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Zed68

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Looks awesome, but ambitious. As long as it's in scale to the in-game planes and isn't something like 20 megs, I'm sure you'll make a lot of airport enthusiasts quite happy.

For something of such a vast footprint... I think 20Mb would be acceptable. But of course the less the better ;)

the LOD will be more problematic.
 

Vertecs

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im aiming at a tri count of less than 10k for the whole thing hopefully i can prune alot of un needed polys, when it comes to textures hopefully ill be able to get it all on a 2048 texture maybe lower depending on how much uv space ill need, but i guess only time will tell
 

Actonsheep

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Not the prettiest to report, but some might be interested..

2015-11-08_00001.jpg


:)
 
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Vertecs

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How do you plan on making it an asset? Some how doing it like the current International airport works with modular pieces? Or using the large footprints mod? Looks Great!
most likely using the large footprints mod, i havent really figured that bit out tbh, probably going to be asking for some help when the time comes. i Figure if i get the asset complete figure out all the LOD's and textures then work on making it work in game. The only thing ive considered is splitting the main terminal in two down the middle and doing it as two separate assets but not sure how id be able to line them up properly in game, the terminal out in the distance is probably just going to end up being a scenery prop
 

boformer

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most likely using the large footprints mod, i havent really figured that bit out tbh, probably going to be asking for some help when the time comes. i Figure if i get the asset complete figure out all the LOD's and textures then work on making it work in game. The only thing ive considered is splitting the main terminal in two down the middle and doing it as two separate assets but not sure how id be able to line them up properly in game, the terminal out in the distance is probably just going to end up being a scenery prop

Hey Vertecs, I created the mod that allows you to use the "subBuildings" feature (that the international uses). Still some fine-tuning, but the base works. Here are the rules:
The max size of every "sub building" is 16x8. You can create as many modules as you want, and every module has it's own texture. You can also use one module multiple times. Modules can be rotated.

The mod works with a config file that looks like this. You bundle it with the asset, and the mod sets up the modules when a player loads a city.

HTML:
<?xml version="1.0" encoding="utf-8"?>
<SubBuildingsDefinition>
  <Buildings>
    <Building name="boformer_SBE_Terminal.Terminal">
      <SubBuildings>
        <SubBuilding name="boformer_SBE_Gates.Gates" pos-x="-100" pos-z="-67" angle="-45" />
        <SubBuilding name="boformer_SBE_Gates.Gates" pos-x="100" pos-z="-67" angle="45" />
      </SubBuildings>
    </Building>
  </Buildings>
</SubBuildingsDefinition>

Here is a little demonstration:

KOuvtK4.jpg



BTW, this feature is also useful for many other things:
For example you can create buildings with an irregular footprint (any shape made of squares and circles).
You can also use this to create "props" which will not disappear when you zoom out.
 
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Vertecs

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Hey Vertecs, I created the mod that allows you to use the "subBuildings" feature (that the international uses). Still some fine-tuning, but the base works. Here are the rules:
The max size of every "sub building" is 16x8. You can create as many modules as you want, and every module has it's own texture. You can also use one module multiple times. Modules can be rotated.

The mod works with a config file that looks like this. You bundle it with the asset, and the mod sets up the modules when a player loads a city.

HTML:
<?xml version="1.0" encoding="utf-8"?>
<SubBuildingsDefinition>
  <Buildings>
    <Building name="boformer_SBE_Terminal.Terminal">
      <SubBuildings>
        <SubBuilding name="boformer_SBE_Gates.Gates" pos-x="-100" pos-z="-67" angle="-45" />
        <SubBuilding name="boformer_SBE_Gates.Gates" pos-x="100" pos-z="-67" angle="45" />
      </SubBuildings>
    </Building>
  </Buildings>
</SubBuildingsDefinition>

Here is a little demonstration:

KOuvtK4.jpg



BTW, this feature is also useful for many other things:
For example you can create buildings with an irregular footprint (any shape made of squares and circles).
You can also use this to create "props" which will not disappear when you zoom out.

Hey Boformer thanks, this looks interesting, i tried putting my rough blockouts into cities yday and it kept crashing :S anyway when ive got a little more of the modelling done and texturing, do you mind if i drop you a message and maybe we can collaborate on this to get it working in game?
 
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boformer

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Hey Boformer thanks, this looks interesting, i tried putting my rough blockouts into cities yday and it kept crashing :S anyway when ive got a little more of the modelling done and texturing, do you mind if i drop you a message and maybe we can collaborate on this to get it working in game?
Yes, just message me on steam.

Also, please read the documentation: https://gist.github.com/boformer/cb50a1a8f4ba89f91d09

It is important that you create separate modules (max size 16x8). These modules can also be used multiple times. Each module has it's own mesh and texture and is technically a standalone asset.
 

Shroomblaze

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After lot of work for make the compatibility of all existing model with After Dark, South of France theme is ready.
Upload coming soon

Ah cool, Looking forward to it. I see you used that green ginkgo tree of mine. I just updated that the other day if you hadn't noticed fixing the harsh shadows that After Dark caused to it as well as the other trees that look like it.
 

SpikeNotMike

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You are a genius!!! A few helicopters with different colors and -hights- and it would be perfect. :)

The main rotors look absolutely nice when the helis are turning :D

But do the -helicars- behave strange when they come to a steep on/off ramp?
 

Zed68

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You are a genius!!! A few helicopters with different colors and -hights- and it would be perfect. :)

The main rotors look absolutely nice when the helis are turning :D

But do the -helicars- behave strange when they come to a steep on/off ramp?

First... the rotor is fixed... but I made a texture that gives the illusion it's in movement (seems to be working well ;) )

Well you touched some of the limitations this has. I can't make it as a regular car actually, because cars sometimes get parked (and a bunch or completely immobile helicopters over a city looks a bit weird).
So... I'll have to use emergency vehicles for it. but then you must make sure the user has several different ones or this will pop up much too often. (If I build it from a police car and there is no other, half the police cars will be helicopters). And policemen could not really use it (visually) so they would be appearing from nowhere on the ground. Means I must model a low poly car there, and texture it... on the same map as the chopper).
The slopes... well it's another problem, they have a strange movement when the "car part" hits a slope o_O, but for soft ramps it can be quite ok.

I'll have to test, again, and again.
 

boformer

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Some things I was working on last week:

Randomly rotated trees (cancelled, but learned a lot about tree rendering):
2015-11-10_00005.jpg
Awesome new ground texture props (waiting for more suggestions):

2015-11-11_00013.jpg 2015-11-12_00010.jpg 2015-11-15_00007.jpg

Test airport to demonstrate sub-buildings enabler mod (just an experiment, but I want to make a real airport in the future):
2015-11-13_00007.jpg

Playing with elevated rail meshes. This is the basis for custom bridges. MrMaison is already working on some NYC-elevated-rail network meshes.
2015-11-14_00002.jpg

The GUI for the upcoming Network Skins mod. I will try to include custom bridges in that mod:
2015-11-16_00001.jpg
 
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