Desert Citys\Towns\Villages
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Hi gents,
Due to some recent involvement in some “Sandbox” theaters I have taken some time to convert Luca’s Studios Desert City for use in Falcon.
Some pix:The entire city is over a 1/4 million polys, so I am breaking it into “Blocks” for use in Falcon.
I should be done by this Falcon weekend and will UL’d the results.
We are free to use these under this licence:Luca’s Studios Copyright 2014©Thank you for downloading the Desert City Scene.You are free to use it for your own personal use, not commercial. if you wish to use it for commercial purposes please contact me at removed.com and id be happy to give you the rights and the other builds of the model.Best Regards,Luca
I know that others have\will do better, but it is a start and different from what we have had in the past…;)
Cheers,
demer
http://www.adrive.com/public/Hveayd/F4DesertCity.7z -
A much needed addition ‘old’ Dave!
Congrats.
Cheers
Tom ster
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You split it into single features or whole city is one model?
BTW…I can see how there are sloppily done tiles seams (roads). -
You split it into single features or whole city is one model?
BTW…I can see how there are sloppily done tiles seams (roads).Features by “Blocks” to build City\Towns\Village Objectives from……;)
BTW: Not my tiles ……yet…just advising ATM…LOL!!!demer
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Amazing!!!
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Awesome! everytime I watch those apache movies on youtube website I think of how nice it would be to have little towns like this in BMS! Thank you!!
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We should ALL thank JanHas for some tree’s…err PALM tree’s…
I WAS going to keep them exclusive to GUAM…but they are so dam PURTY!!!
Thanks M8!
Somewhere in Somalia…Blocks 1&2 are complete, 3&4 by Saturday. These will be the start of, I believe, 16 total,maybe 24……DUNNO ATM…need to see how SHE renders them In Game.
LOTS of Poly’s to crunch otherwise we would be @ <20 FPS…LOL!!!Cheers,
demer -
Well gents,
This is the first installment of Desert City for Falcon.(See first post)
It contains one quadrant of the entire scene.
It is broken into Subtrees so that you can export it as .blks.
Then assemble them as you wish.
Please abide the license.
Some hints\tips and developer notes:
The entire Quad, when used as such, puts us real close to my benchmark FPS for Falcon BMS TE_new which is 35 FPS. Gotta leave room for your 9000 bridges and 4000 units in .cam….we never learn…LOL!!!So use good judgement when assembling your objectives. I have also replaced the Palms with Jan’s LOD3 as I see no reason to waste Tri’s on something we only see when airborne.
Also in the attch. we can see that work is going on to constrain the trees a bit….Jan is a modelling Madman at times…but you gotta’ love his work…LOL!!!N’joy and have fun,
demer
P.S. Quad2 next weekend… -
Dave, do not go this way please!
3d window? more than 21000 nodes (triangles)? I believe that you can do simple box and painted windows on one texture (friendly for Falcon- @FPS.) -
Dave, do not go this way please!
3d window? more than 21000 nodes (triangles)? I believe that you can do simple box and painted windows on one texture (friendly for Falcon- @FPS.)That’s up to U M8! You have the option to reduce further
Which is why I am releasing it in “Blocks”……:)
U can take, say sub-tree X and rotate,manipulate,cut,copy and paste it to your desired effect.
As far as 21000 Tris (23,327 to be exact) we are only rendering 9992. Not the ~4196 that BMS sets out as it’s guideline for objective features, but well within what SHE is capable of handling.
I am in no way suggesting U use this in a Theater that contains >4196 Bridge Objectives\Features in and of it’s self…LOL!!!
As the screenshots prove, she can handle the entire Quad insitu, as long as we are not rendering another million bridges in the Booble……LOL!!!Cheers,
demer -
Hey demer this is good, if I remember AF correctly, towns, cities and stuff had a lot more buildings than bms but not in same bubble as you suggest….we should push to see what it can take.
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Hey demer this is good, if I remember AF correctly, towns, cities and stuff had a lot more buildings than bms but not in same bubble as you suggest….we should push to see what it can take.
Yes, we should……I have pushed HER to the edge (CTD) many times in GUAM and brought her back.
THAT is how we learn…;)demer
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That’s up to U M8! You have the option to reduce further
Which is why I am releasing it in “Blocks”……:)
U can take, say sub-tree X and rotate,manipulate,cut,copy and paste it to your desired effect.
As far as 21000 Tris (23,327 to be exact) we are only rendering 9992. Not the ~4196 that BMS sets out as it’s guideline for objective features, but well within what SHE is capable of handling.
I am in no way suggesting U use this in a Theater that contains >4196 Bridge Objectives\Features in and of it’s self…LOL!!!
As the screenshots prove, she can handle the entire Quad insitu, as long as we are not rendering another million bridges in the Booble……LOL!!!Cheers,
demerYes, I think that if I find the time I’ll do it from scratch. Each block will receive a lower LODs and damaged and destroyed Lods … something like this (WIP):
Cheers
Eghi -
Yes, I think that if I find the time I’ll do it from scratch. Each block will receive a lower LODs and damaged and destroyed Lods … something like this (WIP):
Cheers
EghiYes, Arek we could do it from scratch and take another Falcon week to end the WIP. Nice LowPoly work BTW.
My intent with this is to give the “Sandbox” theater developers a new opportunity to replace the KOREA features on an objective with others that more suit their theater type.
That is all.
As it is now, I just invested some US$ this RL week in some software (Polygon Cruncher) that allows me to further reduce the TRIANGLE count and other things in 3DS MAX that should help us in Falcon when it comes to these Complex features.
Example1:Example 2:
As we can see it does a very good job at reigning things in
In Falcon, our main concern should be Rendered when it comes to DX. I know from experience that she can PROCESS a hell’uva lot more than we think……in the wink of an eye ;)… Just my opinion…LOL!!!demer
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As it is now, I just invested some US$ this RL week in some software (Polygon Cruncher) that allows me to further reduce the TRIANGLE count and other things in 3DS MAX that should help us in Falcon when it comes to these Complex features.
Example1:Example 2:
As we can see it does a very good job at reigning things in
In Falcon, our main concern should be Rendered when it comes to DX. I know from experience that she can PROCESS a hell’uva lot more than we think……in the wink of an eye ;)… Just my opinion…LOL!!!demer
Demer how is this better then the one that 3dsmax has already? Pro optimizer IIRC.
I seen their site but couldn’t spot the difference.Edit: hmmm probably keeps better geometry and saves u from this?:
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Yes, Arty, one click and done
I paid for ease of use, I am sure some kid will rewrite the Pro Optimizer algorithm in the future, but we’ll have to pay for that too……LOL!!!
demer -
Sooooooooooo……working on Upchuck 2, I have decided to give Y’all the WHOLE enchilada as ONE LOD:
BAWAHAHAHAAA……FPS is 9…LOL!!!
Just joking, BUT Proof of concept is there.SHE will render it.
tired Demer
P.S. I will continue to break Luca works into something we can manage in Falcon -
This whole thing is interesting, however, I’m concerned about the max number of tris (and not polys, since tris are the main unit of measurements in F4).
Scenario 1 : low density urban environment : suburban area, village, whatever.
Let’s imagine we typically have one house in a 20 * 20 meter square. We model the house in the simplest way : a pure cube, without a face on the bottom. 5 square faces, ie 10 tris. That makes 1/40 tris per square meter.Lets add a road up front. 10 m wide, with sidewalk and all. multiply by the house width, that makes 200 m2 more. So 10 tris per 600m2, ie 1 tris per 60m2
If we fly low level, we want to have something like a 2 NM visibility where we see houses in 3d. Further out, we can imagine a carefully done LOD incorporating clunches of houses together.
If work is done correctly, only houses in the FOV will be rendered. So let’s say 60° FOV. That makes 3700 m * 3700 m * PI * 60°/360° * 1/60 tris per m2. Total : 120 000 tris.This is with bare minimum requirements in modelisation. If you want a pointy roof, add 1 square (2 tris) and 2 triangles, 14 tris per houses. Total 170 000 tris.
Not unmanageable at all, its pretty much as much triangles as when you are with 5-6 F-16 in the FOV, like in a refueling or at taxi. But modelisation needs to be extremely low poly !
Scenario 2 : a pure urban environment. We imagine city blocks, squared, 100m on each side. 10m large road on each side, adding 10m on each side. So one city block per 110*110m2 (Note 1). Based on the previous 1 tris / 60m2, that means you are allowed roughly 200 tris for your city block. IMO, very manageable, if you are not “extra creative”. The relief effects, windows, fences, whatever…. needs to be rendered in the texture only.
All in all, I personnally think it is manageable, but tris must be reduced to a strict minimum. 500000 polys (ie ~1 million tris) for a small village is just not possible. Ie : No cylinders, spheres, just plain squares (or parallelepiped), pyramids, and that’s it.Note 1 : each road is “shared” by 2 city blocks, hence 110m and not 120.
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I am looking at a combination of both Scenario 1 and Scenario 2 ATM.
A compromise along the lines of the first release of blocks. Minus Jans palms. (they can be added as a secondary feature, no offense Jan)
I agree with your synopsis of what is manageable with FalconBMS and DX.
Though I’m a bit against rendering more than one LOD per model ATM……outside of vehicles, yes I agree with your format, damaged, destroyed.
As well as features on a strategic OBJ. Necessary for game play, yes.
The rest (this example) IMO is just Eye Candy…BUT we have never had this B4 when it comes to 3rd party Desert Theater types
I will continue to develop Lucas work and hopefully provide the theater developers and the FalconBMS community something useful for their future development.That is all I endeavor to do ATM,
demer
BTW: Thanks for the positive input M8, more should follow your train of thought
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sure it will and even more.
From B.Martins Brutality test…
and mine:
and with power lines…
Don’t forget mother nature: