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Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.

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-D1-

Pioneer City Buildings Modeling

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(@s2odan)
Noble Member

approx 50,000 buildings not many fps 🙂 I managed to get it playable by removing the old buildings and hacking the LOD settings so that lower LOD is visible for much longer and high lod only appears very close. But its just for fun, seeing what if 🙂

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Posted : September 16, 2011 16:55
Geraldine
(@geraldine)
Famed Member
s2odan wrote:
[attachment=0]pioneer-msvc-9 2011-09-17 01-14-35-20.jpg[/attachment]

That is definitely scratching that "Caves Of Steel/Trantor/Coruscant" itch 8-). Well done to you Vlastan for creating these wonderful buildings! 🙂

I was playing Flight Sim 2004 the other day and noticed that the airports in it sit on a base. This got me thinking that perhaps the cities in Pioneer could do likewise with textured roads, green belts and so on laid beneath the buildings. What do the devs think?

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Posted : September 17, 2011 02:29
(@vlastan)
Trusted Member

I tried to run the game up and i noticed that my buildings where in along with the older ones 😀 The game must load them automatically...

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Topic starter Posted : September 17, 2011 06:39
(@s2odan)
Noble Member

Yeah any .lua file in the right place with the tag "city_building" will be used.

Just for fun I did this, although as you can see the LOD settings are too extreme :

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Posted : September 17, 2011 06:51
(@vlastan)
Trusted Member
s2odan wrote:
Yeah any .lua file in the right place with the tag "city_building" will be used.

Just for fun I did this, although as you can see the LOD settings are too extreme :

Mmh i think i shall tweak the lod pixel parameters for a farther lod scaling

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Topic starter Posted : September 17, 2011 07:01
(@vlastan)
Trusted Member

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

Here is the pack with an updated single lua files for all the buildings made by Lomou. He also tweaked the lod parameters. Now it shows the lower lod levels from a much longer distance.

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Topic starter Posted : September 17, 2011 07:13
(@vlastan)
Trusted Member

Here's an ingame screen (i deleted the old buildings in my pioneer folder, so i now have only the new ones i did)

pioneer%20with%20buildings.jpg

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Topic starter Posted : September 17, 2011 08:48
(@creepystepdad)
Eminent Member

That looks great! Good work.

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Posted : September 17, 2011 09:57
(@subzeroplainzero)
Estimable Member

Absolutely amazing, I cant wait to try them out!

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Posted : September 17, 2011 11:23
(@vlastan)
Trusted Member

Updated pack:

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

Added 2 new buildings (factory and very small houses)

I also tweaked the size of existing ones.

If someone want to test them out, just extract the folder "newbuilding" into models/buildings

To disable the old buildings delete "city3k","classic" and "building1" "church" "factory" from the "city" folder (do not delete building2, or the game won't start)

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Topic starter Posted : September 17, 2011 12:00
(@marcel)
Noble Member

This is looking really good on my old computer. More buildings display on the same detail setting and I'm getting a better frame rate too!

:D[attachment=914:New_buildings01.jpg]

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Posted : September 17, 2011 18:09
 robn
(@robn)
Noble Member

I'm working on merging this and disabling the other models so we can really give these a workout. As has been seen with the building2 thing, the city model stuff is quite finicky at the moment, so I'm making some changes there right now. I think this is probably the start of getting the city generation fixed up for good.

Some shots of Phobos:

y3WQW.png

FCLcu.jpg

wLlhg.jpg

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Posted : September 17, 2011 18:55
(@s2odan)
Noble Member
Quote:
As has been seen with the building2 thing

All that is is a building tag, building2 has power tags and one other, that if you remove building two there is no building of that type to replace it. All that is required is a tag added to one of the new buildings to replace building2. Building2 should not even have those tags, it should only have city_building tag but for some reason that silly looking octagon thing is classed as a powerplant.

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Posted : September 18, 2011 05:59
(@marcel)
Noble Member

What about building tags that would be linked with the planet type? This would allow the game to place different types of building based on the planet's environment. The arcology from city3k looks right in airless or hostile environments, and Vlastan's buildings look right on Earth-like planets. They don't look right on Phobos.

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Posted : September 18, 2011 08:34
Geraldine
(@geraldine)
Famed Member

Those pictures of Phobos remind me of an old game on the miggy called K240 😎

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Posted : September 18, 2011 09:09
(@subzeroplainzero)
Estimable Member

Is there any chance we can get some glow maps on them so the windows are all lit up in the dark? oh oh and flying cars roaming around!

Btw, I'm definitely getting a performance increase over the old buildings 😀

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Posted : September 18, 2011 09:46
(@brianetta)
Prominent Member
Marcel wrote:
They don't look right on Phobos.

They don't. I don't think buildings as such look good on an asteroid.

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Posted : September 18, 2011 13:12
 robn
(@robn)
Noble Member
s2odan wrote:
Quote:
As has been seen with the building2 thing

All that is is a building tag, building2 has power tags and one other, that if you remove building two there is no building of that type to replace it. All that is required is a tag added to one of the new buildings to replace building2. Building2 should not even have those tags, it should only have city_building tag but for some reason that silly looking octagon thing is classed as a powerplant.

It goes deeper than that. CityOnPlanet was expecting at least one building with each tag, and had a hardcoded requirement for a city_starport_building. I've hacked that stuff out but CityOnPlanet needs a lot of work to generalise it. I'm working on it - see #523.

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Posted : September 18, 2011 13:14
 robn
(@robn)
Noble Member
Marcel wrote:
What about building tags that would be linked with the planet type? This would allow the game to place different types of building based on the planet's environment. The arcology from city3k looks right in airless or hostile environments, and Vlastan's buildings look right on Earth-like planets. They don't look right on Phobos.

See issue #523. Its coming 🙂

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Posted : September 18, 2011 13:15
(@s2odan)
Noble Member

Cool stuff 🙂

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Posted : September 18, 2011 14:17
(@marcel)
Noble Member
Quote:
See issue #523. Its coming 🙂

That's exactly what I had in mind. I understand that your Phobos example was just showing how great Vlastan's buildings look on extreme terrain, but it got me thinking about what would cause the development of a base that large on Phobos. I figure it must contain large amounts of unobtainium. 😉

Psst, Vlastan, how about making a power station and naming it building2? 🙂

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Posted : September 18, 2011 17:50
(@vlastan)
Trusted Member
Subzeroplainzero wrote:
Is there any chance we can get some glow maps on them so the windows are all lit up in the dark? oh oh and flying cars roaming around!

Btw, I'm definitely getting a performance increase over the old buildings 😀

I created a window light texture, but it's up to the devs to implement them ingame ^^

Marcel wrote:
Quote:
See issue #523. Its coming 🙂

That's exactly what I had in mind. I understand that your Phobos example was just showing how great Vlastan's buildings look on extreme terrain, but it got me thinking about what would cause the development of a base that large on Phobos. I figure it must contain large amounts of unobtainium. 😉

Psst, Vlastan, how about making a power station and naming it building2? 🙂

Building09 is one of the new ones that i did, and is supposed to be a powerstation/factory type of building.

building9.jpg

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Topic starter Posted : September 19, 2011 00:58
(@vlastan)
Trusted Member

Updated pack with 1 new building (temple/plaza)

also contains updated texture with shadowing baked in for the buildings

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

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Topic starter Posted : September 23, 2011 04:03
(@matthewfarmery)
Eminent Member

that building looks great

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Posted : September 23, 2011 04:48
(@luomu)
Estimable Member

Testing some glowmaps...

b6bFJ.png

(The slight halo is in vlastan's original texture, it's not a postprocess effect)

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Posted : September 23, 2011 13:03
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