3D Cities for Falcon…
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That’s all FPS killer for BMS….
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@611-eagle:
That’s all FPS killer for BMS….
Hi 611-Eagle,
Please explain more in your post?
Would love to understand the direction of BMS by reading Community Mods/WIP Thread with new high poly models being added and Theater Thread with more complex Dynamic Campaigns being added along the way BMS will demand more anyway right,
In a few years time…… When next major release is out!
I will try to remember and create a Benchmark Report before and after I am almost sure After will begin to effect more systems unless more code change which I expect to be the case, Right?
So I believe the Config Editor will enable users to adjust to liking for performance…this I can only imagine to be fact, right looking forward.
Please discuss more so these guys can work without the hassle of trying to fit a clove on a huge hand and simply make awesome city structures for database including New Ground Structures, with Large Tall Cities Oil Refinery Plants etc etc etc…!!!
Please discuss…???
Cheers,
:drink:
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@611-eagle:
That’s all FPS killer for BMS….
Yep, they’ll NEVER understand or “GET” the GFX engine limitations or the concept of the bubble.:rolleyes:
RAM22
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Hi Ram22 care to explain or offer some solution’s ???
Dont you think it’s a good way moving forward?
Its not “Allied Force” anymore, right? (Flat Surfaces with Falcon 3.0 Ground Structures in Database)
So many threads wanting this yes it might require some more code work, I dont know enough about this but solutions are whats needed not just saying, oh they never understand the limitations old code etc etc
People would say that about FF5 moving over to DirectX 9.0C over at FF Forum now we have BMS DirectX 9.0C, WOW, Ha!….
I dont think or will accept to believe … The F4 limitation…and… So dont worry, another failure… Attitude!
First things first get the modeling in the database done I would say then get the Code reworked so she play’s, player, play’s player…
So bud why dont you just help them find a solution a work around? It will benefit the community!
If I was a game developer I would honestly get it done for community and myself, I mean it, but I dont know a darn thing about this and its frustrating to say the least!
Just to make it clearer no one is asking for
just more like the quality of Kimpo Int’l Air Base in BMS in more quantity and better 3D ground structure models clearing the database of old Falcon 3.0 models.No Super Doopers we all know that here….just wish some guys would settle, damn!
Arty and BMARTINS are doing a great job already and progressing thru it, why crash the hope?
Encourage them… +++++++
We all might as well give up on hope one mass walk out and Dev’s eventually pull the plug on the Forum and we all settle and just buy copies of Allied Force and forget about BMS with that way of thinking. Right!
Well luckily I still own a copy of Allied Force so I’m safe…LoL
Na, so I choose to believe it can happen and that BMS will be better, better and better…++++++++++++++++
The DEVS must act, and change some things if it needs happening…
i.e. Code Optimization for QuadCore Processor usage for GFX Terrain Engine Speed, Performance, Quality but its gotta move forward…we want AWESOME Theaters, right!
12 months on still very little to see in Forum.
So then “First things First” get this going prove to them we want it, then they will work on code for performance, community spirit is where its at!
Its starts here I guess!
So Arty BMARTINS keep going, have faith you guys will be thanked later I know dont give up it will work out, gota start somewhere and fight it all the way till its a win-win situation … stuff the negativity… to much of it in the world. Stop trolling in this thread!
Long live F4…Fight for the dream I say my encouragement…BMS ROCKS:p
DONT GIVE UP GENTS, WORK IT OUT HAVE FAITH ITS WORTH IT …BMS 2050
ENOUGH SAID!
But I’m ready to receive
for commenting honestly…LoL…hahahaha…after all its F4…LoLPS:- Please … Support the effort, “THANK”…the first post!
PM or post a reply in thread to Arty or BMARTINS if you have something to contribute!
Long Live F4!
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Well I do understand that if we put, tom´s models and more and more features added in a old engine and not optimized almost all of us will have serious problems with fps losses and will end up with a simulator we cannot enjoy.
So as I said before my approach intends to use the bigger cities with better maps and use the map created road´s that are used in-game and just make them more enjoyable by making simple and faster builds. When flying over these areas we won´t have the feeling of flying over Google maps in 2d. I don´t know if I can do it or not but if all theater makers could set a easy way to “seed objects” that won´t arm game play it would be very nice. So I will make my small contribute.
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Well yes I want much help on this. LE and F4browse. In fact I’m stack on it right now not knowing how to import a 3d model and see it in falcon. All guides are for aircrafts, maybe a short simple guide, or if u could point us to one… thanx for the offer.
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OK the bubble is known.
What does it have to do with this?
IIRC when something enters the bubble is calculated thus CPU power. Cities are immoveable so just their existence is calculated among other stuff minor to what other moveable units have.Now if u have as real 10.000 to 500.000 or more buildings as unique objects than likely u get minus 1.000 fps lol. This is the reason also for making cities with as few objects as can be and not follow their map (as Bmartins approach) as is in the tiles now. Sure we should try it. Maybe the outcome will not be that bad.
Maybe a future code version ignite one cpu core or more for this matters… (HINT HINT HINT!!!)
So am I on the same page as your thoughts for bubble issues? I would love such Input and warnings and allerts and not afterwards aaahhhh u should have known that and u shouldent build anything if u didn’t. Lol.
About the GFX engine limitations? My considerations are for road and buildings lights as they are real killers. Maybe we will follow a like night tiles approach?
Also the trick to some small objects that they don’t show up from far.Anything else to add?
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*THE VISION BMS THEATERS
So 2013 get ready BMS….SkyKnight…sales men at the door…:p
Paypal and all credit cards accepted, Thanks!
STAY TUNED TO THIS THREAD…OR A THEATER NEAR YOU!
PS:- Please … Support the effort, “THANK”…the first post!
PM or post a reply in thread to Arty or BMARTINS if you have something to contribute!
Long Live F4!
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Did you 3d model the whole city manually? Or did you use some kind of automation?
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Did you 3d model the whole city manually? Or did you use some kind of automation?
Both… But all and mostly the heavy job is automation. mine is from 15 to 60 minutes.
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Did you 3d model the whole city manually? Or did you use some kind of automation?
3dsmax+ghost-town plug-in.
First topic on this thread.
After a few more time testing the scrip I came to the fallowing conclusion. It ain´t as certain as having a low amount of object as you say.
Let´s fallow this:
every block with builds was at least 4 objects (4 roofs, 1 set of wall´s and 2 more),so if you have hundreds of blocks, and streets and parks you will end-up having thousands of them. Well at the end you should try to merge or group everything as one object prior to export it to falcon.
So if we can manipulate only a very small part of it and still merge it was to be lighter. The problem for now is that I am still to find how to remove some parts of the building´s from those blocks since if I have a map with only two builds in one area and the plug-in generates always more then what I need I must delete some of them. It´s a slow road but eventually we will get there. Meanwhile wile you are already exploring the other tools I will need some help on it far ahead.
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3dsmax+ghost-town plug-in.
First topic on this thread.
After a few more time testing the scrip I came to the fallowing conclusion. It ain´t as certain as having a low amount of object as you say.
Let´s fallow this:
every block with builds was at least 4 objects (4 roofs, 1 set of wall´s and 2 more),so if you have hundreds of blocks, and streets and parks you will end-up having thousands of them. Well at the end you should try to merge or group everything as one object prior to export it to falcon.
So if we can manipulate only a very small part of it and still merge it was to be lighter. The problem for now is that I am still to find how to remove some parts of the building´s from those blocks since if I have a map with only two builds in one area and the plug-in generates always more then what I need I must delete some of them. It´s a slow road but eventually we will get there. Meanwhile wile you are already exploring the other tools I will need some help on it far ahead.
I said that before… yes. they are all thousands… maybe not group but attach better? that way u get one object from a whole city block.
Now any help on texturing? I have to Render to texture… right? why the hell it doesn’t work??? lol Also that is why I say a city about 10 - 50 objects… although there are instances of unique buildings with low FPS impact… there was a try by DerStef on his theater…
So since the above had a fair fps impact my approach will be better I believe…
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:uham:
You guys are hero’s of F4……Get Ready Community a Revolution Has Begun for theaters I’m loading up CBU’s and LGB…tank battalion raid on a suburban war zone
I will pay $$$$$
PS:- Please …… Support the effort, “THANK”…the first post!
PM or post a reply in thread to Arty or BMARTINS if you have something to contribute!
Long Live F4!
Cheers,
:drink:
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Think better times with 6FPS in MULTIPLAYER then… best flights for you Can you write your rig?
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What sucks about Falcon is that for similar candy reg. 3D objects you pay with FPS which afford the rig to be in 10 years.
That’s why I always opted to fly desert scenarios with limited cities. -
So since the above had a fair fps impact my approach will be better I believe…
Good job! Please keep up the good work. I expect to see fantastic outcome soon.
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Now any help on texturing? I have to Render to texture… right? why the hell it doesn’t work???
You’ll need to texmap the objects using UVW map in 3dsmax.
Then WaveyDave’s plugins should export them correctly texmapped to *.LOD
Cheers,
LS -
thanx Lazy…
As I found out u have to flatten the texture map first.
So model is LOD… I see it in lod editor… dds file ready and looks ok…Now on the tutorial to how to import it correctly… I hope I will do it today…
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Don’t forget UVW map and falcon texture db numbers Arty