this is just some observations from the screenies)...

 

the airfield shot (first one above)... everything looks quite believable, but the hangar walls and doors need a bit more work... the textures... you can see what i mean..

 

the test shot with the parachute or tent material overhead... that is absolutely the best of the group... for some reason that scene seems very immersive and real...

 

 

i hope your issues with the latest update are solved quickly enough so that a beta, or at least a video of some of the in game action isn't too far off...

 

for me, getting decent artwork is the hardest part... i can usually (with a little help from my friends) get the code to work reasonably well, but good art work is in large part a talent... and something i've gotta really work on... since you seem to have no problems getting AAA art on the the table, i guess, just like you said before, the real fun is about to start :lol:

 

good luck...

 

--Mike

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The airbase is new and will evolve over a few weeks. Some of the buildings come from a Dexsoft Industrial pack with some textures replaced to match the environment. So yeah they are a wip. Well spotted though. I tend not to see the detail in screenshots anymore, that's a danger when you're too close.

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