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RE: Buildings

Posted: Wed Feb 16, 2011 11:04 am
by memnoch
As long as you know where to send the royalty cheques I'm sure it will be fine. ;-)

RE: Buildings

Posted: Wed Feb 16, 2011 11:37 am
by ollobrain
different building types, styles, even desnities could be adjusted depending on political and develpment levels etc

RE: Buildings

Posted: Wed Feb 16, 2011 9:30 pm
by greyoxide

LancerSolurus wrote:
Would you guys mind if I used them in my game engine? I really like the look of them ;)
I guess that would depend on what you intend to use them for. What kind of game is it?here is another simple filler building. I tried to give the glass a mirror type material but it seems like the version of 2.5 that i'm using doesn't do mirrored reflections, which is kind of weird to say the least. I may repost this one when I can bake a mirrored reflection onto the surface.[attachment=553:render.png]

RE: Buildings

Posted: Thu Feb 17, 2011 3:05 am
by Ross128
i like very much the second globular building, as already sayd it is a nice retro-style touchwho remember the landscape destroyed by the planet in Star-Maidens? (look at 1:21)

RE: Buildings

Posted: Thu Feb 17, 2011 6:49 am
by LancerSolurus
They will only be used for testing. I will be working on procedural building layout soon and need some buildings to test with. They won't be in the final game since it's a commercial project but would help get that part started. The game is Galaxy Empire, link is in my sig.

RE: Buildings

Posted: Thu Feb 17, 2011 2:09 pm
by KingHaggis

Quote:
I will be working on procedural building layout soon
That sounds like a dream coming true. I just love procedural stuff in games :D . Can't wait to see it action.

RE: Buildings

Posted: Fri Feb 18, 2011 12:35 am
by Taquito

Ross128 wrote:
i like very much the second globular building, as already sayd it is a nice retro-style touchwho remember the landscape destroyed by the planet in Star-Maidens? (look at 1:21)
Nice. I dig the retro style too, and those models made by Grey look great in game. Having the building placed on platforms may solve the issue of not having roads or a base for the building. Maybe we use flying cars in the future. :D

RE: Buildings

Posted: Fri Feb 18, 2011 12:55 am
by greyoxide

Taquito wrote:


Ross128 wrote:
i like very much the second globular building, as already sayd it is a nice retro-style touchwho remember the landscape destroyed by the planet in Star-Maidens? (look at 1:21)
Nice. I dig the retro style too, and those models made by Grey look great in game. Having the building placed on platforms may solve the issue of not having roads or a base for the building. Maybe we use flying cars in the future. :D
How is the terrain generated? Is it just Perlin noise on a global scale? It seems like the cities are procedurally confined to a specific region, why cant we use a heightmap to define an exception to the Noise algorithm for that area?Otherwise all of the buildings have to be made to look sort of temporary, like the could take off and fly with you at any moment.

RE: Buildings

Posted: Fri Feb 18, 2011 4:13 am
by Potsmoke66
why should they? isn't it great that a city can overlap a crater wall occasionally, or build on a cliffs edge.we will have to find the architectural solutions for it, that's all.idea, make a building that looks like a bulb with the small part as only part overground, the rest will be only visible at special occasions when the slope is high enough.

RE: Buildings

Posted: Fri Feb 18, 2011 7:55 am
by tomm

potsmoke66 wrote:
why should they? isn't it great that a city can overlap a crater wall occasionally, or build on a cliffs edge.we will have to find the architectural solutions for it, that's all.idea, make a building that looks like a bulb with the small part as only part overground, the rest will be only visible at special occasions when the slope is high enough.
the city renderer can get the level of the terrain under a building, so I could make it draw a platform and raise the building up to the required height so that none of it is under the surface (currently the centroid of the underside of the building is at height 0, and the sides will be either below or above the ground.I'll experiment with this. I suggest that city models with 'foundations' should have them removed from the model. They don't render right with shaders disabled and we can do this better automatically.

RE: Buildings

Posted: Fri Feb 18, 2011 11:17 am
by s2odan

Quote:
the city renderer can get the level of the terrain under a building, so I could make it draw a platform and raise the building up to the required height so that none of it is under the surface (currently the centroid of the underside of the building is at height 0, and the sides will be either below or above the ground.
Cool idea, having 'basements' can totally fuck things up, it gets really confusing on an asteroid, a bit like waching a hyper-cube rotate ;) Where is that ground... oops... dead.

RE: Buildings

Posted: Fri Feb 18, 2011 11:59 am
by Potsmoke66

Quote:
I'll experiment with this. I suggest that city models with 'foundations' should have them removed from the model. They don't render right with shaders disabled and we can do this better automatically.
one's dislike is another ones advantage, or vice versa.do we have to respect that such extreme? only a few have no support for shaders.

RE: Buildings

Posted: Fri Feb 18, 2011 12:02 pm
by Potsmoke66
so this will endup on the junkyard?[attachment=556:2011-02-18_180138.jpg]

RE: Buildings

Posted: Fri Feb 18, 2011 12:16 pm
by s2odan
Whats that? It looks like a warp-core from a ship :) Ok maybe I've been watching too much star-trek :)

RE: Buildings

Posted: Fri Feb 18, 2011 6:03 pm
by Taquito

potsmoke66 wrote:
so this will endup on the junkyard?
2011-02-18_180138.jpg
I was trying to do same thing based on Greyoxide models. Something similar to the Arcology but with buildings on top and with an entry for flying cars. :D[hsimg]http://i52.tinypic.com/69eqtc.jpg[/hsimg]

RE: Buildings

Posted: Fri Feb 18, 2011 9:22 pm
by Potsmoke66
another building[attachment=560:2011-02-19_011906.jpg][attachment=561:2011-02-19_031726.jpg]
coil_bld_(2011-02-19).zip

RE: Buildings

Posted: Sat Feb 19, 2011 2:33 am
by ollobrain
lsat one looks interesting how a bit longer horizontally

RE: Buildings

Posted: Sat Feb 19, 2011 3:35 pm
by Coolhand

Taquito wrote:


potsmoke66 wrote:
so this will endup on the junkyard?
2011-02-18_180138.jpg
I was trying to do same thing based on Greyoxide models. Something similar to the Arcology but with buildings on top and with an entry for flying cars. :D[hsimg]http://i52.tinypic.com/69eqtc.jpg[/hsimg]
reminds me of the jetsons house sorta. bad way to do windows though, no? i mean by insetting every poly around there you turn 2 triangles into 10.just a general comment but whats with all the round 60's style buildings as well... really unnecessarily upping the triangle count... I mean if youre having hundreds of them in a city perhaps it would be better to base them on something simpler.

RE: Buildings

Posted: Sat Feb 19, 2011 11:15 pm
by Potsmoke66
yes, i suggest to simply overlay them, something i have to do for my octaeder buildings (combo), the windows are inlet (the first model was a scripted one), but it's useless.for all later buildings i overlayed either quads sized as the window or i used the "whole" quad and applied a cut out texture containing many windows.to avoid z depth conflict you can set later the zbias in the script, to proper overlay one face on another.make two or three groups of windows which you later can enlighten at different timepoints, you only have to change the material in the script, that costs nothing.

RE: Buildings

Posted: Sat Feb 19, 2011 11:48 pm
by Potsmoke66
i made a short demo from my last building because it shows how you can use the LOD.the building i used for the lowest visible LOD is the same as the collision mesh (pink).watch also how the polycount changes, the windows turn to opaque and all what is inside the dome is left away.