3D Cities for Falcon…
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@ skynight - After sorting out how to insert new features (connan is helping but it´s hard as usual…) the next step is to load all the standart korea and just add buildings to the existing ones. Thus all objectives will be kept. putting all the area more interesting. By the tests I´ve made I couldn´t see such a big loss in FPS and my machine is not “the state of the art…” So if anyone with big knowledge could help in this area would be a great help I need new features!
@Markturner - I don´t think anyone has in mind having with all quality a full big CITY. That would be insane. But having a middle term with buildings here and there with strategic areas near objectives with more detail could be done.
Just one thing to someone who might not have understood what is being done is only a two guys personal study to understand if its possible to improve cities and… yes it is. Well the will is here but there is a big deference from having personal cities in my computer and having them shared and stock… Dev´s help or will to having it done is needed. Well but I enjoy doing this king of stuff and already have done more then I expected. Wish arty to achieve its best at aegean because I think that this kind of work is more important to new theaters maybe then the stock one ;).
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Rereading… thanx…
That means that a block will be 1km wide…
Sorry guys I must start it in real terms and I say things just to tell me if I’m right or wrong… One thing I need help is factors I must consider first prior to start the model…I read somewhere to select feet or kilometers or others… (I will go kilometers probably is that ok something else to have in mind for that?)
Also there where some scaling referenced elsewhere…
I will have to scale them by x.xx before I export them so to look well?Now about the procedure to build and split the town is…
1. Falcon paths… Please someone can u help me how can I see them and maybe use them as visual reference for model creation…
2. building the towns I will go that way: reference is the city I have posted already to give an idea…The Red(-ish) area will be low buildings (offices and Houses) and industrial buildings (warehouses etc.)
The Green area will be medium height buildings and houses
The blue area will be the tallest buildings.Also on top of them some area slicing will be needed to have the elevation.
This will be the general plan meaning the division will be on areas and zones that way I believe we will have a realistic and balanced structured city.
Now having the blocks released as the tiles sets are, is in my thoughts but this would be for cities of low interest… So as of Interest wise and hierarchy structure what I think is the best is:
*Per Country (Not per theater)
a. Cities
b. Villages
c. Other sites1. 10 larger towns of the country as real as they can. I mean the road structure and elevations…
2. Major Airbases surroundings and nearby cities or villages in high detail.
3. Rest of the cities with ready blocks (not custom for the city)
4. Villages all by ready blocks. Not all the same but in variation…So there must be done and some ready variation blocks per country… Central Europe cities have other look than Greece… Korea other than Israel Also Egypt other than Israel… so I believe I summed it up. Those are the first thought I have on the F.B.B. Project…
Now if someone else or even u have any more thoughts I’m here listening, open in all frequencies… No help though as I expected… Only few and I thank them very much…
Yea I named it F.B.B. Falcon Building Blocks by Betag’s Team :lol: :rofl:
Hi Guys,
Are you still using this method here in 3D Cities for Falcon Project.
If so I would agree so much why because Theater Terrain needs to be realistic in content as you say above…
“Per Country-not Theater” like Aegean for example watch here:-
I know its a WIP and hopefully once you guys have completed something this will be the standard for all theaters moving forward!
Either way Theaters need more content and more realistic ground structures for a combat sim, simply a new ground structure database with exciting relevant content for theaters as a combat sim.
One important aspect would be suburban war cities/towns and main Capitals cities built up like in real life or as close to it would be nice, this should be with the view of having some nice accurate detailed models in database to use
ie.
Oil Plant Refinery Plants, Power Plants, Wharfs, Army Bases etc etc that look more realistic than the old Falcon 3.0 ground structures.
I’m hoping that someone in community will start to add new content to database and post them kinda like Hayabs attempts to recreate some models fantastic stuff and cant wait to see them in theaters.
Point is no more Flat Terrain and a New Database of Ground Structures I cannot emphasize that enough before any new theaters get released.
It would be a shame if theaters continue to come out FLAT with no new content as you can see now by the many thanks and all other relevant threads people want terrain to be full of 3D content and relative to the campaign from a strategic and tactical aspect because it is a combat sim and not Xplane10, never the less adding features like new exciting ground structure content lifts the look, feel and experience in any sim yet alone F4.
I also see this thread has had nearly 20,000 views thats encouragement on its own.
This is whats missing in the F4 sim, simply and honestly put.
I would not fuss to much about FPS just get it done then the coders will have to improve code and optimize it for more processor/memory usage whatever not my thing, point being dont hold back because of FPS or else nothing will ever happen, …… Just Go For It!
The DEVS have already said here these are the System Requirements for BMS4.32 Here: https://www.benchmarksims.org/forum/content.php?132
I also like the first few pics that Arty posted stating that he was working on for BMS in first post
Please, Dont hold back because FPS, just go for it!
So I will keep the faith and hope its all going to be mind blowing!
Sorry if I sound like a PITA although I believe that this project will rock in BMS F4 future! So Just Go For It!
Cheers,
:drink:
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Sure I will get going… Having something in hand to work - play - see with will innovate and others I believe. I know the FPS will be a matter but I hope with this to innovate also the BMS dev’s to make this happen also.
As I see them silent on the subject till now I believe this is a good thing. Why cause all this time before BMS release they where also silent… If there was a vertical problem on this I believe they would said it.
Anyway too much talk time to work it…
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great work!!!:bdance::bdance::bowd::bowd:
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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,
EghiWell this thing is going to get me crazy. I’ve spend the whole day More than 10 hour only on this subject…
First the switch Normally on must be ticked for the day model and not for the night. If I have it Normally On for the night model than in Falcon I see only the Night textures and never the Day (done the tests Day and night…)
If i have it to Normally on on the day to show up I must in LodEditor after replacing the model to change the switch number in the Data area from 0 to 2 or 4 to show day textures during day and night in the night. What is the correct number? Should I also change and something else like slots?
Now the crazy problem is… during day all are ok all instances of the buildings show correctly but during the night just one instance of the buildings display the night textures and the rest are with the day textures…
like this:So Either the code has problems or LodEditor or the 3ds Export or Aegean theater…
Now 3dExport I don’t think so cause in that case none would worked… So it must be LE or the code, or the theater? Also Eghi uses Afterburner switch… does this matter?Shit if this doesn’t get shorted I will tell it bye bye… It took too much time…
Any Help guys?
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Is that the building with wrong roof? Or have you fixed that. If not maybe there is the problem. Just guessing.
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Where do u see the roofs? I use one set of roofs and two sets of walls. No roofs doesn’t have this trick. And roofs are OK. I will separate and populate them and test them once more. So to be sure that it’s the switch. At first test it showed OK. All night instances where glowing but I didn’t populated them.
Any one else please?
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I will stop my current issues and focus on this one to. Maybe we can sort it out and move on to fixing other problems. Today will try this to. Connan has helped with the features but I got stuck in adding the parents/lod to a new feature… Back to the cdt !"#$%&
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Where do u see the roofs? I use one set of roofs and two sets of walls. No roofs doesn’t have this trick. And roofs are OK. I will separate and populate them and test them once more. So to be sure that it’s the switch. At first test it showed OK. All night instances where glowing but I didn’t populated them.
Any one else please?
The Features “light” Switch is #0.
Check with F4Browse or the BMS utility for the Feature Flags has the “Has Lights” set for each building Feature.
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The Features “light” Switch is #0.
Check with F4Browse or the BMS utility for the Feature Flags has the “Has Lights” set for each building Feature.
But how come in one instance this switch is ok and in the next not?
Ok I did managed to have F4Browse with Aegean work afterall… (finally… although something is not that right with the numbers on records…)… Anyway the field “has lights” in the Flags Area is not ticked…
So I ticked it ans saved it. I closed and reopened to test it, the tick was there.
First in F4Browse during day it showed the night textures, when I select Night it stays the same night texture.
I copy pasted the folder back to it’s location overwriting files.
In Falcon now the same thing… Some instances are lighted and some are with the day non lighted texture… So this must be a dual BUG? (First in F4browse textures (day/night) don’t show correctly and second not all object’s instances light up when using the zero switch…)
And proof picsData:
Day view in Editor:
Night view in Editor:
Day View in Falcon:
Night View in Falcon:
I believe this should be easier like using a light map for the texture… 3ds Max has this (Self Illumination).
A simple think u want to do and u have to spit your guts out first… The beast is strong… but the Faith is stronger… :lol:
Instead of fighting with the object it’s self we are fighting with the tools to make them show up or import…
Sorry for bitching but the time wasted on such things is way stupid…
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Switch my A@@
New Approach works all the time No Fxxx switches… I can make them for the night what ever I like what color how dark how light how many…
Day test:
Night test:
Despite this I would like to see if the damn switch will work afterall… Both approaches must be weighted for time, effort, Poly count and FPS Impact… Also sorry Bmartins but this approach (facades) I don’t think it works with GTlite…
Edit: the switch in general will be useful also cause I will have to put some strobe lights on very high buildings for avoidance… How do we do this?
So now I can progress and leave this behind for the moment…
300.000 polys are the buildings in the following pics… :evil:
:woohoo::
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@Arty
I believe what I pointed to here:works in Falcon,without the need for switches or extra texture’s etc……for STATIC Feature’s\Model’s on an Objective. A ROTATING\FLASHING light as a Feature\Model would need some switches set though
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@Arty
I believe what I pointed to here:works in Falcon,without the need for switches or extra texture’s etc……for STATIC Feature’s\Model’s on an Objective. A ROTATING\FLASHING light as a Feature\Model would need some switches set though
Sorry i mist that thanx for reposting it. OK u mean a layer of it (grey will affect colors) with those values will work. But rgb isn’t from zero to 225? So 230 and 231? Or is it 255 and not 225. Hmm will test, I’m on the tablet now. If this works u will be a real saver. Thanx in advance anyway.
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Its one byte per color thus 0-255.
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OK after to many attempts I finally managed to overcome the cdt issues. So I can move on building more neighborhoods and add new objects without messing with the simulator ones.
Next issues to test. Day and night Arty´s nightmare xD…
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Well after this will enter black ops mode for some time. FINALLY… My difficulties have been overcome and will start to work in a more refined phase with arty for Korea.
So before the dark age will leave you the latest pics. keeping hope and working hard we shall return ;).
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Well that looks alive… production time is near… I smell it…
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But the FPS…
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