3D Cities for Falcon…
-
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:
-
This post is deleted! -
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.
Right on the spot Polak…
The procedural vegetation and buildings…
and my hint that Dev’s are silent on the subject…
Those two are connected.
What is known is the vegetation only, even Naldo said in his Sig “planting trees”. I had the rumor for the buildings also… but rumor only…
If they want with the code they can make them not to look alike… same way works the GT plugin…But if it’s tile based like tile is Forest so plant a forest here is easy… with cities not that easy cause u have and other features there… u must take them in count and avoid those areas… If this is done than it’s super wow.
About a GT Library… hmmm yeap… but for which country? Not all buildings are alike? Mostly the changes are on the Textures… Also about custom tailor made areas?
Yes GT works with 3ds 2013… The Falcon exporter doesn’t…
Didn’t knew Davey Wave was on the Team… :oops: me bad…
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.
Sorry I didn’t understand u here can u please elaborate more on this? If I got it right I already build and gather free models for cities… for example, stadiums squares Radio Antennas Custom buildings per Town. Those will blend with the city at their correct position. Don’t expect the stadium to be at the exact GPS coordinates as in real but will try to be there… A small example?
Volos SAT Image from Google Earth:
Volos from 3DS (Watch the stadium at the right of the Town please. The yellow lines are Falcon Paths):
Volos from Close:
I hope this answers your Question.
Hmm I believe Bmartins we should stream online as we work so that ppl will see us live with what we work and do…
@molni
Volos Again… about the scale and other.
Falcon Terrain:
City from Google Earth:
City in 3ds:
All overlapping Huge file:
U can see that Falcon terrain as for the real is really wrong. My approach tries to fix this. Now what about the city tiles that are outside the 3d city borders??? well I will not get in to replacing tiles maybe the theater dev’s or someone else can work on this… If it looks way ugly on the final stage I might replace those tiles with neighboring ones… or a Hellas Theater team member that works on the tiles will do this for me…
Now for Korea and the rest we will see it and decide when on the problem…At cities that measures and terrain and city tiles match up no problem… this will not be a problem on custom city tiles… On generic ones we will face this problem.
-
Hmm I believe Bmartins we should stream online as we work so that ppl will see us live with what we work and do…
Neee That way they might find my porn :D.
-
Its all about porn here, so doesn’t matter
-
Don’t worry m8 Mower will cover us… He always does… He’s a steady asset. U can always count on him. He is reliable.
-
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.
U missed Amraam… lol