OHM EZ-Takeoff

OrbitHangar

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Author: carlpilot

This base, called the EZ-Takeoff, is a complicated base with 2 runways, 2 tanks, 3 trams, 3 hangars, and 1 solar farm!

Requires Velcro Rockets for the scenario structure and the Delta II launch scenario.

This addon contains 2 scenarios, a DG-S takeoff scenario, and a Delta II launch scenario.

Build 120218 (February 18, 2012)

Made with Orbiter Base Maker Beta by csanders.



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I'm not sure you can call this a complicated base. It's pretty simple. You didn't even bother to give it surface tiles.
 
There are surface tiles

There are surface tiles around EZ-Takeoff, it's just that they're blurred on the edges. That is why there is a higher level of detail around the base.
 
Might I suggest some features you should add:

Make high resolution surace tiles,

make your own texture forthe large tarmac you added on the base.

and add more details, as the picture only shows a few buildings.
 
Making bases is quite time consumming process - you can't just stick some elements in 1 "wizard" spending on it like an hour or 2 and call it add-on.

Look on some bases like AIA or SRC Polygon.
Even small base can be good if it's well thought.

For example it took me around 5 hours to make this base to this state and I've reused some meshes I"ve done before. (WIP)

overview1.jpg


work on details because they're things that make difference.

fence.jpg
 
Making bases is quite time consumming process - you can't just stick some elements in 1 "wizard" spending on it like an hour or 2 and call it add-on.

Look on some bases like AIA or SRC Polygon.
Even small base can be good if it's well thought.

For example it took me around 5 hours to make this base to this state and I've reused some meshes I"ve done before. (WIP)

overview1.jpg


work on details because they're things that make difference.

fence.jpg

Do you get shadows on that base ? Excellent BTW !
 
Yes - most of tarmac, roads and taxiways are just surface tile so they'll recieve shadows as you can see. :P

I have to remake docks to recieve shadows as well but that won't be a problem but it will take time. Also if you 're making flat surface as mesh you can define it to recieve shadows as well. - Just in base config instead of "shadow" use "undershadows" definition for meshes (it only works for flat surfaces).
 
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