3D Cities for Falcon…
-
Nice video maybe useful for your work guys
http://vimeo.com/ -
I know, and it is very small. My guess it was checked in an empty TE without TGP. ––> In campaign if you apply the same approach cities close to FLOT you will get unplayable FPS even without turn on MAV/TGP seeker.
hmmm Molni Sorry m8 but I’m coming with anything I have on you…
New bombs… Oh don’t mind this little bird infront… It’s behind that what makes it count… :lol:
So… a big(?) TE in Aegean 3 teams, 12 Packages, 17 flights.
So what do we have here?
Those buildings on the runway are 100.000 polys in total all of them… If u don’t believe I can post u a pic from 3ds:
From Cockpit:
And another one… red circled are instances of those 100.000 poly buildings… count them for me please and don’t forget we don’t know how many poly’s are there besides my buildings:
Now as u can see the conclusions are there… this FPS thing ain’d Graphics VGA problem but CPU… If they where one by one and more but smaller and had instead of 10 hit boxes but double or triple them than the polys would be more than 1.000.000 and yes the FPS would be killed…
Once again our goal is to balance those until the engine gives us the freedom to make it more detailed and why not Real Real… I’m ready… the tools are ready…
Is the Code optimized? are the Campaigns optimized? is the Database optimized? are the stock 3d objects optimized? are the textures optimized?
I’m not saying they are not… Please don’t misunderstood me again… I’m not saying here I’m the best the rest suck… NO WAY. (well yes I might… :rofl:)
But are all the above factors clean? I’m sure there are things that can be cleaned up and tidy up… If every one leaves some garbage (not intentionally… we all learn with our mistakes here…) than the pile get’s high I believe.
Now this 3d is heavy and to make it work needs good foundation…
I’m saying there is an opportunity and potential here. We have a brand new gfx engine that first tests say to me GO-GO… I have the GhostTown plugin developer already working for an addon on his next update just for us… So…???
We are a breath away from doing more serious integration and Campaign testings… please have more faith…
@jomla thanx m8 superb video… I really enjoyed it…
Now the first that will start to build such a theater will have to deal with me… :rofl: we have to sleep also… :lol:
-
Ok, but how many of these filghts were inside the bubble? 17 flight is not so much comparing with campaigns.
How big was the EXTRA polycount over the “base” version of theater?
Why have the marked buildings 100k poly? Just for test to imitate big cities with only some “boxes”?
-
Ok, but how many of these filghts were inside the bubble? 17 flight is not so much comparing with campaigns.
I agree not as campaign…
How big was the EXTRA polycount over the “base” version of theater?
I don’t know but it’s a base with a city next to it…
Why have the marked buildings 100k poly? Just for test to imitate big cities with only some “boxes”?
Yes and No.
As I told u M8 we don’t fully master the thing. We ain’t 3ds gurus nor Falcon super troopers. Maybe this project work for high end PC only… maybe u should disable all eye candy for this. If we don’t make it happen, maybe we will never know. We will try our best to keep everyone satisfied. As u can see lots of ppl are here that share knowledge we never dreamed of. Maybe it will be a TE only project maybe it will be a puff and end to Nada… now leave that and share your knowledge…
Please point us srategic targets North South Korea in hierarchical order, something u will face for sure and has point to build. Not airfields. The rest.
So instead of bitching get use full… :lol: kidding m8. U know I respect your knowledge and opinion, we want the criticism both me and Bmartins, only this way we will make it right…The request is valid for others also. Come on guys… Oh be sure at the end we will build whatever we like… :rofl:
Also Molni have u noticed that BMS devs are silent on the subject?
-
Also Molni have u noticed that BMS devs are silent on the subject?
Odd you would say that as in this very thread alone I saw posts by:
Dee-Jay
Moort
Cobracab
WaveyDaveAnd that is just this thread. They have also posted in other similar threads.
-
Hi if I may well,
Its been well said if Devs dont like posting in Forum to communicate with members then we opt for Community WIP/MODs Thread to create mods as per say, thats the freedom the Devs have given community, which is fantastic much talent in community.
3D Cities For Falcon plus a new database of ground structures is what Falcon needs, so many members have posted this view in comparison to other sims ie XPlane10 or DCS
F4 is missing the mark when we talk about terrain and ground structures to be honest since its been discussed to no end with people wanting ARMAII terrain and what not.
So imho this is the way of the future ……“NOT BACK TO THE FUTURE”…LoL… with one building on a hill or a building that floats of the ground or incomplete oil, nuclear, power factories…thats so old and Falcon 3.0 look its ugly as hell…and we are now moving into 2013, c’mon…I am now Falconised and I want more…LoL
If all this gets added into BMS F4 Theaters everyone will say fantastic, awesome, WoW, about time…yeah, we all know it!
I want Falcon to develop to be the ultimate, stay positive, believe and have faith it will get there.
Guys like BMARTINS and Arty just have to prove it once its proved and people can see the benefit that will be the start to the Theater Clone Wars…LoL
Cities, Suburbs, New Ground Structures, Trees, Shrubbery, Forests will be the norm for theater creation this is why Arty states in his first post about creating a method and tutorial so it can be easily done by theaters devs, just have a look at the first post all the “Thanks” see people want this…lets get it on…and support this.
Solutions for FPS will come later with code optimization changes etc etc…
*** One Step at a time, Gents! ***
Got to start somewhere or else we all should just play AF or FF since there are many theaters already…point is before any theaters get release all that is discussed in this thread should be included into BMS F4 future theater and campaign (Strategic and Tactical) development and enjoyment…NO more FALCON 3.0 LOOK, mummy said so okay…LoL
Keeping the Faith…Lets Rock BMS F4!
:drink:
-
hmmm Molni Sorry m8 but I’m coming with anything I have on you…
I had to read that a couple times to see it properly. My mind has been warped here I think, my mind interpreted something else……
-
Yeap the BMS guys did a great work on this area…
i want to ask a question Arty but first; wish you success in your studies… all of them good job… i am sory so i don’t speak english very well.
if i release a bomb on city, what about city ?? is it explode a apartment or all the apartment ??? because i think, it is building (all of them) as only a feature …
-
i want to ask a question Arty but first; wish you success in your studies… all of them good job… i am sory so i don’t speak english very well.
if i release a bomb on city, what about city ?? is it explode a apartment or all the apartment ??? because i think, it is building (all of them) as only a feature …
For the moment that is not happening. Let me explain why.
It won´t happen because this approach is based on quantity and speed building. If i wasn´t making a tutorial about tools and process know Kimpo would made by now.
Yes a complete city in one day… With textures building tweaking. I didn´t build “A building”, hundreds of buildings as unique objects placed one by one as we had in kimpo create objectives with lots and lots of features are not what we had in mind.
We will have for now few blocks few texture files and lots of buildings. Leaving the major objectives aside destructible.
Here´s an example:
We will leave targets as they were and build around. No civilian bombing for now, but as work goes on we will keep trying a compromise an avoid the road path on the building.
As Arty said it would be of great interest having a priority list on cities so we can make this faster. I promise we will give you something to test in 2 or 3 weeks!!
-
I just try to understand the limits of approach and compare with tile based approach. Tile based seems to me easier concerning for 3rd party theaters, because the tile itself generates the new 3D environment. But this means the problem, it is hard to scale the obj. density of the tile. Which can be good for small towns/cities, it can be a problem if you are close the FLOT or any crowded zone. –> The most FPS demanding area limits the object density.
You approach is very hadmade as I see, the big, pre-made (?) city blocks are unique, they have to be placed manually and finalize on map. —> Hard to keep up to date any campaigns which uses these maps. (Or not?) All theater requires huge ammont of workhour.
There is maybe another way. Use BOTH approach. For big cities, close to airbases, very unique areas can be done manually, but smaller cities and towns can be made by following the tile based approach. As I regardless what approach is used the tile texture also have to be changed. I do not know the effect and issues concerning this “connection”.
-
Just remember guys, that procedural approach for vegetation announced by BMS Devs some time earlier could be as well used for buildings.
On of the problem is coordinating footprint of the building with the base (whether that is terrain tile or base polygon of the 3D model). This approach here does not solve this issue of ground texture being not in sync with 3D over the ground. It shows a little.
What I also do not quite understand is why pretty nice building models of Ghostcity are not making here into this mod. Or are they? I was hoping for extensions to standard Falcon building and structure 3D library courtesy of Ghostcity. Existing 3D buildings are not too many in number and variety.
-
Just remember guys, that procedural approach for vegetation announced by BMS Devs some time earlier could be as well used for buildings.
What does this mean exatly? Should not be cooperated BMS4 devs to help the city/terrain upgrade and perevent “dead ends” in development?
-
What does this mean exatly? Should not be cooperated BMS4 devs to help the city/terrain upgrade and perevent “dead ends” in development?
He’s talking about the the project to implement trees I believe.
RAM22
-
The process for trees cannot be used for building unless you want all cities to look the same by planting few types of buildings.
So who is avaliable to cooperate with us for the lists on most important cities/objectives list?
We need as allways help and constructive criticism and we see this as process as one that can be used side to side with tiles and tree autogen. As connan and others evolve the tile process I would be happy to work along and I am sure arty to.
Allways forward!
-
The process for trees cannot be used for building unless you want all cities to look the same by planting few types of buildings.
What makes you think, this is the case? Surely MSFS and other sim titles like SFP1, Il2 to name the few must have done something to use this process. Do MSFS autogen buildings look the same to U?
As connan and others evolve the tile process I would be happy to work along and I am sure arty to.
I am positive your cooperation surely would be appreciated by Connan and others. To start, how bout making some library of buildings from Ghostown? GT on the top of plugin requires no less than 3dsMax11 or 12?
-
What makes you think, this is the case? Surely MSFS and other sim titles like SFP1, Il2 to name the few must have done something to use this process. Do MSFS autogen buildings look the same to U?
I am positive your cooperation surely would be appreciated by Connan and others. To start, how bout making some library of buildings from Ghostown? GT on the top of plugin requires no less than 3dsMax11 or 12?
Well I know msfs and x-plane autogen provides us with several types of buildings. But I´m working with the engine we have and The tools we have. Not on a wish list that may never come. I am sure the autogen for trees we might have will work on a limited variety of libraries of trees not hundreds or thousands. Well all stuff I wish we had but we don´t. Maybe some Dev could give us some light about the autogen subject since its in area 51 XD…
Yes ghost town works only with max 11 e 12 not sure with 2013 and it needs 64 bit not available for 32.
-
-
This post is deleted! -
Odd you would say that as in this very thread alone I saw posts by:
Dee-Jay
Moort
Cobracab
WaveyDaveAnd that is just this thread. They have also posted in other similar threads.
I meant on the fps and campaign subject which we talk with Molni.
-
Hi all,
This is how I envisage Theater Campaign’s in this project and desire to do as strategic and tactical aerial strikes……especially with a new F-18 on the way…:p
SkyKnight’s hot scrambles to diffuse the situation…LoL… an aerial strike on a hot zone as insurgents are rolling in with tanks and amo supply vehicles into a suburban war zone, first flyby recon then release the package…done package delivered!..mission blockade of military arms completed… RTB… :drink:
…… :uham:
Well some encouragement anyway…Hahahahahaha
I can only imagine lets keep the faith its all possible just time and patience…but BMS F4 needs a new 3D look, out with the Falcon 3.0 Flat Look!
We desperately need Cities and Suburban War Zones, better built up International Air Base’s, and a New Ground Structure Data Base with Military Bases, Trees, Oil Refinery Plants bla, bla, bla you name it, it needs it… all mentioned in thread…
Just advertising further! … I’m Falconized Forever…to late now…hahahahahaha
I hope this inspires those who can mod and Theater Devs, would like to hear more from BMS Devs on this project thou!
…Lets get it on!
:drink: