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Pioneer City Buildings Modeling

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(@vlastan)
Trusted Member

Hi there, i love pioneer and i was following it's development for almost like a year now.

I like playing videogames but i am also a 3d artist. I use 3dsmax for modeling and animation.

So i decided to try on contributing to the project by creating some 3d assets...

Right now i am modeling some buildings for the city; i don't now about lua and things like that, so i will need someone to effectively implement my models into the original game. I can upload the 3dmodels in various fourmats (like obj).

Btw, here's what i've done today:

Buildings3.jpg

Quote
Topic starter Posted : September 15, 2011 06:59
(@s2odan)
Noble Member

Very nice indeed 🙂

If you want to make a .lua from them then you need some various LOD models. High LOD, medium down to low, and a very very simple collision mesh.

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Posted : September 15, 2011 07:18
(@subzeroplainzero)
Estimable Member

wow, they look amazing! Be careful with those polys though.. As s2odan says, some lower lod variants would help those of us with turdy puters.

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Posted : September 15, 2011 07:55
(@vlastan)
Trusted Member
Subzeroplainzero wrote:
wow, they look amazing! Be careful with those polys though.. As s2odan says, some lower lod variants would help those of us with turdy puters.

I am trying to keep the polycount as low as possible... but i will make lod variants for the most complex buildings tough 😉

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Topic starter Posted : September 15, 2011 08:07
(@vlastan)
Trusted Member

Here's my latest progress:

Skyline.jpg

Now, before i continue the modeling, i'd like to test the models in engine just to see if there are errors or glitches.

So, anyone can help me doing that ? Should i use the model viewer?

Here is the OBJ file of one of the skyscrapers, with texture included.

http://dl.dropbox.com/u/9418121/Building1.rar

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Topic starter Posted : September 15, 2011 09:56
(@creepystepdad)
Eminent Member

Can't help you with testing, but those models look sweet! I look forward to someday seeing them in-game.

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Posted : September 15, 2011 10:24
(@subzeroplainzero)
Estimable Member

I wish I could help, but I don't have a clue how to do that stuff. Good luck though.. I haven't really played pioneer much in months but I think I could back into it once these are in there 🙂

ReplyQuote
Posted : September 15, 2011 12:02
(@s2odan)
Noble Member

Hey try this out:

Code:
define_model('newbuilding', {
info = {
scale = 1, --if your model is not built to scale, increase this number
bounding_radius = 15, --is the radius of the model, it must include the entire model, the number used is the size of the model before scale is applied
lod_pixels = {.1, 20, 120, 130}, --settings for Level of detail
materials = {'wall', 'roof'}, --materials/colours/speculars
tags = {'city_building'}, --what this actually is
},
static = function(lod)

if lod > 1 then
set_material('wall', 1,1,1,1,.3,.3,.3,5) --white?
set_material('roof', .2,.2,.3,.9,.7,.8,1,50) --grey?
texture('newbuilding.png') --your texture

if lod > 3 then
use_material('wall')
load_obj('newbuildingHQ.obj') --High quality model here
elseif lod > 2 then
use_material('wall')
load_obj('newbuildingMQ.obj') -- Medium quality model here
else
use_material('wall')
load_obj('newbuildingLQ.obj') -- Low quality model here
end
else
load_obj('newbuildingCOLL.obj') -- very simple box/collison model here
end
end
})

Hope it helps 😉 Just ask if any of that doesn't make sense.

ReplyQuote
Posted : September 15, 2011 12:18
(@luomu)
Estimable Member

You should take lods into account from the start, it's just not sensible to use a full detail model when all you see is a dot. Pioneer supports four levels of detail. The lowest one is also used as the collision mesh.

You'll need to export your models as .obj files and then create a .lua file to define how the models are used.

We have some docs:

http://pioneerspacesim.net/wiki/index.p ... _Modelling

http://pioneerspacesim.net/wiki/index.p ... to_Pioneer

Using something else than Blender? I could probably find out export settings for 3ds max at least...

s2odan wrote:
Hey try this out:

Code:
define_model('newbuilding', {
info = {
scale = 1, --if your model is not built to scale, increase this number
bounding_radius = 15, --is the radius of the model, it must include the entire model, the number used is the size of the model before scale is applied
lod_pixels = {.1, 20, 120, 130}, --settings for Level of detail
materials = {'wall', 'roof'}, --materials/colours/speculars
tags = {'city_building'}, --what this actually is
},
static = function(lod)

if lod > 1 then
set_material('wall', 1,1,1,1,.3,.3,.3,5) --white?
set_material('roof', .2,.2,.3,.9,.7,.8,1,50) --grey?
texture('newbuilding.png') --your texture

if lod > 3 then
use_material('wall')
load_obj('newbuildingHQ.obj') --High quality model here
elseif lod > 2 then
use_material('wall')
load_obj('newbuildingMQ.obj') -- Medium quality model here
else
use_material('wall')
load_obj('newbuildingLQ.obj') -- Low quality model here
end
else
load_obj('newbuildingCOLL.obj') -- very simple box/collison model here
end
end
})

Hope it helps 😉 Just ask if any of that doesn't make sense.

This looks fine except it hides lod1/collision (by setting the lod pixel size check to <1). There's no need to do this, a simple box is perfectly suitable as the lowest detail level when we are a few hundred km away.

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Posted : September 16, 2011 03:00
(@vlastan)
Trusted Member

I've tested some models in the model viewer by using the lua example posted by s2odan and they render pretty well, so right now i'm creating the simpler lod meshes for all the buildings.

I'll post a new pic soon...

ReplyQuote
Topic starter Posted : September 16, 2011 04:57
(@s2odan)
Noble Member
Quote:
This looks fine except it hides lod1/collision (by setting the lod pixel size check to <1).

Noted for future reference 🙂 ta.

ReplyQuote
Posted : September 16, 2011 05:24
(@vlastan)
Trusted Member

I created the lod for all the building models:

Palazzifinal.jpg

ReplyQuote
Topic starter Posted : September 16, 2011 05:36
(@luomu)
Estimable Member

Quality stuff. You might have to tweak the lod pixel sizes after testing in game, they seem to work a bit differently than in modelviewer (not intentionally...).

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Posted : September 16, 2011 07:48
(@vlastan)
Trusted Member

Here's an illustration i did in 3dsmax:

CityScape.jpg

Now i'm gonna create the single obj for every mesh. After that i think i'm gonna end the work for now.

I will upload the files somewhere, so that they will be ready for whoever will take the job of implementing them ingame.

ReplyQuote
Topic starter Posted : September 16, 2011 08:43
(@s2odan)
Noble Member

Very nice indeed. Just the collision mesh to go and a quick alteration of that .lua script, as like Luomu mentioned we can use the collision mesh for really far away, which is great for performance 🙂

Quote:
Here's an illustration i did in 3dsmax

Oooh you ninjad me.. that looks lovely 🙂

ReplyQuote
Posted : September 16, 2011 08:49
(@vlastan)
Trusted Member
s2odan wrote:
Very nice indeed. Just the collision mesh to go and a quick alteration of that .lua script, as like Luomu mentioned we can use the collision mesh for really far away, which is great for performance 🙂

Quote:
Here's an illustration i did in 3dsmax

Oooh you ninjad me.. that looks lovely 🙂

Third level of lod should work also as collision mesh, am i right ?

ReplyQuote
Topic starter Posted : September 16, 2011 09:02
(@s2odan)
Noble Member

It depends how many faces they have. The idea of the collision mesh is to have as few faces as possible for the physics calculations. It should be a very simplistic shape that resembles the final object. In this case a simple box with a pyramid on top would do all scaled appropriately 🙂

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Posted : September 16, 2011 10:17
(@vlastan)
Trusted Member
s2odan wrote:
It depends how many faces they have. The idea of the collision mesh is to have as few faces as possible for the physics calculations. It should be a very simplistic shape that resembles the final object. In this case a simple box with a pyramid on top would do all scaled appropriately 🙂

As you can see the third level of Lod is very basic and simple

ReplyQuote
Topic starter Posted : September 16, 2011 10:27
(@vlastan)
Trusted Member

They works!

ingame.jpg

Here it is the final pack:

http://dl.dropbox.com/u/9418121/NewBuilding.rar

The rar contains a folder with the objs and luas of all the building i've done.

I tested them in the model viewer, and they all work correctly. I even tested the lod pixel parameters and i tweakened them for every model.

It was a very busy day for me, and now i really looking forward to see my models into the real game 😆

So, i'll wait a bit for someone to actually do that.

If this goes well... i might continue with the modeling: there are more things to do! (space stations 😮 )

ReplyQuote
Topic starter Posted : September 16, 2011 13:55
(@luomu)
Estimable Member

They work pretty nicely as it is. I'll tweak the scripts somewhat.

x5chT.png

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Posted : September 16, 2011 14:40
(@vlastan)
Trusted Member
Luomu wrote:
They work pretty nicely as it is. I'll tweak the scripts somewhat.

x5chT.png

Wow, looks lovely 😀

Can't wait to see more

ReplyQuote
Topic starter Posted : September 16, 2011 14:45
(@s2odan)
Noble Member
Quote:
It was a very busy day for me, and now i really looking forward to see my models into the real game 😆

Thanks a lot 🙂 We really appreciate this the models are great 🙂 I'm going to have a play with those too hehe

ReplyQuote
Posted : September 16, 2011 15:01
(@electricskies)
Active Member

Now that we've got these awesome-looking skyscrapers, I wonder if we can remove that building that looks like a bunch of disks stacked up. Those always looked nonsensical to me.

ReplyQuote
Posted : September 16, 2011 15:14
(@s2odan)
Noble Member

mwuhaha

[attachment=911:pioneer-msvc-9 2011-09-17 01-12-50-58.jpg]

[attachment=912:pioneer-msvc-9 2011-09-17 01-14-35-20.jpg]

just for fun 😉

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Posted : September 16, 2011 15:15
(@vlastan)
Trusted Member
ElectricSkies wrote:
Now that we've got these awesome-looking skyscrapers, I wonder if we can remove that building that looks like a bunch of disks stacked up. Those always looked nonsensical to me.

I planned to create these buildings for completely replace the old ones.

If there is the needs of some very small buildings, i will also do that...

s2odan wrote:
mwuhaha

[attachment=1]pioneer-msvc-9 2011-09-17 01-12-50-58.jpg[/attachment]

[attachment=0]pioneer-msvc-9 2011-09-17 01-14-35-20.jpg[/attachment]

just for fun 😉

lol 😆 i wonder how many fps do you get :mrgreen:

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Topic starter Posted : September 16, 2011 15:24
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