Hello guys, the only parts I have made so far myself are the various items it the KevinP tutorials but they give you
a good grounding in how to go about it.
Take a look through this thread, you could find some inspiration from the fun and games I had importing Geezer's objects
into IL-2:
https://www.sas1946.com/main/index.php/topic,50259.msg548693.html#msg548693I agree with Zoran that shadows are a must, I also use the co-commons to provide damage, however, lods are something
I have yet to experiment with even though I think they are as essential as the other parts.
Even without anything else a shadow helps provide the appearance of all times of day and different time zones, a must
for the immersion in any game I think.
For the hit box (co-common) I will usually make it take the shape of a building although just a simple box is adequate
for most objects, for buildings such as hangars I try and provide three, one either side and a top so that your vehicles
and aircraft can move into them and through them. These are really important not only for damage effect but there is
nothing more strange than watching a vehicle go through something in game that it should not.
I had a go at making a hit box for the Sky Scraper objects once but the game seems to have a limit to how high it can be
and still work, try flying through those buildings it is very odd, guess the 1C team never envisaged a America Bomber
hitting New York during 1946 development.
Generally I will always provide a dead object of some sort, preferably in a actual damage state but definitely with at
least a darkened texture to give some indication of damage, even from the air the difference is noticeable and remember
also that for campaigns movies are made that take the player into close contact with the objects you make.
A word about shadows, I usually just make a copy of the object itself and use that, however, be aware that if the object
had two textures that will give you a odd shadow effect. The trick is to clone your object and re apply only one of the textures
and then use that as the shadow, it will look odd in your 3D programme but in game it is just a shadow.
Wishing you all the very best, Pete.