Update -- 18 May, 2015
First update in a long time! Geez, even *I* was starting to think this project was dead! (It was just, uh, sleeping...)
Anyhoo, things got slow-going again in April due to school commitments (and because Kerbal Space Program 1.0 came out...oops), and work ceased altogether through the first part of May due to finals. BUT, that stuff is done with and I've got lots of time to work on this again, so expect to see lots of updates and such on the KCOS project over the summer.
For now, I have a few teaser shots of what's been done since March...which admittedly, isn't as much as I'd like, but, well, err...it's more than a blank screen...oh well.
So, here's an actual progress update to get the ball rolling: in the last few weeks, I've started doing detail work on the GA area. Everything has been roughed in for a while now, but thanks to some reference photos that someone sent my way (huge thanks, Todd! Not the same Todd as above, a different Todd actually. Todd 2.0, I guess?...Is it just me or are there an lot of flight simmers with the name Todd?), I can finally model all the stuff I couldn't see from Google Earth...which is, well, pretty much everything smaller than a Volkswagen.
Currently, the areas being worked on actively are the Cutter and JetCenter buildings, with some additional stuff being done on the FedEx building a little further up the field. The GA hangars scattered around there have all been modeled and UV'd, and are awaiting texturing (as is the Cutter hangar, though I have a few smaller things to fix on the outside, and the interior needs to cook a little longer before I can take it out of the oven. Yay, terrible analogies!) Said hangars have had the ambient occlusion baked, but aside from that, the only texturing I did on those were the lonely Phillips 66 signs. They'll have fully-textured friends soon enough.
I thought I'd also share some more recent developments with the project. Back in January I mentioned the ground model was getting reworked for the bajillionth time. This time it wasn't because of performance issues or because it was bad-looking, but rather I decided to try something a little more unusual for FS airports: custom terrain. As in the bumpy mounds and ditches between taxiways where most sceneries just show flat, uh...well, flatness. Initially I wanted to do something similar to what the folks at FlightBeam did for their KDEN project...but I didn't have a clue where they got their terrain data or how they got that data into the sim (I'm going with magic on this one), so instead I started experimenting with sculpting terrain features using a bunch of flattens in Airport Design Editor, and surprisingly, it worked on the first try. It's tedious, counter-intuitive, and takes longer to make than it took for the Earth to form, but it looks pretty decent and doesn't appear to have any noticeable performance impact, so I say, kapooya! I don't know what it means, I just felt like saying it...right, anyway...
I apparently also did some more on the front of the terminal back in March...I say apparently because I have absolutely no memory of doing it, and yet, there it be. It's part-way through texturing, so it ain't pretty, but then again neither was the Airbus Beluga, and that turned out fine. I think? But, yeah...it's got transparent windows. Note: I *will* stick a lobby and chandelier in there at some point. And then there will be cake. I just hope the chandelier doesn't end up being a lie like the cake.
I got some doors and windows textured on the air-side of the terminal too. At some point, I just thought "you know, I *must* have high-def doors and windows", so I said, "let there be high-def doors and windows", and there were high-def doors and windows. Nobody will ever get close enough in the sim to see such sharp-looking glass (oh wow, now I'm doing lame puns), and if you do, your airplane will probably be half-embedded in the wall, but it's a pet peeve of mine that detailed objects should look detailed...yeah, I'll probably scale those textures down a smidge for release, but if my computer doesn't melt next time I put this thing in the sim, it might be worth adding some crude interiors on the ground-level areas too just for kicks 'n gigs. Those would definitely warrant cake. Mmm, delicious detailed window-cake...
In the final picture, you'll see an underpass/cargo loading area that I made up because reference photos of that area could not be obtained, so there's a possibility I might not actually have known what was there (spoiler: I didn't). The underpass doesn't actually look that unnaturally bright, it's just lit (poorly) specially for this preview. Also notice that I've finally added the terminal's dumpsters. Normally I wouldn't even bother to mention that but I'm running out of things to talk about, and honestly, I really like those dumpsters. For some reason.
Right, that's it for now! Hasta!