3D Cities for Falcon…
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mostly I’m talking about 3d facades.
Like that the window will have a casing or maybe not be at the same level as the wall or having more details in the building like balcony or others that many rules provide.
Sure the plain rule just textures simple wall where the window is painted on the texture is the most efficient… but this is killing the night lighted city thing.hmmm most probably we should create ones that will be efficient for falcon.
About the wall dimensions and height.
When you unwrap u must stretch the mapping to fit the textured area… so to overlap and 10 walls use the same mapped area and not different. But what happens when one wall ir 3 floors high and another is 5 floors… same applies if one wall’s width is 10 meters and the other is 20 meters…
So the texture must be a population of xfloors and xmeters where each xmeters must be seamless. So … we must then group the mapping as per same xfloors and same xmeters of width. Then park them at the exact point on the mapping.hmmm doesn’t sound that easy… Sure we can limit by rules at least the height factor for 3 to 5 floors, well this is the common rule in my country don’t know about POH.
Now on the width if u have the windows on the texture then u might end up with cut in half windows…
With facades city engine calculates if the window fits the wall if not it doesn’t use it…
So that way we use a generic wall and create variations of the windows… this will be easier when it comes to 3dsmax… and texturing. Have 10 walls and 20 windows and you might end up with 10x20 variations… not bad…Hmmm and I keep forgetting roofs… damn. if u make them flat again u have the problem of the texture fitting but low poly. if u make it 3d like a one meter wall on the roof then u can apply a generic texture. For tileroofs its easier… 5 sets of different tiles and we r ok.
Edit: DOOOONNNGGGGG but what I’m saying here… we already have those from the ce library… we just have to take those walls and populate them in the texture dds that we will use.
so populate like 5times in vertical for the floors and let’s say30 meters for the walls… and there u are problem solved I believe. I hope what I wrote makes sense to u. -
One thing I thought of while reading this thread, is maybe making the city objects smaller and butting them together? Would that create a resource intensive situation or would it not make a difference? The only reason I ask, I noticed when you create these 3D cities they seem to be one large piece, would it make it more dynamic if the cities were broken up into say, 8, 16, 32 or more pieces and then placed appropriately together?
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Eitherway u must brake the city to parts - features.
One city cant be one feature unless its a small one…sent from my mi5 using Tapatalk
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What you guys are accomplishing has been a dream for so many years. I actually wrote about it in the forums years ago, and I’m glad someone had the same idea!
A couple of points to think about:
1. Killing many buildings with a bomb = collateral damage. If the block is the right size, then it could even be realistic, BUT, why bomb civilian buildings anyway?? If you are simulating a mission as it would happen in RL, then you won’t do that very often… Most targets are air bases, powerstations, bridges etc.
2. ground vehicles hard to spot: yes, they could be hard to spot or completely hidden “inside” a building, but did you ever think that launching a maverick on a tank that’s hiding in a city street is a bit…foolish?
This wouldn’t happen in real life. Urban war is fought by ground troops and maybe helicopters, not fast movers. In that regard, even the current version of BMS isn’t so realistic, by placing so many tanks inside the cities… Of course I understand that BMS needs to caputre cities for the DC engine to work properly, but it doesnt mean an F-16 should be tasked with a CAS mission in downtown Seoul…just my 2 cents
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About 1 believe its unswered already many times.
About 2 vehicles in current cities are easy targets with whatever… so vehicles are not able to hide inside buildings . Using whatever cover to hide from a superior enemy i believe is followed by everybody.
So yes more realism on that aspect.
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