BMS Building enhancement project
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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 donāt over do itā¦ā¦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 donāt 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 simulatorās 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 donāt 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 simulatorās 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 isnāt 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 isnāt 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 isnāt 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? -
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Sorry, I participated in this this discussion not any earlier as this is only my first post here in this tread.
First I wanted to praise Radium for this initiative to get involved with modeling of 3D buildings, which perhaps are not as glorious and impressive as airplanes or cockpits, but are in fact very needed and possibly very important/ underrated part of Falcon DB. Thumbs up!I may have more suggestions here including little different approach to the problem, but at the moment I wanted to post this earlier picture of city tile, where together with Connan we were playing with concept of urbanisation of the terrains using just BMS Editor:
As you maybe can see on the picture many ,if possibly not MOST of EXISTING high rise 3D models in DB have their height aspect little messed up (look at squished windows). Obviously those 3D could be replaced by entirely new models, but IMHO why not to have them review and correct so they maybe could be used as they ARE already in DB.
And at that I will end this first installment of my input here. IMHO this is rather much greater and rather involved subject, which may require indeed little more elaborate and organized discussion/approach, if any practical results for Falcon are to follow. This is not to say though, that what new models Radium is working are not great (or work on them should not continue). Rather all this just to point out there is many already existing 3D elements in DB, which deserve second look/correction. By doing so we may better learn and understand how they were implemented and that may teach us how to proceed onward on this matter. Thumbs up again!
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Hereās a quick FPS test I did, just added same buildings over and over for test, thereās more buildings around than in these shots, and this is day one campaign Rolling Fire (save0.cam), so I think Korea etc. could handle a lot more buildings than whatās there at present, just my thoughts on it, Iāll say no more. LINK TO PICS (I post in screenshots thread so I donāt waist space in this thread :D)
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As you maybe can see on the picture many ,if possibly not MOST of EXISTING high rise 3D models in DB have their height aspect little messed up (look at squished windows). Obviously those 3D could be replaced by entirely new models, but IMHO why not to have them review and correct so they maybe could be used as they ARE already in DB.
Are you saying all what is need to create building with sime area as current any only other paramters should be review during the ārecreationā?