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Buildings

Posted: Tue Feb 15, 2011 1:56 am
by greyoxide
I downloaded the latest alpha, and so far it looks great!One area though that I saw was that the buildings seemed kind of primitive. With that in mind I thought it would be nice to model some buildings to add to your pallet.Here is the first one.

RE: Buildings

Posted: Tue Feb 15, 2011 2:42 am
by ollobrain
if that can be put into the procedural generation side of things keep em coming

RE: Buildings

Posted: Tue Feb 15, 2011 3:57 am
by Potsmoke66
maybe remove city.lua and contents of city folder (use Games Mod Exchange or similar, or my latest upadated complete pioneer), but keep city3k ;)i will give your model a script, that's simple for a building.

RE: Buildings

Posted: Tue Feb 15, 2011 5:05 am
by KingHaggis
Good to see new building types. That will make those boring cities really come to life. Keep 'em coming please ;) .

RE: Buildings

Posted: Tue Feb 15, 2011 6:02 am
by HawkerT
To compile the previous discussions and ideas concerning buildings and cities in general, I will add a link to the two following threads:* Most important read, from the linked post and two pages forward, for discussions and examples on desired architecture The first thirteen pages of the linked thread above also contains posts spread out containing the various initial nice buildings done by potsmoke66 like the Arco Dome and smaller condo's.* This thread, from the linked post forward, is also vital for initial discussions on citiesAll the bestFrans

RE: Buildings

Posted: Tue Feb 15, 2011 6:14 am
by robn

HawkerT wrote:
To compile the previous discussions and ideas concerning buildings and cities in general, I will add a link to the two following threads:
Thanks for pulling that together. If anyone is looking for a way to contribute, something that would be awesome would be to compile information like this and put it on the wiki.

RE: Buildings

Posted: Tue Feb 15, 2011 6:41 am
by Potsmoke66
[attachment=541:2011-02-15_123733.jpg]
building_greyoxide1_1.zip

RE: Buildings

Posted: Tue Feb 15, 2011 8:02 am
by Potsmoke66
[attachment=542:2011-02-15_132005.jpg]some facts and thoughts about cities/buildings in pioneerif it would be possible to place tile to tile gapless, i would have done buildings on decks including street tiles, parks and other stuff allready.but before we can have such tiles must be able to position one to the other.it would be even nice to separate cities, at least for planets with breathable or non-breathable atmosphere, as soon as a affility (federal,imperial,allied) is possible it would be fine to have this for cities (all models, a theme?) to maybe.there is this problem that cities placed randomly sometimes on very steep hillsides. one way to get around that is to have rather deep basements or blocks.i.e.the combo building has ~10m radius and a basement 50m deep, the archology has 200m (base ~10m) radius and a basement 160m deep.what i wouldn't like to see is flattened terrain around cities, it would kill some of the artificial look.a groundbase is stil under construction :Dthe poor fellas that can't use shaders, can use the no_shader scripts for the city3k respectively the new bgo1 building,they are placed in the models folder and must be renamed to activate them (exchange suffix).this will result in a city using buildings with no basements.

RE: Buildings

Posted: Tue Feb 15, 2011 11:57 am
by Potsmoke66
i made a second building of the same, that didn't changes much,except that it shuffles the buildings new and brings back more of the archologies.
building_greyoxide1_2.zip

RE: Buildings

Posted: Tue Feb 15, 2011 1:25 pm
by greyoxide
I hope you can forgive my lack of familiarity with the codebase. I am wondering if it is possible to impose a heightmap on the terrain generator for city areas? Then you could divide the buildings into groups according to terrain types;1) large city type buildings with streets/tubes around the base of the model (cannot tolerate a slope at all)2) buildings that can handle being on a slope (large basement blocks or platforms to sit on)3) buildings that can occur anywhere like the hab-tower thingyou would just define what greyscale value the appropriate buildings would occur on. In fact it seems like this placement value could be programmed into the .lua file, on a building by building basis according to that particular buildings toleration factor.If it is not possible to auto-generate the height-map creation I would be happy to work up a few to start with. In my very limited experience it seems like this would be easier and cleaner in the long run, as opposed to trying work up big chunk type building blocks that may or may not be occluded by extreme terrains.[attachment=545:untitled.png]

RE: Buildings

Posted: Tue Feb 15, 2011 5:30 pm
by greyoxide
another simple background building, this time with bumpmaps[attachment=546:build_2.7z]

RE: Buildings

Posted: Tue Feb 15, 2011 9:38 pm
by ollobrain
looks like a disco ball

RE: Buildings

Posted: Tue Feb 15, 2011 10:54 pm
by RedRiver
would be cool to see more cities/bases over some planets randomly generated but without starports.habitable planets like Earth should be covered in stractures. don't display names to keep the clutter down. just building clusters here and there like 'shrooms in a forest...

RE: Buildings

Posted: Wed Feb 16, 2011 1:02 am
by Marcel
Greyoxide, that first building of yours looks like it's ready to take off! Actually both of them look like spaceships to me. The first one especially looks like it could be a colony ship that would land and spend the rest of its life as a home base while the colony would be built around it. Nice work! :DAnd potsmoke, I'm once again amazed at how prolific you are! I just spent an entire day just figuring out how to apply a texture for the side walls of the docking bay of the ELITE station in the same way that I applied it for the back wall (the one with the doors). I finally had to draw an isometric projection of the vectors of the docking bay on a piece of paper to figure it out! :lol: Hey, at least I'm doing stuff, and it's fun! :D

RE: Buildings

Posted: Wed Feb 16, 2011 1:33 am
by Potsmoke66
that could be a building...[attachment=548:2011-02-16_073039.jpg]

RE: Buildings

Posted: Wed Feb 16, 2011 1:40 am
by Marcel
Exactly! The have a similar Heinlein, 50's, retro-future look about them.

RE: Buildings

Posted: Wed Feb 16, 2011 5:30 am
by Potsmoke66
yet another one[attachment=549:2011-02-16_111858.jpg]
building_greyoxide2_1.zip
i had to remap the model, seamless textures arn't possible in pioneer in this way (needs splitted vertices/edges at seam), so i used some new textures.i guess i do the same for the first building and add some lightened up windows to.btw, bumpmapping is not supported and not needed imho.

RE: Buildings

Posted: Wed Feb 16, 2011 9:00 am
by Potsmoke66
both buildings use the same folder and script file now, because they use the same textures.
bgo_1_and_2_2011-02-16.zip
[attachment=552:2011-02-16_145812.jpg]

RE: Buildings

Posted: Wed Feb 16, 2011 9:59 am
by Taquito

greyoxide wrote:
another simple background building, this time with bumpmaps
build_2.7z
I really like this one. Nicely done Grey! The first one looks like it could be used as some sort of extracting device. Please keep em coming! ;)

RE: Buildings

Posted: Wed Feb 16, 2011 10:30 am
by LancerSolurus
Would you guys mind if I used them in my game engine? I really like the look of them ;)