Thank you ALL for those encouraging words - much appreciated after all the work, to be honest
@Jonny:
dont worry: those doorframes will be closed by (destroyable) doors, as will be the windows. Probably not all of them will be destroyable to not overdo the usage of destroyable objects just on one spot of the map, of course. Yet keep in mind what i stated in post 1 - further detailing will be added, including door- and window-frames, and other stuff to make the building more interesting. Everything that is closed/blocked on the reference picture will be pretty much so as well on the model.
[reason for this course of development: in order to create the entire compound from a model that could be used as a singleplayer compatible col2 i worked this way, only adding last minor details on the lods after working with the base-col-model for most of the time, and splitting things up into 3 objects. All mentioned
further details will be added as another object, with its own collisions.]
I have not reached a final decision on roads on this 4x4 map, there seem to be some problems in regards to their length, so i am still thinking about photoshoping them in (believe i even read pr does it on their large maps), and i was planning on trying that out on exactly this occasion, so its "fancy texturing of the terrain static" to test it out
@ [R-DEV]duckhunt:
its an "first" export of the texture in use, settings in the editor for taking the screenshots were not optimal, no shadows generated - so the textures are not interacting as they will finally in game, and i have yet to fine tune them

So yes, i will change them to some degree, but no, i dont believe that the last-final-version will be even closely as fantastic as the new iraq statics, so a facelift in a far future would be much welcome

for now my main priority is to get this stuff playable, and/or exported for mapping.
@ Tannhauser:
there are 2 tunnels reaching out from/ or exiting the compound/terrain. Also there are about 4 rooms and the connecting tunnels, to some extend below the inner-yard of the station.
So if i had to cut them out in the collision-models and fill them on the other side (no cheat-glitching into walls), do the same on the visible-models as well (to avoid z-fights), i am unshure of any resulting improvements. But keep in mind, the visible object of the terrain only includes the terrain, just the collision holds all 3 objects (terrain/station/inside).
sg
