BMS Building enhancement project
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Oh my!!! Thanks Radium
BTW: What scale are you using?
Scale?
1m BMS is 1m 3dsMax…
Cheers,
Radium
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The correct scale…
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Scale?
1m BMS is 1m 3dsMax…
Cheers,
Radium
Thanks Radium, so, you are using meters. That was my doubt.
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Hey Radium, I added more buildings to Seoul earlier today, FPS was good!, as long as you don’t over do it……so!, your excellent work could make Seoul a thing of beauty, and any other city for that matter, well done!.;)
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man this looks awesome. So much skills over here
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Hey Radium, I added more buildings to Seoul earlier today, FPS was good!, as long as you don’t over do it……so!, your excellent work could make Seoul a thing of beauty, and any other city for that matter, well done!.;)
Yeah, what happens with that project?
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Yeah, what happens with that project?
Oh was just a test, done a simple export then import of city csv files with no objective attached to them, changing I.d. number and location to fill Seoul, FPS was ok, not the mega drop I was expecting.
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Put this guy on the payroll ASAP!!
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Thank you for your kind comments.
I am happy to send you a new released damaged hangar, today :
I hope you will like it.
Best regards,
Radium
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This one is really great Radium.
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I know.
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A new one is there!
I hope you will enjoy it!!!
Cheers,
Radium
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Areyour bulidings direct replacements of existing and very specific LODs?
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Areyour bulidings direct replacements of existing and very specific LODs?
Hello,
Well, it depends.
While I know what is inside BMS DB, I don’t aim to systematically replace stuff. I just try to make what looks necessary, considering the fact BMS will pick up what they want to enhance our simulator’s environment.
Regards,
Radium
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Have you tested them ingame?
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While I know what is inside BMS DB, I don’t aim to systematically replace stuff.
For direct replacements the new models need to have the same foot print as the existing models, otherwise there may be overlap.
New models need adding to the DB and placing on the objectives, it might be a good idea to work with someone on this.
I just try to make what looks necessary, considering the fact BMS will pick up what they want to enhance our simulator’s environment.
We have quite strict texture usage requirements. One 2048x2048 texture should host multiple buildings (including damaged and destroyed models). Currently we have been placing 16 building textures in one file. Reuse existing textures where possible (there isn’t much memory space left!)
Regards
Dave -
For direct replacements the new models need to have the same foot print as the existing models, otherwise there may be overlap.
New models need adding to the DB and placing on the objectives, it might be a good idea to work with someone on this.
We have quite strict texture usage requirements. One 2048x2048 texture should host multiple buildings (including damaged and destroyed models). Currently we have been placing 16 building textures in one file. Reuse existing textures where possible (there isn’t much memory space left!)
Regards
DaveMy work is fully modular.
For now, I use 1024 files for my buildings, where the mapping can be used for a huge number of different buildings.
So, for this aspect, no problem.
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@WaveyDave ouch on the 2048x2048 16 buildings in one texture with damaged and destroyed in the same texture. I would say this requires skillful 3DS users.
But what troubles me more is the "there isn’t much memory space left " . What do you mean? And as stupid as it sounds can we use above 9999.dds file name? Like 10200.dds?