To all SSC Station occupants
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.
Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.
-D1-
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 🙂
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?
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...
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 :
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
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.
Here's an ingame screen (i deleted the old buildings in my pioneer folder, so i now have only the new ones i did)
That looks great! Good work.
Absolutely amazing, I cant wait to try them out!
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)
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]
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:
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.
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.
Those pictures of Phobos remind me of an old game on the miggy called K240 😎
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 😀
They don't. I don't think buildings as such look good on an asteroid.
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.
See issue #523. Its coming 🙂
Cool stuff 🙂
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? 🙂
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 ^^
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.
Updated pack with 1 new building (temple/plaza)
also contains updated texture with shadowing baked in for the buildings
that building looks great
Testing some glowmaps...
(The slight halo is in vlastan's original texture, it's not a postprocess effect)