3D Cities for Falcon…
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Well yes I want much help on this. LE and F4browse. In fact I’m stack on it right now not knowing how to import a 3d model and see it in falcon. All guides are for aircrafts, maybe a short simple guide, or if u could point us to one… thanx for the offer.
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OK the bubble is known.
What does it have to do with this?
IIRC when something enters the bubble is calculated thus CPU power. Cities are immoveable so just their existence is calculated among other stuff minor to what other moveable units have.Now if u have as real 10.000 to 500.000 or more buildings as unique objects than likely u get minus 1.000 fps lol. This is the reason also for making cities with as few objects as can be and not follow their map (as Bmartins approach) as is in the tiles now. Sure we should try it. Maybe the outcome will not be that bad.
Maybe a future code version ignite one cpu core or more for this matters… (HINT HINT HINT!!!)
So am I on the same page as your thoughts for bubble issues? I would love such Input and warnings and allerts and not afterwards aaahhhh u should have known that and u shouldent build anything if u didn’t. Lol.
About the GFX engine limitations? My considerations are for road and buildings lights as they are real killers. Maybe we will follow a like night tiles approach?
Also the trick to some small objects that they don’t show up from far.Anything else to add?
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*THE VISION BMS THEATERS
So 2013 get ready BMS….SkyKnight…sales men at the door…:p
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STAY TUNED TO THIS THREAD…OR A THEATER NEAR YOU!
PS:- Please … Support the effort, “THANK”…the first post!
PM or post a reply in thread to Arty or BMARTINS if you have something to contribute!
Long Live F4!
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Did you 3d model the whole city manually? Or did you use some kind of automation?
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Did you 3d model the whole city manually? Or did you use some kind of automation?
Both… But all and mostly the heavy job is automation. mine is from 15 to 60 minutes.
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Did you 3d model the whole city manually? Or did you use some kind of automation?
3dsmax+ghost-town plug-in.
First topic on this thread.
After a few more time testing the scrip I came to the fallowing conclusion. It ain´t as certain as having a low amount of object as you say.
Let´s fallow this:
every block with builds was at least 4 objects (4 roofs, 1 set of wall´s and 2 more),so if you have hundreds of blocks, and streets and parks you will end-up having thousands of them. Well at the end you should try to merge or group everything as one object prior to export it to falcon.
So if we can manipulate only a very small part of it and still merge it was to be lighter. The problem for now is that I am still to find how to remove some parts of the building´s from those blocks since if I have a map with only two builds in one area and the plug-in generates always more then what I need I must delete some of them. It´s a slow road but eventually we will get there. Meanwhile wile you are already exploring the other tools I will need some help on it far ahead.
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3dsmax+ghost-town plug-in.
First topic on this thread.
After a few more time testing the scrip I came to the fallowing conclusion. It ain´t as certain as having a low amount of object as you say.
Let´s fallow this:
every block with builds was at least 4 objects (4 roofs, 1 set of wall´s and 2 more),so if you have hundreds of blocks, and streets and parks you will end-up having thousands of them. Well at the end you should try to merge or group everything as one object prior to export it to falcon.
So if we can manipulate only a very small part of it and still merge it was to be lighter. The problem for now is that I am still to find how to remove some parts of the building´s from those blocks since if I have a map with only two builds in one area and the plug-in generates always more then what I need I must delete some of them. It´s a slow road but eventually we will get there. Meanwhile wile you are already exploring the other tools I will need some help on it far ahead.
I said that before… yes. they are all thousands… maybe not group but attach better? that way u get one object from a whole city block.
Now any help on texturing? I have to Render to texture… right? why the hell it doesn’t work??? lol Also that is why I say a city about 10 - 50 objects… although there are instances of unique buildings with low FPS impact… there was a try by DerStef on his theater…
So since the above had a fair fps impact my approach will be better I believe…
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:uham:
You guys are hero’s of F4……Get Ready Community a Revolution Has Begun for theaters I’m loading up CBU’s and LGB…tank battalion raid on a suburban war zone
I will pay $$$$$
PS:- Please …… Support the effort, “THANK”…the first post!
PM or post a reply in thread to Arty or BMARTINS if you have something to contribute!
Long Live F4!
Cheers,
:drink:
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Think better times with 6FPS in MULTIPLAYER then… best flights for you Can you write your rig?
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What sucks about Falcon is that for similar candy reg. 3D objects you pay with FPS which afford the rig to be in 10 years.
That’s why I always opted to fly desert scenarios with limited cities. -
So since the above had a fair fps impact my approach will be better I believe…
Good job! Please keep up the good work. I expect to see fantastic outcome soon.
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Now any help on texturing? I have to Render to texture… right? why the hell it doesn’t work???
You’ll need to texmap the objects using UVW map in 3dsmax.
Then WaveyDave’s plugins should export them correctly texmapped to *.LOD
Cheers,
LS -
thanx Lazy…
As I found out u have to flatten the texture map first.
So model is LOD… I see it in lod editor… dds file ready and looks ok…Now on the tutorial to how to import it correctly… I hope I will do it today…
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Don’t forget UVW map and falcon texture db numbers Arty
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@611-eagle:
Don’t forget UVW map and falcon texture db numbers Arty
u mean unwrap uvw? I don’t understand UVW map… in modifiers there is UVW map what should I do with it?
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Arty, maybe this tutorial fits better:
Use a 2048² pixel texture with at least texures for 4 (better more) buildings on it.
Try to share that texure for more models.
For example you can use one roof texture (let’s say a 256x512 pixel area of the 2048² texture) for more buildings.Cheers,
LS -
Can you check my sample. I have send to you mail.
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Lazy thanx I done that… else u can’t flatten Mapping from Mapping menu in the edit UVW’s window after u select all faces.
Also Cemil your sample is wrong (not your fault but mine) as I told u in the mail. I redone it and now looks correct…
Yours (I told you I did something wrong… It must have been the show standard map in viewport):
Mine redone with same files but not show standard map in viewport:
This is what I created… LOL now I done the same with textures and not gray…
All the guys are now… Hell Arty FUBARED it… he showed us photoreal cities and now this??? He is an Ass… :rofl:
Don’t worry guys these are tests, cause with high poly and high detail textures it takes longer to do all those tests… So those are quickys as one night stands… :lol:
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Just a tease (not mine yet!!!):
Day and Night:
Few more night: