Now I have finally 3 different kind of door movements:
- Simple gliding
- Double folded
and now spinning and sliding:
Maybe this comes close to your idea? it shows a little the different movements and the hassle with those big doors those days....
Today I want to show you the latest update of RAF Brüggen - the first adding of specular maps which shows sun reflections on different ground polygons. I noticed most of you designers use this technique already, so it was a duty to learn this...
Lookin' good, Manfred; and looking forward to seeing the hangar doors animation in action (video?).
Went through my files and found some pics of the standard rectification hangar, as mentioned earlier. This is the one in Gatow, about 1965.
And this one was taken on an open day in Noervenich:
This second pic shows the hinges to good effect. Interesting thing is the Gatow hangar apparently has 14 hinged/folding units, like most other extant hangars of the type, I believe, whereas the Noervenich hangar has 16. Yours seems to have 18, but you will have checked that against photos, I am sure.
Regarding the doors numbers:
I just use those from RAF Gütersloh to reduce my designing effort. Furthermore, I simply made a compromise between appearance and feasibility.
But you are right - these doors in Noervenich seem to be the same style like the models in Gütersloh, Brüggen and many other RAF buildings those days...
Please accept my apologies, I know about the slow progress (on the one hand really few spare time, on the other hand too little brain to dig the skills quick enough which are needed for hitch-free designing ...)
Anyway, today some first shots of the ongoing night texturing (even this was not easy to me to get the light cones transparent at night - thanks therefore to Dave Hoeffgen...)
QRA lighting (includes dynamic lighting but man, that drops frames in a really hard way...)
First road lighting (Dave, great parametres for getting this...)
At first appereance not a milestone, but to me finally the last piece of the puzzle to get more reality into the scenery.
Today I added the first bump maps to the groundpolys, to the concrete areas at first. Not many will follow because of the performance and the upload size in mind. Furthermore, most grass textures are fine enough to fake 3D vegetation....
Manfred, couldn't resist and tried the 'manual' hangar door operation as I remember it from my planespotting days. Just some fictional Hangar 3, using keyframes 0-100. There are four 4-element units in this (real hangar doors had more), and the elements in this case are pushed inwards, running on a sunken rail.
In the pic below, consider mainly the left hand 8 elements. From KF 0 to 40 the leftmost unit is folded up and moved to the left (actually, it should disappear into the LH wing); KF 40 to 80 folds up the unit containing the hangar number; and KF 80 to 100 moves this unit full left. Pretty much the same thing ought to happen on the right, except I haven't yet tweaked the keyframe ranges properly.
All FWIW; definitely not claiming that this is the way it was always handled ... apparently there were many variations.
Dynamic lights should not have so much impact on the fps in P3Dv4 anymore!?
Everything looks great but you may have exaggerated a bit the bump maps of your ground poly.
To avoid the repeating patterns of your groundpoly, put a noise layer on top and it will be perfect!
Just a suggestion to have it perfect and to avoid having to blame the construction company from having done a bad job on the taxiways and the apron asphalt or concrete.