3D Cities for Falcon…
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why couldn’t you use the information available in openstreetmap ?
I know they did that for X-Plane : http://wiki.openstreetmap.org/wiki/X-Plane
Cheers
If u r asking me. I already do. What u see derived from OSM.
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I read you are talking about autogen, ok it’s the future or the present like in xplane11, but what about Kimpo airport we have now, or Kunsan?
I mean, autogen will be ok for towns and villages, but for airports buildings, shouldn’t be set in database as objects, as we have now in those 2 airports?GO Ahead , Arty!
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@Cloud:
HAHAHAHAHAHAHAHAHA!!! That’s a given!!!
C9
patience needs encourage
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Even airports can be done like that.
If not Ingame for creating them more easily instead of auto cad or 3ds max.
U create a library of 3d objects and textures then create the airport inside cityengine.
It’s way easier and faster. -
Future for “real” cities is autogen and autogen only
See, this kind of stuff should be implemented to draw a huge number of simple 3D models with great efficiency:
Also another crazy example here (Even older and with GTX-460!):
Eventually, Autogen structures are mainly simple models with how many? 8, 12, 16, 32, 64 vertices? so this is nothing for a modern card, using the correct method for batching and instancing with minimum number of draw calls may generate a huge amount of such simple models in 1 scene.
Bah
DX11
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LOL
Yes you’re right let’s stick to DX9…
We could go for Vulkan if you’re against DX11
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Searching about “Instancing” seems DX9 can also perform this with shader model 3.
Or “Shader Instancing” seems to be able to perform by Shader model 2https://msdn.microsoft.com/en-us/library/windows/desktop/bb173349(v=vs.85).aspx
https://msdn.microsoft.com/ja-jp/library/bb174602(v=vs.85).aspx(I could not find english page, try google translate)
http://crashy.cartman.free.fr/SOC/Instancing.pdf
http://memeplex.blog.shinobi.jp/xna/xna%E3%80%80%E8%A4%87%E6%95%B0%E3%81%AE%E3%83%A1%E3%83%83%E3%82%B7%E3%83%A5%E3%82%92%E4%B8%80%E5%BA%A6%E3%81%AEdraw%E3%81%A7%E6%8F%8F%E7%94%BB%EF%BC%88%E3%82%B7%E3%82%A7%E3%83%BC%E3%83%80%E3%83%BC%E3%83%BB%E3%82%A4%E3%83%B3%E3%82%B9%E3%82%BF%E3%83%B3%E3%82%B7%E3%83%B3%E3%82%B0%EF%BC%89(Again its japanese reference but you may can read the code)
Sorry, I’m posting without knowing what DX coding would be like…what I can code is only MATLAB.
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Arty bravo!
You made night texture, but I do not like how the whole wall lights!
It is better to use separate textures for day and night.
Something like this-
day:night:
Link to this object: http://www.mediafire.com/?00kun878ghaev11
You can replace an apartment in DB and see how it works.
I made it quickly to test, texture is slightly modified from DB, there is only one LOD (no damaged….etc)Cheers,
EghiAnd who said that the two DDS files? Look at the texture of the package, there is one for day and night, just painted for the day / night.
Check it out-
mapping for day:mapping for night:
Press “space” on your keyboard;)
Remember, this is one texture for one object. Go ahead, you can make one texture for multiple objects with painting night and day, easy.
Or, you can use several to one building, your choice (and fps).
How does the switch? It’s simple, you need to do two of the same objects (clones) of different mapping (day / night) switch changes into one another (go again day / night)
So you need to do something as this:Two clones with different texture (mapping). Now just add the switches, set the municipal happened at the same X / Y two blocks and exported to the LOD. So you have two objects packed in one LOD.
Why texture lit up at night, you already know … Ptype … etc…
Ok, I’m not an expert 3ds, but maybe this will help you understand how it is done:
It’s all in a nutshell, it can be done in many other ways…
Cheesr,
EghiAs I’m having trouble with a model day night switch… I believe I mast export each part and redo the switches cause it doesn’t work either I see the night texture - model day and night or the day model day and night.
In the exported lod there are 2 switches. In LE in the feature settings i set it as it has 2 switches or one?
Secondly watching the video and seeing the LOD you uploaded in apartments I believe the switches are oposite.
In the video you have off the switch for day model and on for night model but in LOD Editor in apartments lod it’s the opposite I believe. I observed the ptypes of the nested (childs) of the switch and I see for day the switch is on ON and for night is set to OFF.So how come? which is the correct for Day and which is for Night?
I tried in my model both ways, also setting in LE as 0 switch as 1 switch as 2 switches nothing works as it should. Again most probably the 3dsmax file got porked with the links. I see the links in viewport and in Schematic view in 3ds max and they are fine.
Small tip that might be the issue. I select all objects at once and link to the switch. This might be the problem? In LE it looks ok.
Another small tip: In 3dsmax I renamed the switches to distinguish them between day and night. Could this be the trouble? Again in LE they look ok.So any help please???
Edit: I created from scratch one plane just to test bur same result. Also to add I use 2 different textures. One for day one for night… Could this be the issue? it must be one texture?
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- Just thinking - I’m really not sure if it makes sense to use real cities. Infrastructure evolves constantly so you never have 100% accuracy anyways. Say you gonna do a 80s theater - half of the infrastructure and enviroment looked different back in the days. Imho a combination of a “could be realistic” tile with matching buildings and real landmarks would work as well.
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OK Guys I found the error.
The switches displayed in the video by Eghi are ok.
My error was I was using two different textures. It must be only one.Sorry for bothering you.
Sphynx Soon you will see some results I’m sure of 3d cities and I’m sure u will change your mind.
On the other hand you can create generic city blocks as the falcon generic city tiles and go along with those. This will be easier but repetitive.
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OK Guys I found the error.
The switches displayed in the video by Eghi are ok.
My error was I was using two different textures. It must be only one.Sorry for bothering you.
Sphynx Soon you will see some results I’m sure of 3d cities and I’m sure u will change your mind.
On the other hand you can create generic city blocks as the falcon generic city tiles and go along with those. This will be easier but repetitive.
LOL Finally it seems it’s not ok!!!
I didn’t uvw map the night model… when I did… always displays the same thing…
anyway I moved the request to PinkyandBrains thread…
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Sphynx Soon you will see some results I’m sure of 3d cities and I’m sure u will change your mind.
On the other hand you can create generic city blocks as the falcon generic city tiles and go along with those. This will be easier but repetitive.
Cool - excited to see the results. I’m defintly sure that 3d cities - either way - will be a huge improvement. Don’t get me wrong - my remark was just the point of historic accuracy. You’d need to have the exact data to create a “date-wise 100% correct” enviroment, which I think will be impossible to obtain.
To avoid repetiveness we would simply just need the ability to add (a lot) more tiles. Back in the days when Lazy was doing some testtiling of the EuroTheater, that was (afaik) the limiting factor. -
For me in falcon doing something than nowadays never crossed my mind. I’m not nostalgic nor i believe textures or architexture of the past has something more to offer.
I live now i know now i have data for now.
No need to make it harder than already is. And as i know and you know its way hard.Im on the same side Spynx , cities will make our beloved more alive, harder, and better looking…
Hey mate (you know who you are) will you do the honnors please???
Meaning to show us the current state of your progress.
In case you dont want i keep the anonymity as you see and my lips are sheald.
sent from my mi5 using Tapatalk
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Well here is a fine example:
@Nuno:
http://i.imgur.com/ztUFPgM.jpg
http://i.imgur.com/i1WgJEZ.jpg
Very well done mate.!!!
A new era for falcon.
Glad you have the stamina and time to accomplish such a fine result.
Along side TomCatz and nove’s superb work, the procedure Nuno Santos has followed I believe is way easier and more effective not to mention the potential for future features…
Now please make us drull extensivly by sharing a fine video…
Nothing fancy just a fast low pass 3dpit view over the city. [emoji38]
RESPECT!!!
sent from my mi5 using Tapatalk
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@Nuno Santos
Could you please share some draft info?
Like which rule did you use?
any special thing or trick you did in 3ds max afterwords.
I’m curious kinda how did you pack the textures.
I was searching how it can be done in 3dsmax like using the materials as they come from Cityengine but not repeat them like 100 times in different places cause it makes the texturing either very low in resolution as each wall will be tiny in the uvmapping resulting in view able pixels, But have them overlap in the uvmap and at the same time not get stretched in the final outcome… Polyunwrapper must have something but didn’t had time to investigate it.
WayveDave said something that this can be done but never figured out how. Only think I had was to create dds (square textures) library and tell cityengine to use this library instead of the ones it has or whatever.About windows and night model with the switch (Or not, like same day/night but glowing at night) is doable as cityengine exports them as a different material and polygon. So it’s kinda easy to select them, isolate them and apply the texture and ptype you want to glow at night, and create beautiful variations.
Way harder than just a simple texture… but way cooler…
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:bdance:…… :bdance:
:bdance:…:bdance:
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@Nuno Santos
Could you please share some draft info?
Like which rule did you use?
any special thing or trick you did in 3ds max afterwords.
I’m curious kinda how did you pack the textures.
I was searching how it can be done in 3dsmax like using the materials as they come from Cityengine but not repeat them like 100 times in different places cause it makes the texturing either very low in resolution as each wall will be tiny in the uvmapping resulting in view able pixels, But have them overlap in the uvmap and at the same time not get stretched in the final outcome… Polyunwrapper must have something but didn’t had time to investigate it.
WayveDave said something that this can be done but never figured out how. Only think I had was to create dds (square textures) library and tell cityengine to use this library instead of the ones it has or whatever.About windows and night model with the switch (Or not, like same day/night but glowing at night) is doable as cityengine exports them as a different material and polygon. So it’s kinda easy to select them, isolate them and apply the texture and ptype you want to glow at night, and create beautiful variations.
Way harder than just a simple texture… but way cooler…
Hey mate!
Well, actually I’ve only used the very basics, from what I could retrieve and study so far from your research.
The rule was “International rule”, since I have no idea how to use or set up other rules yet
Then I exported the objects from CityEngiane and imported them in 3DSmax.
After, it was a matter of arranging the building positions by hand, uvunwrapping them and baking the textures into a single 4096x4096 one.
The result is, as you well stated above, repetitive:
So, for a city the size of Gibraltar, I’ve broken it into 3 quadrants and baked 3 textures in total for it.
I am sure the procedure can be much optimized, but this is where I went so far…
Some testing videos:Initial testing, untextured (huge building density):
Partially textured and LOD1 only:
Fully textured and 3LODs (reduced building density):
Still, for bigger cities the triangle count can be huge, so we need some more testing and research to find that sweet spot
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Now think about damaged/destroyed models, and lower LODs. Another thought, this is as one feature? So what happens if you drop bomb anywhere?
Regards
EGHI -
Now think about damaged/destroyed models, and lower LODs. Another thought, this is as one feature? So what happens if you drop bomb anywhere?
Regards
EGHISo far, 3 LODs and 3 separate features. So, if you drop a bomb, you’ll end up blowing up one entire city block :D.
For now, this is usefull mainly for eye candy (I mean, flight immersion )