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RE: Pioneer City Buildings Modeling
Posted: Sun Sep 18, 2011 1:46 pm
by Subzeroplainzero
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

RE: Pioneer City Buildings Modeling
Posted: Sun Sep 18, 2011 5:12 pm
by Brianetta
Marcel wrote:
They don't look right on Phobos.
They don't. I don't think buildings as such look good on an asteroid.
RE: Pioneer City Buildings Modeling
Posted: Sun Sep 18, 2011 5:14 pm
by robn
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.
RE: Pioneer City Buildings Modeling
Posted: Sun Sep 18, 2011 5:15 pm
by robn
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

RE: Pioneer City Buildings Modeling
Posted: Sun Sep 18, 2011 6:17 pm
by s2odan
Cool stuff

RE: Pioneer City Buildings Modeling
Posted: Sun Sep 18, 2011 9:50 pm
by Marcel
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?

RE: Pioneer City Buildings Modeling
Posted: Mon Sep 19, 2011 4:58 am
by Vlastan
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.
RE: Pioneer City Buildings Modeling
Posted: Fri Sep 23, 2011 8:03 am
by Vlastan
Updated pack with 1 new building (temple/plaza)also contains updated texture with shadowing baked in for the buildings[url]http://dl.dropbox.com/u/9418121/NewBuilding.rar[/url]
RE: Pioneer City Buildings Modeling
Posted: Fri Sep 23, 2011 8:48 am
by matthewfarmery
that building looks great
RE: Pioneer City Buildings Modeling
Posted: Fri Sep 23, 2011 5:03 pm
by Luomu
Testing some glowmaps...(The slight halo is in vlastan's original texture, it's not a postprocess effect)
RE: Pioneer City Buildings Modeling
Posted: Fri Sep 23, 2011 5:46 pm
by Geraldine
Luomu wrote:
Testing some glowmaps...
OOOooooOOOO

This is looking really great!

Imagine seeing that coming up on the night side of a planet as your coming into land in a heavily populated starport. Brilliant!
RE: Pioneer City Buildings Modeling
Posted: Sat Sep 24, 2011 7:07 pm
by Vlastan
Luomu wrote:
Testing some glowmaps...(The slight halo is in vlastan's original texture, it's not a postprocess effect)
Wow, that's cool

We need a system to activate lights on night time tough...Also, night time lighting is pretty much glitched:there is no shadow system, so at night the sun light just passes trough the planet and ultimately casts light on buildings and ships that are supposed to be darkened by the night.
RE: Pioneer City Buildings Modeling
Posted: Sat Sep 24, 2011 8:14 pm
by Marcel
Quote:
Wow, that's cool

Yeah! Thanks to both of you. I imagine Batman would feel right at home in there!

(nearest match to Batman)I agree on the need for a proper shadow system. I don't recall it being listed on GitHub. It ought to be on the to do list. Maybe I'll Git to it, maybe I won't.

RE: Pioneer City Buildings Modeling
Posted: Sun Sep 25, 2011 12:58 am
by Subzeroplainzero
Wow that's looking goood. Are the lights visible during the day? It really would be good if the buildings would cast shadows too, although it would no doubt effect performance..
RE: Pioneer City Buildings Modeling
Posted: Sun Sep 25, 2011 9:06 am
by fluffyfreak
Wow! I go away for a little while and it's all change :)These buildings look great and they really make the cities great looking places.Awesome work Vlastan and everyone.
RE: Pioneer City Buildings Modeling
Posted: Wed Sep 28, 2011 4:50 am
by Przemyslav
Amazing!Pioneer will someday be THE space sim I always wanted

(Today it is veery close

)
RE: Pioneer City Buildings Modeling
Posted: Wed Sep 28, 2011 6:49 am
by ollobrain
dynamic lighting and shadow system for buildings and in gneeral would be a good addition we are graphics heavy on this project anyway
RE: Pioneer City Buildings Modeling
Posted: Wed Sep 28, 2011 7:13 am
by robn
ollobrain wrote:
dynamic lighting and shadow system for buildings and in gneeral would be a good addition we are graphics heavy on this project anyway
No, we're not.
RE: Pioneer City Buildings Modeling
Posted: Thu Sep 29, 2011 2:44 am
by ollobrain
a new programmer may come along with dynamic lighting and shadowing work over time anyway good work so far
RE: Pioneer City Buildings Modeling
Posted: Fri Oct 07, 2011 5:04 pm
by Guest
Dynamic lightning is a good thing ever, but some basic black surface "fake shadow" effect should be a beginning, that basic shadowing changes things dramatically and offers a lot o sense of distance and looks good. I am thinking about the basic shadowing over terrain from Orbiter Space sim, for example. The planet is a plain sphere but the black shape shadow over terrain do a great job.would aid a lot with low level flight distance measuring, with the shape of the ship over the terrain and the cities would look more "solid" over the surface.Greetings