BMS Building enhancement project
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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?
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LOD2 should use LOD1 textures and even maybe LOD3.
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Lod3 I do without textures (only color) is about (from)120000 distance.
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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?
Your lower lods should use the same texture, all lods use the same textures. Remember to save your textures with mipmaps.
Regards
Dave -
Forgive me then this maybe uninformed question. Does the LOD Editor allow to change basic size of the model and if so, how?
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I have said countless time this also concerning on ground untis but mostly I found deaf ears…
I know hah. I hear you.
Wild cockpits are built by “external” modders for F-22, F-35, Pak-Fa… etc. etc. you name it. All projects, which MAYBE will be complete in 6 to 8 years (considering accurate FMs and appropiate systems) …or better to say IF AT ALL as the “internal” developement (aka BMS) will “set the course” anyways (factors, if those cockpits will be implement- or use-able in reasonable and qualitative acceptable levels in the first place).
Whereas already existing, fundamental and more important elements like ground-units, already implemented airframes, weapons and buildings are too often neglected - probably because of the lesser “wow” effect in the art-work, who knows. Isn´t it better to work supportive and cooperative rather then branching off?
On the other hand those projects are personal passions and journeys and “each his own” right? Just, there is also the saying: “don´t safe money for a car, if there will be no “fuel” to drive it”.But as it seems some people are slowy addressing the “first floor” (this thread i.e and Radiums work) before “constructing the roof”. Nice!
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Hello guys,
After checking and checking again my work, I decided to update the last building I did.
I’d like to suggest you as much as possible to keep this thread happy and peaceful, otherwise I will request a moderation. If you want to debate, please create another thread, especially when it doesn’t deals with my work or its environment.
for textures, I prefer considering high definition textures (1024x1024), which I re-use later, than, many small ones on a 2048x248, which look ugly when a bit close point of view. I do this because this is in my experience the best way to enhance a software looking with a zero fps loss.
Kindly yours,
Radium
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for textures, I prefer considering high definition textures (1024x1024), which I re-use later, than, many small ones on a 2048x248, which look ugly when a bit close point of view. I do this because this is in my experience the best way to enhance a software looking with a zero fps loss.
This is precisely where the crux of the matter is when we talking displaying of many, many 3D objects. All forms of auto generation I have encountered in other simulations were using different 3D shapes, but rather minimal number and rather large size of texture where objects derived their textures by using different (yet randomly repeatable) texture coordinates.
Despite no doubt better hardware, than 10 years ago, I do not think there is such a thing as zero fps loss when we dealing with extra high intensity of 3D objects on each tile. But as you say, we can debate this elsewhere so please continue with your good work and good luck.
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I do this because this is in my experience the best way to enhance a software looking with a zero fps loss.
Hi Radium,
With modern graphic’s engines what you say is true, however, I believe (I am not certain) that Falcon has troubles at times with texture loading. That is, when loading numerous large texture files, the software “stutters.” So, even though there is little fps loss with large textures, there are noticeable lags created regardless.
Keep up the nice work.
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Thank you, dear Pumpyhead, for your information.
I will try to adjust myself to what BMS needs, whatever happens.
Nevertheless, I’d also like to humbly suggest some alternative path to reach your requirements.
Kindly yours,
Radium
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Here is some news.
South Korean flat is now finished.
Enjoy!
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:woohoo: beautiful
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Some updates.
This little building was made with some existing mapping only.
No new textures were used.
Best regards,
Radium
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Then, damaged version is easy to get : same mapping.
Cheers,
Radium
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beautiful