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MSFS20 EDGT Bottenhorn in progress

Christian Bahr

Resource contributor
Messages
1,065
Country
germany
Hello!

I would like to show my current project here. It is the EDGT Bottenhorn airfield in Hesse. It was already available for FSX and for P3D. Now it was time to bring it to MSFS. It is not just being "ported", but it will be a much more detailed version in which the 3D model and textures have been revised, as you can see from these example images:

edgt_garage_old.jpg
edgt_garage_details.jpg

Old garage and new garage with modeled corrugated iron roof and new textures

With the "Terraforming" power tool from the MSFS SDK you can adjust the terrain, but what I only noticed a few days ago is that you can also adjust the terrain in the centimeter range:

edgt_terraforming.jpg
edgt_terraforming_edge.jpg

Left picture: Terraforming with a 5cm brush, right picture: Perfectly adapted terrain edge to the terrace

The piste markings will also be new. They were previously completely normal 3D models that were placed. But so that they could be seen clearly in the grass, they stood on small stilts. This is no longer necessary - the markings are now projected mesh and part of the terrain (as in the original):

edgt_rwy_angle.jpg
edgt_rwy_markings.jpg

On the left the original photo and on the right the former 3D model as a projected mesh

The scenery will have its own aerial photograph with a resolution of 20cm, it comes from the open data collection of the State Office of Hesse (Germany):

edgt_orthophotos.jpg

Color-adjusted orthophoto with a resolution of 20cm

There are also new vehicles: a tractor driving around, a jeep driving around and an old weathered FIAT standing in the square. The driving vehicles are SimObjects with "built-in" technology, so that they turn the wheels at different speeds depending on the speed and the steering angle should also appear realistic.

edgt_fiat.jpg
edgt_vehicles.jpg



For the first time in one of my scenarios, new animated people are used; they are the 3rd generation of animated people. These new characters can for the first time move their lips, blink and change their facial expressions. Almost like in a modern PC game. The Bahrometrix Living People have been around since 2013 and they have been continuously developed and improved in the areas of animation and design:

female_05_msfs.jpg
 
Pictures are one thing, but videos can show something more...

For example, you can illustrate physical calculations made using MassFX to create a pile of logs.

Here is the original photo and what it looks like in MSFS:
edgt_holzscheite.jpg
edgt_holzscheite_msfs.jpg


To achieve this in MSFS, you could now place each log individually, rotate it, etc., but this would be far too much work with dozens or even hundreds of logs.
3dsmax has a built-in tool called MassFX specifically for this purpose. MassFX was produced by the manufacturer NVIDA and you can use it to do wonderful things in PC games and also in MSFS.

You can use it to simulate gravity, mass, wind, etc. and apply it to objects. In the case of the logs, they were duplicated several times and given physical properties, and then the fall from a low height was calculated.

Or the animated woman pictured above, she comes across better in the video than just in a picture:



In addition to these things, our own wind turbines were also used and built into the scenery:
edgt_wea_dyn.jpg

On the right Asobo wind turbines and on the left my own Enercon wind turbines (Drop-shaped generator housing)

edgt_wea.jpg



The routes for walkers, joggers, animals, vehicles, etc. are largely finished. Some of the routes extend over several kilometers, as is the case for cyclists:
edgt_routen.jpg
 
So, over the last few days I have been preparing my old models, adding new details and looking at new textures. I wouldn't have wanted to offer the old glider trailers to anyone ;-)

These are the "new" trailers:

trailer_3dsm.jpg
trailer_msfs.jpg

But they will be further completed by adding signs of wear and dirt :)


There will be some new features in this airfield scenery. For the first time there will be walkers walking their dogs:
walker_dog.jpg

Animated walker with animated dog


The barbecue area is almost finished, an FX effect for the fire still needs to be created:

barbeque.jpg




Wolves will also be included:
wolve.jpg

If everything works as I imagine, then these wolve will be able to howl - it depends on how well I understand @OltcitRoom's instructions here in the forum about Wwise.
 
There are a few developers having sounds to their object following my wwise tutorial. I am sure you will be just fine 😁 and add the sounds you need . If you have any questions fell free to reach out.
 
There are a few developers having sounds to their object following my wwise tutorial. I am sure you will be just fine 😁 and add the sounds you need . If you have any questions fell free to reach out.
Yes, I know that, I saw that. I've just been putting the topic off for a long time, I'm a bit scared. I have to slowly get to grips with it now :)
 
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