FSXA ZBAA Beijing International Airport for FSX

jtanabodee

Resource contributor
I have done almost all the buildings and ground poly in one file. I think it is more convenient to do since I will not get confuse when I come back to correct some mistake since everything is in ONE gmax file. I have back up, of course. Now I am done and I can clean up the mess that I have done for 4 years much easier than before. But you need to hide something when you do new things to make it less burden to the program. Here is how it looks like:

GmaxModelZBAA.gif


It is easier to do the expansion when the airport has new buildings or expansion. You need not to search for the models though hundred of files and not sure if it is the most updated one.
 
OK, on the way to Simmarket now.
.....And now in my simulator (P3DV4 so far) :).

Congratulations Tic, it is a massive accomplishment to complete this airport and the result is amazing. I have just taken my first taxi and flight around with an A320 and there are heaps of AI flying in and out. The airport looks great and the performance is excellent for an airport that size.

Well done and thanks!

Now as stated above I think you deserve a well earned rest ;).

Cheers,
 
Thanks for Peking ZBAA Scenery hard work, i want start by ZBAA.., i know not why! Crash, without Dialog ERROR. I try other scenery, work fine by Bangkok, as Singapore! FSX! Sorry, Which email of Support?
 

jtanabodee

Resource contributor
The city is getting shape. I found that there were a building footprint somewhere but not so accurate. I made this in Gmax. Some of them have information how high they are but not all of them. So, I Use length of the shadow cast on satellite photo to calculate the height of those skyscrapers. Some buildings have been textured but most of them have not been done. I just test the fps impact on the scenery and I think I can build up more buildings.
BeijingCity05.jpg

Forbidden Palace is almost done.

BeijingCity04.jpg
 
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jtanabodee

Resource contributor
I tested the fps on my 12 years old computer looking from the city to the airport. I got 12 fps on such an old computer and this part of the city will be mapped on one 2048x2048 texture. I think it is quite good. I can add more and more buildings until fps drop. Then test on LODs for the whole area. If LODs works to help fps, then I will go on to the other areas in Beijing. This will get the most benefit from both drawcall and LODs. If this plan works, I can add more city on my scenery work such as WMKK and VTBS. I can add Kuala Lumpur and Bangkok to both scenery. It was fun to see the city skyline while your heavy bird approaching the airport on final.

BeijingCity07.jpg


City skyline is getting in shape from the airport. You cannot use autogen at all since it is too far and autogen will be disappear. There are some default buildings remain. I need to exclude them out since it cause flickering from drawcall batching of the objects with volume shadow. Actually, my buildings can have volume shadow as well without flickering since they are all attached together as one object and map on one texture. No need to batching with other objects.

BeijingCity06.jpg
 
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I tested the fps on my 12 years old computer looking from the city to the airport. I got 12 fps on such an old computer and this part of the city will be mapped on one 2048x2048 texture. I think it is quite good. I can add more and more buildings until fps drop. Then test on LODs for the whole area. If LODs works to help fps, then I will go on to the other areas in Beijing. This will get the most benefit from both drawcall and LODs. If this plan works, I can add more city on my scenery work such as WMKK and VTBS. I can add Kuala Lumpur and Bangkok to both scenery. It was fun to see the city skyline while your heavy bird approaching the airport on final.

View attachment 48517

City skyline is getting in shape from the airport. You cannot use autogen at all since it is too far and autogen will be disappear. There are some default buildings remain. I need to exclude them out since it cause flickering from drawcall batching of the objects with volume shadow. Actually, my buildings can have volume shadow as well without flickering since they are all attached together as one object and map on one texture. No need to batching with other objects.

View attachment 48518
Well, after this I suppose you just continue with the Great Wall ;D
 
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