3D Cities for Falcon…
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This is great. Actually I am looking also for the 3D view to see the size and looks of the object in the 3D world. It is perfectly legit and needed assignment and everyone can see now pretty DOABLE, however …… by dedicated people like you. I would appreciate what you have here to get started. Thanks.
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Well thats the FF DB but it wouldn’t take much to do it for BMS. I’ll get started in 3-4 weeks, hahahaha
Brian
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Hell LodEditor is giving me a hell of a time…
I have no errors on the checker but when running the wizard gives me Model Faild to Load Abording.I tried the setup wizard at Korea it says ok but where do I see it than… the lod number it gives me does not exist… (I reload LE)
Edit: I’m confused… lol (that’s a first… :lol: ) I’ve been looking at GlobalFalcon and I have some questions here:
So I can’t add a new model to Lodeditor. right?
I must find a ct record that is not used and replace that? I do that with the append?If that is the case how do I find some that are not used? I open Tacedit or BMS Editor and browse?
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He he he stand by for screenshots guys… I did it… I don’t know how… I was pressing what ever infront of me and suddenly I show it… Now I will populate it to see how it goes… first test no FPS hit but just a city block.
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VOLOS test
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Istanbul
I know they look Ugly but ain’t they a beauty??? :lol: :rofl:
I fubared the textures but that is a detail…
And surely there is something wrong with the sizes… I used meters… One Condo is as a real one… there looks like a car compared to other buildings… So could someone tell us how much we should scale them to have the “correct” sizes?
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those are 40m high. the previous was 25meters
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try 3.280
In LE one tile has a width of 3280 units. -
Hi Arty are you going to use Guam as a final view to share with community as a guinea pig?
Personally like something you had demonstrated in thread earlier like this link “HERE” would look awesome up to you though.
My thought was to demonstrate to BMS DEVS and Community terrain texture with the right amount of ground structures how it begins to lift the terrain and make it more realistic because current ground textures are awesome enough as it is.
You guys are doing a great job dont stop or let me get in the way just my 2cents for demonstration purposes.
Its coming along nicely thanks for the regular updates and trials you have faced……I see the future…Falcon in all its Glory…LoL
Falcon Czar’s the rebuilding of the Falcon Empire…ready for the battle of the Clone Theaters…Hahahahhahaha
Cheers,
:drink:
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To avoid the sawtoth effect visible in the right side of the picture:
- remove the ground plane of your model and extend the buildings so they start well underneath the ground. The z-buffer of the game Engine shoud cut off non visible parts and the buildings should grow out of the ground instead of flying around.
Or:
- level the whole area like for Airbases.
btw: the smaller your blocks are the better they will conform to the terrain. And if the block are just one block without street you can add a hitbox to the block and we you can still fly through the streets always in danger to hit the buildings.
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Good to start point Arty. Well now need uvw Mapping
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- remove the ground plane of your model and extend the buildings so they start well underneath the ground. The z-buffer of the game Engine shoud cut off non visible parts and the buildings should grow out of the ground instead of flying around.
From my experience theres no zbuffer for the ground. If you extend your model through the ground its forced to float even if leveled. Only generic way i can imagine is to break up the block in smaller parts or, as also mentioned, leveling the area.
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leveling the area.
Correct, the entire “SPACE” that the objective occupies MUST be the same elevation! Just like airbases.
RAM22
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Nice arty. so you had to replace? Which one did you replace I didn´t had patience to use my computer @ home yesterday.
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Look great Arty, you already have it.
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Are we there yet?
Kudos to Arty and BMartins for giving this subject pretty thorough shake. Where we are going from here, is the real question. -
This post is deleted! -
It’s a promising way to make the environment mor vivid. If you do this for immersion, then a good balance between flat area’s and 3D city objects is important. It should look as natural as possible. The single skyscrapers in the middle of nowhere were always are bad for immersion.
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From my experience theres no zbuffer for the ground. If you extend your model through the ground its forced to float even if leveled. Only generic way i can imagine is to break up the block in smaller parts or, as also mentioned, leveling the area.
hmm. I new it was like this years ago but i hoped this changed so the “should” was wisely chosen instead of “will”
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Original idea of using GhostTown tool had an appeal of being able to “paint” city true to shape and size with ease and transfer the 3D to Falcon BMS at nearly one stroke. Not maybe THAT easy, but still easy. Now we have chunks, which (if scaled and textured properly) are still maybe visual progress to one single building sticking over the city, but does this make the making entire cities possible? If the work on this project continues perhaps ……
Ghosttown is a definite a good source for 3D city models and modules. And this IS achievement and accomplishment! Really!
How they can be incorporated to BMS without hurting performance is the next very important
step of this adventure.