Cities at night (WIP)
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I like it! I’ve been trying to get night vision to look more realistic (like in the photos posted) by using various SweetFX settings, but the problem is obviously that you have to change it again for day time. These textures do the job even better without using anything external
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Sorry for late reply.
I agree with you that Korea textures are very bright in the night. Totally unrealistic. I don’t need NVG at all to see where the rivers and shores are.
If you think about looking out of the car’s window in the night, you see absolute darkness. It should be this way without NVG.
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I agree with you that Korea textures are very bright in the night. Totally unrealistic. I don’t need NVG at all to see where the rivers and shores are.
If you think about looking out of the car’s window in the night, you see absolute darkness. It should be this way without NVG.
If you want darker nights, edit your bms config file. Reduce the value in the ‘g_fAmbientmin’ field to whatever works for you. Here’s a short discussion on this topic:
https://www.benchmarksims.org/forum/showthread.php?6844-Make-night-darker&highlight=brightness+night+darkCeers
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DEL
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@Lento:
DEL
I wrote an account of my daughter. She is (15-year-old Falcon pilot) here as (male name)-Lento, sorry guys. :uham:
I came back to this project. It was almost finished, but there was a small problem.
By flying low over the city the tiles look good. A lot of details like glow around the street, etc … I like it, yeah.
But by flying very high this doesn’t look realistic. Very ugly effect:I consulted with commercial airline pilot and confirmed that you do not see so much light from a high flight.
All the work has gone in the bin and I started from scratch….Erased about 75% of the tile details and now they look more realistic.
However, this does not look good from low flight (as Korea default tiles).:(
I began to wonder how to keep lot of details at low flight level and less at high…? This is a two or more different textures. :-?
I looked at Falcon GE and yeah, it is possible! :bowd:;)
I used not 1, not 2, but 3 different textures.
This is result:
12000 fl (low level of details)4000 fl (little more lights, more details)
below 2000 fl (lot of details, glow in the streets … you can see some traffic lights too ;))
The transition between texture is very smooth.
How it works? It’s simple, texture with lower level of detail are packaged as MIP maps.Cheers,
EGHI -
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I’m with you, too bright images do waste night vision.
But it’s my two cents anyway. -
looks nice
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Hi guys
The final version of photoreal some city.
I don’t care about day tiles, it is easy to do. I think that Falcon at night can really look better IMHO:
Project completed.Cheers,
Eghi -
Eghi, thank you very much!!
This looks absolutely awesome!
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OMG before I played the video I thought that was either a real picture or not from the Falcon engine! That is INCREDIBLY amazing work!
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Nice going there Eghi…
Just an idea here in general…
Maybe it will not need night tiles? or maybe ease the process of creating them.
since those are photoreal tiles. u can get the street network very easily and it will fit like a glove on those tiles.
From auto cad since u have them already (easy to have and do) u can add points on those splines very very easily it has a function to auto insert them and declare the distance between them. U can export those points only for 3ds. Then as we create the lights for airports u can make the lights for a whole city u can have different colors as I believe and also project light on the underneath tile so it will look way natural. different luminance etc…
That way u don’t have to spend hours on working on the tiles.Also another approach… if u have the whole city in one big file and put above on a layer those points (maybe and the lines and use them to just illuminate a bit the streets) u could (maybe? not sure here) to use a photoshop tool (like alpha?) and declare the brightness as u do by hand those wonderful night tiles. that way it will make your effect in a snap and then cut the tiles day and night and u r ready?
Hmmm having that thought for a long time I thought to pop it up in case it’s doable and maybe easier to create the lighted city.
what do you think? stupid or doable?
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This post is deleted! -
Arty
Of course it is possible, you can make 3D points-light as Objectives.
It could be easier and faster, but whether it will be good for Falcon?
You have to remember about FPS, night lighting is not something necessary and better not impose unimportant things on graphics engine.
Easily and faster is not always better. Better to spend more time … in Photoshop (by hand) IMHO. -
Very nice work EGHI. Jaw dropping effect
Greetings
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OMG before I played the video I thought that was either a real picture or not from the Falcon engine! That is INCREDIBLY amazing work!
HEH,HEH……Ohhhh, yessum’ it is and more.
Thanks Arek…we need to explore Materials Global a bit me thinks
Good work. (You beat me to it…LOL!!!)
Now about Mentaled Ray and PhysX…HMMMMM??? Keep it up!demer
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Arty
Of course it is possible, you can make 3D points-light as Objectives.
It could be easier and faster, but whether it will be good for Falcon?
You have to remember about FPS, night lighting is not something necessary and better not impose unimportant things on graphics engine.
Easily and faster is not always better. Better to spend more time … in Photoshop (by hand) IMHO.sure think I was expecting that… ok let’s forget the 3d which actually is not 3d it is just points that just display a light… anyway.
How about using those lines and points to ease up creating the night tiles in photoshop? I believe u can create automatically the mask based on the points and the lines and use this mask to create the lighted points with a general rule (same settings) and the rest let it be dark. Then by hand u can do alterations and enrich the scene but u will be done with the major quantity way quicker then the all by hand approach. Also u could select some of the points and spread different values or colors to add more variation.
Right? -
just a quick awful example I made for Volos city:
as u can see the roads are the real ones and only the streets are illuminated.
and a quick alteration playing with some colors…
Most of the time was spend on actually placing the roads mask ontop the actual roads.
The actual image size was 16384x16384 pixels.
this is the image I used to create the roads mask (click on it to view it):
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In case someone needs a detailed guide how to please let me know and I will create one.
Basic guide:
1. use qgis and openstreetmap plugin for it (all free)
2. Get the area u want and isolate it. The roads only.
3. export -save this area as DXF. This is an autocad format.
4. From Coreldraw u can open the file and have the roads in a size u like… let’s say as the actual size of the pic u have to create the city tiles.
5. Export the file as png with transparency. That way u will have the roads only exported. If u want previously from exporting u can adjust the thickness of the lines.
6. Open your city photo in photoshop and insert a layer on top and import the png u exported previously.
7. Create a mask or alpha channel whichever best suits for u based on the roads layer.
8. Darken the city to the level u want.
9. play with brightness on the mask or alpha channel u made
10. u r done with the roads.if u want light poles effect based on the lines u can auto create points inside autocad. So open the file there create the points after selecting the lines export the points only and do the previous steps to add and a layer for the light poles.
Yeap a realistic night city in just a few hours in case u want to put some variations afterwards by hand…
In case someone has trouble creating the roads file for a city maybe I can help…