Notifications
Clear all

 


I use crypto.com app personally on a daily basis and its great and takes the stress out of learning crypto and the crypto debit cards are great, ask me anything on this. I will probably make a thread discussing crypto soon. REFERRAL CODE = p5mu64hcq4
 

Pioneer City Buildings Modeling

Page 2 / 6

s2odan
(@s2odan)
Captain Registered
Joined: 14 years ago
Posts: 1212
 

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 🙂


ReplyQuote
Geraldine
(@geraldine)
Rear Admiral Registered
Joined: 6 years ago
Posts: 3413
 
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?


ReplyQuote
Vlastan
(@vlastan)
Senior Chief Registered
Joined: 12 years ago
Posts: 66
Topic starter  

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...


ReplyQuote
s2odan
(@s2odan)
Captain Registered
Joined: 14 years ago
Posts: 1212
 

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 :


ReplyQuote
Vlastan
(@vlastan)
Senior Chief Registered
Joined: 12 years ago
Posts: 66
Topic starter  
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


ReplyQuote
Vlastan
(@vlastan)
Senior Chief Registered
Joined: 12 years ago
Posts: 66
Topic starter  

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.


ReplyQuote
Vlastan
(@vlastan)
Senior Chief Registered
Joined: 12 years ago
Posts: 66
Topic starter  

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


ReplyQuote
CreepyStepdad
(@creepystepdad)
Petty Officer Registered
Joined: 11 years ago
Posts: 21
 

That looks great! Good work.


ReplyQuote
Subzeroplainzero
(@subzeroplainzero)
Master Chief Registered
Joined: 12 years ago
Posts: 171
 

Absolutely amazing, I cant wait to try them out!


ReplyQuote
Vlastan
(@vlastan)
Senior Chief Registered
Joined: 12 years ago
Posts: 66
Topic starter  

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)


ReplyQuote
Marcel
(@marcel)
Captain Registered
Joined: 6 years ago
Posts: 1188
 

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!

New_buildings01.jpg]


ReplyQuote
robn
 robn
(@robn)
Captain Registered
Joined: 12 years ago
Posts: 1035
 

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


ReplyQuote
s2odan
(@s2odan)
Captain Registered
Joined: 14 years ago
Posts: 1212
 
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.


ReplyQuote
Marcel
(@marcel)
Captain Registered
Joined: 6 years ago
Posts: 1188
 

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.


ReplyQuote
Geraldine
(@geraldine)
Rear Admiral Registered
Joined: 6 years ago
Posts: 3413
 

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


ReplyQuote
Subzeroplainzero
(@subzeroplainzero)
Master Chief Registered
Joined: 12 years ago
Posts: 171
 

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 😀


ReplyQuote
Brianetta
(@brianetta)
Commander Registered
Joined: 11 years ago
Posts: 863
 
Marcel wrote:
They don't look right on Phobos.

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


ReplyQuote
robn
 robn
(@robn)
Captain Registered
Joined: 12 years ago
Posts: 1035
 
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.


ReplyQuote
robn
 robn
(@robn)
Captain Registered
Joined: 12 years ago
Posts: 1035
 
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 🙂


ReplyQuote
s2odan
(@s2odan)
Captain Registered
Joined: 14 years ago
Posts: 1212
 

Cool stuff 🙂


ReplyQuote
Marcel
(@marcel)
Captain Registered
Joined: 6 years ago
Posts: 1188
 
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? 🙂


ReplyQuote
Vlastan
(@vlastan)
Senior Chief Registered
Joined: 12 years ago
Posts: 66
Topic starter  
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


ReplyQuote
Vlastan
(@vlastan)
Senior Chief Registered
Joined: 12 years ago
Posts: 66
Topic starter  

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


ReplyQuote
matthewfarmery
(@matthewfarmery)
Petty Officer Registered
Joined: 11 years ago
Posts: 44
 

that building looks great


ReplyQuote
Luomu
(@luomu)
Master Chief Registered
Joined: 11 years ago
Posts: 131
 

Testing some glowmaps...

b6bFJ.png

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


ReplyQuote
Page 2 / 6