I can help with these damage textures. 
Hello Istvan, you and Stalker have now both expressed a interest in doing texture work for the buildings which puts me in a difficult position as I do not want to create any kind of issues in that respect, however, I have said previously that you, he and Max were all welcome to have copies of my WIP.
If all of you are happy for that to happen I can pack up what I have and send you all a link.
Stalker already has some of the buildings shown as I sent them on so he could at least try them out in his map project to see if they were suitable, as for texturing, while he did want to do things in that respect he like me these days is limited to how much time we can spend on our various projects.
It might be a good idea now that this particular project is progressing to have you guys work together on the texturing, each maybe doing specific parts of it, your thoughts on that would be greatly appreciated.
All I can really say is.... BEAUTIFUL !!
They are ALL beautiful !!
Great new buildings and new human models,
The new versions are just spectacular in every way!
Congratulations on a fine job Pete!
Thank you very much for the kind words Max, greatly appreciated.

I conducted a test to see if vehicles would pass through the big hangar and they would not.
A similar problem was mentioned by Eugene once in regard to a object on the Vietnam 68 map, I thought then that the problem was a solid object, possibly using a alpha channel, to create what looked like a drive through building that was in fact solid stopping things moving through it.
I now realise the Co Common, hit box to you and me, is the actual cause as these are a very simple box type shape that covers the entire object so that damage can be recorded by the game and the object destroyed, it also stops vehicles travelling through the object in most instances.
So, the solution in my case was to create two hit boxes each with their own Co Common entry.
Here we see this visually in gmax:

And in use in the game:

Vehicles will hit either side and usually move off but as you see here the vehicle can follow a path through the building.
I have used this method also for the big canvas hangar so even though that is not open at the back your vehicles will go through it. I tried a third hit box at the back to stop the vehicle exiting but it would not work and experiments will continue when time permits, however, for the moment they will be left with just the one either side.
More objects have also been added, here is another hangar version:

And another of the canvas type:

Unfortunately I do not have the texture for this one so it just uses the map created in the Stainless programme for now. I did try mapping it to another object texture, however, it was not quite right, not too bad though, so I am undecided as to which way to go with it. The choices are create a new texture, ask Geezer for the correct one, or map it to the texture for the next object.
This is the tent in question:

These are now all the buildings I was originally sent that are now in game:

There are still a few more extra ones I was sent as well as the maintenance objects that still need to be added and unless the dead model is shown then some are still using the place holder dark texture for the dead model. The next task is to complete each of those destroyed versions before moving on to the other objects I have.
Like the figures I will release a update once I actually have the dead model done.
Take care guys.
Wishing you all the very best, Pete.
