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Author
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Topic: Larger Towns and City's ?
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Blacksheep Pilot
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posted 08-13- 11:47 AM
One thing I noticed in SDOE that always bothered me was that all of the towns and factory's are very small and miles apart from each other. In other words there are no major city area's or factory's within a large town. I know in the Bavaria terrain, there is 3 or 4 factory's and towns grouped together to make one large area, and that is a great start, but still it is just several towns and factories stuck together rather then a individual large town. So my question is, is it possible to make a larger scale city in SDOE, and if it is, are there any people working on it? I just thought it would be cool to have to pinpoint bomb a factory within a city, or drive some ground objects between city streets. ------------------ -Blacksheep http://geocities.com/jays3299/toshindo.html IP: Logged |
Jeeves JAG
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posted 08-13- 12:49 PM
I am not 100% sure, but hopefully, the boys working on the Stalingrad terrain are making the city....it will probably be a while in the making, but I always said I'd be the last one here, so I can wait  ------------------ Brought to you by the campaign for a better Dauntless! Jeeves =FC= IP: Logged |
Rendsburger Pilot
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posted 08-13- 01:44 PM
quote: Originally posted by Blacksheep:
So my question is, is it possible to make a larger scale city in SDOE, and if it is, are there any people working on it?
Blacksheep, like all or allmost other stuff in SDOE the towns are editable and could be changed. So far i know nobody is currently working on it.Rendsburger
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Da Jug head Pilot
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posted 08-13- 07:04 PM
Large towns would have to be done like the towns in EAW, mostly a flat texture with the important buildings modeled.IP: Logged |
Blacksheep Pilot
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posted 08-13- 09:46 PM
Thanks for the info guys. I'm looking forward to that Stalingrad terrain, it sounds amazing.------------------ -Blacksheep http://geocities.com/jays3299/toshindo.html IP: Logged |
Vmartini Pilot
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posted 08-14- 02:02 AM
would a simple box cause to much slowdown? also, terraced houses could be used. if anyone wants to try this, i'll help but i know very little.IP: Logged |
wakeup tailgunner JAG
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posted 08-14- 04:53 AM
Let's just say.....this is being given some CLOSE attention right now.The problems with actual buildings are: 1) Polygons. A town that looks like one would have a lot of houses. Hundreds at a minimum. Plus a church or 2. Rows of houses can cut polys a bit, but house terraces are rarely going to be straight grid patterns. Not in Europe anyway! 2) Texturing is a nightmare! If you want houses to look like houses! I have tried various approaches, which have yielded results, but as ever, there are trade offs.
I have experimented with making objects part of the terrain tile. Instead of flat tiles for the town, you make the town part of the tile. There are limits, however, on individual lod sizes. Can manage 100 or so per tile. There is a point, however, when the FR's drop.... Texture is trouble for this too. You can't make houses that look nice close up without a lot of texture hassle. Also, you can't blow them up...... The other thing to try is to make a large 'ground object' with lots of houses. These can be added as referenced objects into the town tile. Remember the palm trees for Diego's africa re-paint.....they hit FR's hard if too many polys were used. The fact that they had properties seemed to make a big difference. so..... The problem is not WHETHER it can be done, more HOW TO DO IT SO THE GAME CAN STILL BE PLAYED! It is just a question of compromise. [This message has been edited by wakeup tailgunner (edited 08-14-2001).] IP: Logged |
Rendsburger Pilot
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posted 08-14- 05:35 AM
I always was thinking to create new and bigger towns. Maybe not so big you want to have but 2-4 times bigger than now. This should be a compromise to let the game playable. For now i like the small towns much more than the bigger cities you found in WWII fighters or EAW with a flat city texture and some big buildings on them.Donīt forget the limitations of textures numbers. Place a few 3-4 planes in the air wich uses a high number of textures and you get blocky clouds and other anomalies. Rendsburger IP: Logged |
STef Pilot
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posted 08-14- 01:57 PM
Just for info on large cities simulation in a flightsim, check next X-Plane release: http://www.x-plane.com/beta.html outstanding.
------------------ P/O STef simGazettes.com editor IP: Logged |
Blacksheep Pilot
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posted 08-14- 02:47 PM
WOW, The towns and cities in X plane look really good. That night shot, with the moon looks amazing also. Don't know if something like that is possible in SDOE without a massive gameplay slowdown though. But still that game has fantastic landscape.------------------ -Blacksheep http://geocities.com/jays3299/toshindo.html IP: Logged |
Rendsburger Pilot
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posted 08-14- 03:32 PM
cool pics, must be a very religios community there ;-) Is it an editable game (just asking )? RendsburgerIP: Logged |
Da Jug head Pilot
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posted 08-14- 07:21 PM
Yeah, only problem is, if you want to shoot another plane down, you have to ram it  IP: Logged |
Psi Pilot
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posted 08-15- 12:58 AM
Las Vagas in SDOE I like the sky in the moon shot but I'm not too impressed with 35fps without planes, "ram em"  P [This message has been edited by Psi (edited 08-15-2001).] IP: Logged |
Rendsburger Pilot
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posted 08-15- 03:07 AM
quote: Originally posted by Da Jug head: Yeah, only problem is, if you want to shoot another plane down, you have to ram it 
Da Jug head, ROTFLOL Rendsburger
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wakeup tailgunner JAG
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posted 08-15- 07:19 AM
what! you mean we got guns in SDOE....looks like I don't have to walk back from my next mission after all ! IP: Logged |