3D Cities for Falcon…
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Hmmm Right now I’m gathering CGI data from where ever I can. If someone has some link to share or a server with data it could be nice and helpful. I’m mostly interested in shp files with buildings heights so no to make them generic… but having such will be a major FPS killer as they will be as many as they r actually… and they r allot… On the other hand I can cut out the unwanted and use some key buildings known for reference.
Cutting out cities and gathering city buildings models from wherever also…
The process is a bit slow as I also try to study for my advanced level e-diploma on my squad among my XO duties…
I’m working on Greece - Turkey as EMF will come out eventually and as it is going to be the best off I target on it.
I’m sure there will be major problems with rights and conformity with BMS rules…
Sure I can cut out the custom city buildings… but it kills the fun of it. Will have to look on the library license…
Here is a vid I made with just the custom buildings over Thessaloniki… It’s from 3d program not Falcon and don’t mind the anomalies on terrain they where put just to show that the buildings are on the exact place as they show in GE.
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I’m sure there will be major problems with rights and conformity with BMS rules…
Not necessarily. We can discuss about it if you want … PM box is always open!
But better avoid to wait until the last moment.
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Not necessarily. We can discuss about it if you want … PM box is always open!
But better avoid to wait until the last moment.
Well I’m gonna go with it anyway…
Now if it will will be here or somewhere else ain’t the point.
The point is to make it, and pass it through to Falcon users. That doesn’t necessarily has to go and create troubles to BMS.
I know Dee-Jay that your inbox is always welcome as it always was… thanx.
Now the pita for me will be if BMS is going to implement procedural like the trees - forest that we all expect… as the same technique can be used for buildings.
I don’t expect an answer on the last, just me thinking outloud.
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Now the pita for me will be if BMS is going to implement procedural like the trees - forest that we all expect… as the same technique can be used for buildings.
I don’t expect an answer on the last, just me thinking outloud.
Huh? … I don’t get it, … why a PITA?
AFAIk trees will be generated by areas, definied on the tile.
So even if that technique will be used for buildings as well,
then you can still handplace your own buildings.So what? (eventually FPS drops aside)
Cheers,
LS -
Fully hypothetical talking here as no details available… Lazy if this technique is used for buildings and if as u say goes by the tile areas then it’s doable… u change the tile areas and u put the buildings as u like. But if not then there might be a problem depending on the way of implementation.
But this means there must be done work on the tiles also.
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Check PM
Cheers,
LS -
http://msdn.microsoft.com/en-us/library/cc526979.aspx#VegetationGroupings
Here is SDK Article from MSDN about Autogen. Perhaps you are familiar with that, but anyway.
To my knowledge MSDN Autogen system for FS9/FSX was/is most robust and sophisticated way to auto populate tiles with 3D objects without interfering with Objective/Feature files. It has obviously some limitations. In FS there was no damage state for 3D objects, however in their Combat FS there was (again then Autogen was not so widely used in CS3).
Whatever all that may (or may not) mean to Falcon BMS and to what extend and scope BMS autogen would be implemented - it is still quite a lot of work to annotate all the features to each tile unless some further automation of the process can be made. Which I am positive eventually it will.
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Hi! Any progress?
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Nope yet.
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Hmm just some personal notes…
1. Terrain tiles needs align with jgw
2. Heightmap ok buildings will align perfectly with falcon terrain elevation. Hmm how can I learn max and min height of a theater height map? Sure can do for a town area.
3. Landuse map from gis or manual (industrial urban suburbs center skylines)
4. Obstacle map from terrain editor with objectives features view or manual. That way falcon buildings will blend naturally. Also sea lakes rivers and falcon roads will be perfectly respected.
5. Roads network from OSM ( consider dxf for grouping - separating areas to easily import and manipulate in Falcon) reminder: maybe from QGIS will work.
6. Landmark buildings from free models, must blend with obstacles map or manual edit.
7. Facades must be square, maybe I should talk with WaveDave and review his remarks on texture materials. Must create one set per Landuse. Also one extra set for each for night.
8. Rules per Landuse per day night?
9. 3d Roads must not be used.
10. Destroyed models.Hmm I believe for a start it has everything in.
http://www.chriswilkins.com/2012-city-engine/
https://s3.amazonaws.com/webapps.esri.com/esri-proceedings/devsummit14/papers/dev-077.pdf
http://www.gismanual.com/ce_fromscratch/
http://wiki.bk.tudelft.nl/toi-pedia/CityEngine_Scripting
https://www.linkedin.com/pulse/creating-car-parks-cityengine-blake-harcourt
https://run.unl.pt/bitstream/10362/9198/1/TGEO0103.pdf -
hmmm
This is Volos In case u haven’t learned it yet…
This is his map:
After some GIS it came up to this:
this is better looking:
Now this lead us in 3ds Max and after some poly removing:
No textures just colors for now… No lighted windows… YET looks like this in Falcon:
This is in IKAROS theater, I have some and In EMF where Volos is photoreal and looks better… In some points the roads align perfectly, I don’t post them as rules say NO. I did this by the eye and not on exact calculations…
The overall cover of the city is cause I pasted this east side of the city I created another time to see how it goes fps wise…And another fps overkill with the airport in same view:
Just a wip after all this time…
PS the blue squared building isn’t real just a test I was doing… playing with CGA procedural rules.
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:headb: You Rock :headb:
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Does this still have the problem that tanks can drive through the buildings?
can you fly through them?
if you fly between them, will you still collide?
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crazy stuff.
I`m not pretty sure about all that stuff because nobody knows what the new 4.33 engine will do. Autogen trees and Houses?
In this case whe should relax and wait- Ist the same Problem I have with my Norway and Korea Theaters…
However- great to see that.
Cheers
Tom -
@Tom:
crazy stuff.
I`m not pretty sure about all that stuff because nobody knows what the new 4.33 engine will do. Autogen trees and Houses?
In this case whe should relax and wait- Ist the same Problem I have with my Norway and Korea Theaters…
However- great to see that.
Cheers
Tomwell Auto gen houses is the thing. I don’t know if they are going to be in the 4.33 or any following version. I just know that those engines are mostly for one off and they are heavy.
The rings a bell post was done when said trying to fit 12 buildings textures and damaged at the same time in one texture file.
Sure they can be optimized but the combination of forests and buildings and while the war engine is there active will need a way serious pc for sure and very very very serious optimization to bring it to a level to be usable in Falcon.
On the other hand I hope the procedural rules files will be open and not hardcoded so we could tweak them and create variations and etc. Why does something in my guts tells me it’s going to be python? No tip, just know from city engine that CGA rules are good but when the going get’s tough python comes in.
Maybe a combination… who knows… we will certainly have to wait the miracle those guys can provide.Anyway let me try and do some procedural windows on those models to see how they look at night.
@Blu3wolf nope u will not be able to fly inside them. Tanks will not be able to follow roads and travel between the buildings if the order to scatter is given as this is a general Falcon way that it works. And you will not be able to destroy only one building from those. Maybe a setting as when a B-52 gives hell will result at a destroyed model.
For a solution to this there will be separated buildings inside the city and probably the ones are already there. Those u will be able to destroy with an F-16 payload.The thing for the destroyed city model is that those not destroyed buildings walls are like paper thick so when you destroy them will be like broken glass. But with CGA Rules ucan recreate the whole model and set the walls to be thick as real then u can brake down the model using like 30 - 50 bombs on them.
Really how many bombs does a B-52 unload in a pass?
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Just a small comment: Wouldn’t it be nice enough to have some city feel independent of how we can destroy singular houses. I flew a couple of years testing campaigns for FF and I rarely recall having an object of destroying a dedicated house or city / civil object ever.
It was airbases, mobile units, some factories (often invisible anyway ) and the alike. -
Hi crazyTom,
Just a small comment: Wouldn’t it be nice enough to have some city feel independent of how we can destroy singular houses. I flew a couple of years testing campaigns for FF and I rarely recall having an object of destroying a dedicated house or city / civil object ever.
It was airbases, mobile units, some factories (often invisible anyway ) and the alike.that is history, think about what to come in F4 future.
Cheers
Biker -
Yesterday maybe be history, but (falcon’s) tomorrow is a mystery.
Focus instead on today, it is a gift (a.k.a. the present)
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Looking good, keep up the good work. One day we will have graphics that are up to 2005 standards at least. As far as buildings go.
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Hi crazyTom,
that is history, think about what to come in F4 future.
Cheers
BikerWell Biker, I think I am not up-to-date anymore. Known issue… To be frank, I also forgot a lot of the hard learned Falcon basics. Yet the rest stayed, just like stuff you learn as a child, engraved in/on my hardplate.
Cheers
:drink:
Tom