BMS Building enhancement project
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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? -
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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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Here’s a quick FPS test I did, just added same buildings over and over for test, there’s 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 what’s there at present, just my thoughts on it, I’ll say no more. LINK TO PICS (I post in screenshots thread so I don’t 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 “recreation”?
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Are you saying all what is need to create building with sime area as current any only other paramters should be review during the “recreation”?
Basically this is what I am suggesting. Above I am talking about better coordination between height of the cube and texture used.
I also see that there is many building objects (features) in current DB which are off and not quite up to the standards as far as coordination between size of the models and textures used, also some of the models are left untextured, some others are pretty shabby and of course coordination of the Objectives with 2D tiles are really not existent.
That perhaps could be reviewed and modified and corrected - texture wise and maybe model wise. No matter what, it is pretty gargantuan job in itself and this is perhaps the main reason that things in Falcon are now as they were a decade ago. It is not my intention to pour bucket of the cold water on the Radium’s new model building initiative, but just to point out that there is so much to do with what we already have.
Or maybe completely new approach is warranted and just like autogen trees there might be a way to open the door for autogen procedural buildings as well.
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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.
I second that !
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I believe procedural is the only way to do it correctly.
That way each building can be unique object that can be destroyed (and not my approach of a block of buildings one object.)
There could be some texture sets used per building, those are:
First floor
Facade for the rest of the floors
Maybe windows for some buildings
Roofs, like flat or angular.
Then according to rules we could specify which textures to use.
Also according to height map we could declare type of buildings, or based on colors to set type of buildings like center of city (high rise) industrial urban suburbs etc.Now all those need code. And it’s not in our hand.
My approach like one block of buildings = one object and in there leave room and mix unique buildings as targets I believe will be more balanced as having the 3d perception of the city and also have multiple targets inside it and the cpu gpu (well mostly cpu) will be less.
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@A.S:
I second that !
I have said countless time this also concerning on ground untis but mostly I found deaf ears…
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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!)Dave
One question. For example, I have an AB where all objects (taxiway, runway, ATC, hangars, etc. …) is 4x- 2048x2048 textures (including damaged and destroyed models). Does the LOD2 to do an extra one (eg.2048…) of the above four or use 4x high resolution?