Oh my God, what is this?
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Dear friends:
What is this http://www.ecv56condor.com.ar/Foro/viewtopic.php?TopicID=46444 -
WOW! Did I miss something??
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Yes, indeed!! What is this? Where can we get it? :woohoo:
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Too clever for me, i don’t see it!
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Tomcatz’s awesome mod! But I don’t see the point of the thread. Go to his thread and thank him
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I still don’t get the buzz about this stuff… learn how to place 3D objects in Falcon, create some 3D models and place them in the sim, is that a big issue?
The problem with this approach is of course performance… the Falcon engine isn’t built yet for rendering so many objects just like that and with no good reason than eye-candy.
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I’ve said it and before… it’s a quick and dirty trick but never had the time to test it. I am sure will be impressive.
Trees can be replaced as is with buildings. it’s just a texture in a plane.
Will look funny from some angles (top view mostly) but in general will be great as the trees. So instead of declaring trees you could declare buildings areas.
The trick is to have empty the looking towards you texture.
this:
instead of this:
Now for the BMS team could (and I assume or pretty sure that they tried it) create as the trees a box instead of the object for the trees and play with the textures and have 16 different buildings for variety. could have and another for non flat roofs and total 32 different buildings and plant them as theater developers plant the trees.
Why this is needed… having this ability will save the time for dev’s to create cities with detail and plurality… for the not so important areas plan buildings as the trees and for the rest create them in 3ds like special buildings stadiums etc.
I know not that easy roads blocks etc but am sure it can be done. Trees are more easy to manipulate and declare.Edit: Oh I forgot needs and a switch for day night textures…
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And here is how quick and dirty it is…
All done since previous post…
Search for facades online, create new texture for buildings, create new blank texture for mass, fly and record, convert to mp4, upload from my ultra slow connection:Now that way you can have a city like Istanbul for example… if you do Istanbul from 3ds and plant buildings as should :lol: about 1 year ++++ to create. The pc will melt or be a slideshow… of 1 fps on a super trooper wow with cherries on top PC.
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Arty you mean building’s generated like the tree’s?, same way?, so then all we need to do is add areas to tiles with monster tool for buildings!,WOW, that’s a good idea, and also max tree setting causes no FPS hit, so maybe if building’s generated this way too….no FPS hit!?, but obviously they would just be eye candy, no more than that, and probably look all the same, but still a good experiment to try out.
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Cosmetic not only. Troops and vehicles will be able to hide.
You could collide.
Same well this could also be dealed it’s all in the rule u set and allowed variationsFor me and with what hw can handle and still have Falcon operational it’s way better than not having or having a 3ds created city.
Unless optimization options are public available and follow the same rule.
Meaning the distances when the Falcon starts to show the trees.But again the 3ds max created city building by building ain’t doable.
We all know what a hit has the objectives total count.
Now one objective can have 255 houses. Soon do the math and it will end to a crazy number making falcon unplayable and cpu’s melt down.So procedural cities are the only way based on my inexperienced and basic knowledge.
Sent from TapaTalk
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… not to mention that, by that method, buildings would fit perfectly in every type of terrain no matter its topography while for objectives we would have to match the 3D model to the terrain (slopes, etc.)
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To take it further for topography…
just in a crazy code workload of importing and respecting roads network from falcon or even better import Open Street Map data…
placement of procedural buildings could respect this rule and buildings could be placed in a way so not to be placed on the street.
From OSM or whatever there can be a new feature which is the LOT’s. LOT’s are the areas where buildings exist. so the rule knows where the LOT is and based on the params you provide builds the models inside the LOT’s only.Those rules parameters would be crazy falcon dream for theater dev’s if they where not hardcoded but on an external file so that theater dev’s could adjust to their needs and local specifics. like texture sets roofs heights of buildings variation (min max) etc
This way when a dev will have to build a city will declare the areas on tiles, leave gaps for 3ds max buildings and have 500 (2xObjectives=2x250=500) buildings - targets which are waaaaaaay much for a mid sized city and more doable like strategic and cosmetic models.
Procedural rules for such things exist and sure can be a pain cause the params can be unlimited but am sure that they can be fixed to minimums so that plurality is maintained and fps hit is minimum.
Super extra crazy more those rules with a temp bubble could just destroy the specific procedural model and have interaction with the procedural models…
SLAP… SLAP… ARTY WAKE UP you are drulling all over the place… :rofl:
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The problem with this approach is of course performance… the Falcon engine isn’t built yet for rendering so many objects just like that and with no good reason than eye-candy.
I don’t think eye-candy small buildings are needed for falcon (I think It’s confusing when I have both destroyable and undestroyable buildings) but would like to see new engine implementation like Imposters or something someday in future update to render more objects. If there is possibility.
I would like to see and try a mission which requires accurate bombing for overcrowding cities, destroying target avoiding collateral damage, as now 4.33 has SDB. -
I don’t think eye-candy small buildings are needed for falcon (I think It’s confusing when I have both destroyable and undestroyable buildings) but would like to see new engine implementation like Imposters or something someday in future update to render more objects. If there is possibility.
I would like to see and try a mission which requires accurate bombing for overcrowding cities, destroying target avoiding collateral damage, as now 4.33 has SDB.Well… for sure new graphic technologies are needed to move Falcon forward, don’t think we don’t know that. But… as it was stated in the Matrix, there is a difference between knowing the path and walking the path
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Cant find the mod in his website, nor the thread here
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Well… for sure new graphic technologies are needed to move Falcon forward, don’t think we don’t know that. But… as it was stated in the Matrix, there is a difference between knowing the path and walking the path
Sorry, I just wanted to say small buildings can be more than just an eye-candy. I trust BMS devs are experts for these kind of things.
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Sorry, I just wanted to say small buildings can be more than just an eye-candy. I trust BMS devs are experts for these kind of things.
No need to be sorry, I said it with a smile
There is at least 1 technology that I know of which is part of the DX11 API which lets you render many identical models in a single draw call. The technology is called Hardware Instancing, practically it let you prepare for rendering not only Vertex buffers and textures but also world matrix and some other parameters specified per instance but still drawn all in a single draw call. See this vid for demonstration of what is the idea:
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No need to be sorry, I said it with a smile
Thanks:)
I saw the video and also searched for it and got how it works. It’s interesting. BTW isn’t it also implemented in DX9? (sure it might be more hard to code)