1. Stuck or having problems creating your mod?

WIP A new *CITY* map - LOS INJURUS

Discussion in 'Terrains, Levels, Maps' started by bob.blunderton, Aug 9, 2018.

  1. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,153
    Yes I actually, FOR ONCE, wanted something rounded. Which it mostly did automatically, come to think of it. "Stupid technology!"


    FWIW, the reason this model is taking me a very long time to do compared to others as this isn't just a palette swap (making a bit of a play on words for NES / SNES days-gone-by), It's entirely new from the ground up pretty much (well mostly), and has an underground parking garage. Will have a separate detainee intake, etc. Lots of new textures, too - will purchase 4k versions of said textures as-needed. It's a police department which will have that and the county name plastered on the side of it. Wait until you see what I named the county, haha, it'll be a good one I promise. That's tomorrow (or the day following, not sure how fast this will go). Luckily thanks to trademark, I can't name the prison I'll be building at some point the 'Pennzoil Penitentiary' ... so you'll be spared that one for now.
    I love modeling, this is my thing, this is my element. I love it so much, that I saved my old 7850 2gb Radeon card to throw in the old PC in-case this one blows up - hope it doesn't come to that, thankfully, that 970 AMD chip set can take 32gb of RAM I have in here if-needed. Technically I am pretty sure I could decently do these models that I make, on the Geforce 710 1gb or 2gb card that's in it currently (it just needs basic video for system tasks that I use it for, no I don't really know how much video ram is on it, the card was 30$ new).


    (rant warning) In other news...some things, SOME THINGS SHOULD *NOT* BE ROUND(ed)...
    Now if my doctor will just figure out what to give me, so that my body actually will metabolize what I eat - instead of making me ravenously hungry about every 1.5~2 hours (or sometimes LESS). I end up in low sugar situations, because my body won't really metabolize what I eat, it's just storing and storing everything I eat. I already blew up 3 or 4 pairs of jeans in the past few years, this isn't funny any more - I look like a black woman from behind! (I am totally not racist, to be clear; but this is getting serious, that 55mph rear bumper's gotta go) ... sad sad sad. Butt (ugh) in the mean time, I will be modeling (no not for the Sears/JCPenny catalog) buildings for the map. Didn't mean to get too personal, but seriously, 100% sober (as always), and I can eat the whole darn fridge and the mold and still be hungry... what gives - I mean it's so bad that my dog is losing weight from not having unhealthy leftovers as often as it used to. The dog can actually make it onto the couch now, and I'm worried I am going to go through the floor again (yes, actually, in 2015 we had to fix the sub-floor in the other part of the house, but I digress, it was rather rotten there, put my foot through it - thankfully no basement though).
    Impossible to think - I used to be very thin. I don't know what happened but I sure hope the doctor visits fix it. My joints and back can NOT take this added weight, though. Keeping fingers crossed for the blood-work results when they come back. Hope folks enjoyed the humor, I try to always keep chin-up & just laugh about even the worst parts of life... it gets me through it.

    --That is all for now.
     
    • Like Like x 2
  2. CaptainZoll

    CaptainZoll
    Expand Collapse

    Joined:
    Nov 10, 2016
    Messages:
    859
    Why do I find this funny?
     
  3. Jarret Rucker

    Jarret Rucker
    Expand Collapse

    Joined:
    Apr 18, 2017
    Messages:
    467
    This post punched me in the back of the head then softly hugged me.
     
  4. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,153
    It's all good man, it's funny until you're right next to a major two-lane route, out in your front yard (clearing sticker-bushes/wild roses), and your 55mph rear bumper explodes yet-another pair of trousers in plain view of the rather-busy road*. That could cause a crash, you know! Needless to say, frightening sights don't scare sticker-bushes away. Don't get me wrong - not fat monster here - but if I put on another 20+ pounds I will be. If I sound all sorts of insecure or self-conscious - it's not - I'm not, not one bit actually. Just aware enough about my health problems / imperfections so my skeleton doesn't give out, after-all the Chiropractor said I have the x-ray of an 80+ year-old man. Hence I must take care & stay on-top of my health much more than before as my joints are already toast, more weight will cripple me outright. I guess you could say the little 'encumbered' message just popped up - if that means I have more time at the computer, that might otherwise not be too bad of a thing for you folks though.
    * IM FREE! Said the Rise-of-The-Triad push-wall escaping the map in 1994, due to a bug.


    In other more pertinent news that doesn't involve talking about my recently-attained industry-leading crumple zones & segment leading boot-space...
    I made a rather awesome floor texture, which is 4k with a broom finish for traction (some are shiny / smooth + sealed, will have one of THOSE later but isn't this one), and a 1k x 2k concrete wall texture with horizon-line paint-job. These are for inside the parking-garage below the Police Department. Will be keeping draw-calls to a minimum here, but it will still be a fairly detailed building non-the-less (a centerpiece so as it is for some missions in the future, so much like the player's safe-house in a GTA game, it'll be naturally more detailed). A picture is included below, a preview from the modeling program.
    But how these textures are made?
    I take a free texture, or one you can download free that's lower resolution (like 512 x 512 pixels, 1k x 1k, or 512 x 1024 or similar), up-scale it to 2k or 4k (good detail), and layer it with a detail texture, finding the right order/method to combine said layers over one another, without creating too much bad repeating (as it is the case on some buildings with 'place-holder' textures). That's how you make these fancy textures today. You can make some cool things that look entirely real by combining several layers, be it concrete + paint, concrete + cracks, roads + tar lines, roads + delineatation, etc. The floor texture was made with 3 layers and the wall with just 2 layers. The more layers you use, if you do it right, the more even the texture will be and the less obvious the repeating will be to the user/player.
    Entirely, some of the textures stink, so I am taking the time to update a lot of them or just out-right replace them with better ones, leaving an expensive purchased texture for the last option. That's why I haven't wasted time doing normal maps (also, game developers have changed the normal format - normal textures, not to be confused with 'regular format' of diffuse textures which are what-you-see, now it's BC7, which next to nothing works with). I understand that BC7 format helps a bit with more-lossless compression (not entirely lossless to my best knowledge) at a lower space on-disk, but when you have a mod-centric game and an almost inaccessible texture format, to me that doesn't quite seem right. Nothing works as a plugin for Gimp, only Intel Texture Works for Photoshop, or AMD Compressinator which is a stand-alone program that I have little clue how to work (yet). You can do layers in many programs like Photoshop or similar, but also you can do it in free software as I do like in GIMP or in Paint dot net. Paint dot net BC7 support is on the road-map for later this year, hopefully it's not limited to Windows 10 only, as I won't be on that for almost another 8 months minimum.
    So yes, better textures will be here as-said before in the next update. That was one of the things the beta-testers brought up to me and it's a very valid observation.

    I swear my parking garage isn't supposed to look like Fester's Quest from the NES, but it surely does with the ceiling hidden by shadow in Maya. Oops.
     

    Attached Files:

    • parking_garage_not_festers_quest.png
  5. Jarret Rucker

    Jarret Rucker
    Expand Collapse

    Joined:
    Apr 18, 2017
    Messages:
    467
    It has once again hit me in the head then hugged me and bought me a soda.
    --- Post updated ---
    Also I find underground parking cool! I wish we had some here in my city but the older buildings and shitty roads plans block that. For real, we have a 2 lane avenue go into a 3 lane one way. We almost went down the wrong way after coming back from a Sonic. Twice.
     
    • Agree Agree x 1
  6. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,153
    Nothing sobers up the brain like 3 lanes of traffic coming at you flashing, beeping, and all that.
    They have the best hot dogs in town at the Sonic though I will say that, we have one here.

    Hopefully in due time when I do the side of the city with one-way routes through it, you'll find I plan roads just a little better than in your town.

    You don't often find underground parking until you get in the more dense sections of town, or near the shore where there's a lot of towers on the beach - but then it's ground-level parking and not underground, for reasons which should be obvious. Cars don't swim.
    You'll be happy to know I plan to use it in at-least several buildings here. As I said I want to make quite a few buildings you can enter, not just subway stations and the abandoned mall.
     
    #586 bob.blunderton, Apr 25, 2019
    Last edited: Apr 25, 2019
  7. Jarret Rucker

    Jarret Rucker
    Expand Collapse

    Joined:
    Apr 18, 2017
    Messages:
    467
    We don't really have a "dense" area. We only have a pop of 400k. Wish we had a lake near the city, but we only have a river.
     
  8. A Human Person

    A Human Person
    Expand Collapse

    Joined:
    Apr 26, 2019
    Messages:
    5
    So what percent of the map is actually complete at this moment?
     
  9. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,153
    I'd say roughly 15% of the city itself is built, at most. So I'd say 15~25% is done depending on how you look at it.
    There's NO sound stage yet. That needs to be addressed sometime soon. I usually have music on but some people might not, and notice it's missing.
    The network of 45 miles or so of highway is in and fairly close to done, surely there's no signs yet though, that needs to be done. Some sections of highway have built-in reflectors for night-driving.
    There's around 50 miles (minimum) of rural surface roads in varying width and sizes, and easily over a dozen miles (closer to two dozen) of city streets done.
    There's already close to 4 miles of subway done with several stations (the fully-below-ground stations are all identical with minimalistic interiors at the moment, just bare-minimum for right now, that will change). It's a dual track subway which will feature ground-level and raised tracks later on (some is there, not enough to talk about though). It's split into two sections, they aren't linked yet but will be later on within a month or three.
    There's dozens upon dozens of unique buildings, I don't have an exact total here. I am trying to use all-custom assets, since if I built with ECA assets, it would look like Massachusetts (spelling?). There will be many more.
    There's a large abandoned mall with an abandoned Lazarus anchor store, it's two floors, has escalators (that are stationary), the interior stores are all boarded up, there's plenty of rubble piles everywhere on the 1st floor, and a large parking lot to roam out front. There's no railing inside as they'd only get in the way or eat cars anyways (plus they often get stripped out). Yes you can drive all around inside of it & drive up or down the escalators, because this is a car-crashing game, and who doesn't love exploring abandoned malls? There's currently one, but there might be another later on.
    There's many sky-scrapers so far, but there's going to be more later-on.
    Tons of apartment complexes abound, large and small. This is to be expected in a city, though. Much much more of these will be built. There's also a few townhouses/duplexes here and there (modern rows).
    There's also a large district of single-family homes already built and pretty much completed except for telephone poles and road signs.
    Anyone who's played my maps, can attest there's plenty of jumps - or just enough - depending on how you look at it.
    Row-homes and store-front type brick walk-ups will be built in droves, these are yet to come, and will definitely flesh out the city feeling.
    There's a dirt track, and an airstrip near one of the map corners, which will eventually be a military base when I get time to model and put one up, the hangars are there though so your planes don't have to sit out in the cold / rain.
    There's flood controls (modular too!) that model after the Los Angeles flood control canals, in 3 sizes, allowing folks to build their own long after my city has been finished.
    There are a few blocks built with ECA models on the far side of the lake (the less done side) that some are customized when I first was doing concepts of this map, but I didn't like the performance hit that involved, so I scrapped that (well it's there but it'll be replaced later on), so I make my own custom models for buildings (and roads/highways/bridges etc), and it's working great.
    There will be a mission system and possibly work those into a 'career' of sorts, or at-least a story mode for those desiring this, when the game's story has more form and I have something to go off of.
    Graphics are being improved, many are just place-holder graphics (you can tell they are if they repeat badly or don't look as good), but it's a sample for now.

    I work on this a minimum of 40 hours a week and is more often more like 50~60+ hours a week. This is what I do full time. I am physically disabled, so I am often stuck at the computer. The only time I am NOT working on this is when I have just released an update for possibly 2~4 days following, while I wait for bug-reports to come in (and take a break for sanity sake), and verify with beta-testers that all is well before I add more to the map. Sometimes (a few times a year) I have to update other maps or fix maps for other folks who do Youtube car-crash compilations, and that sometimes can take a few days to a week of time every few months or so on average. Roane County was just updated last month & put on the repository, and Nevada Interstate has been updated, and will be on the repository next week. This project will be pretty much all I do for the next year or slightly more until it's complete. A large part of the infrastructure models are done already, it's mostly all buildings from here on out. All of the infrastructure is all custom models in a modular form with full built-in collision and LOD's (for better FPS when far away), and will be of use to other mappers, to build their own city. This way we can have more cities in BeamNG, in-stead of just rural maps with no buildings. Everything is piece-meal and fully modular, just mix and match your way to city-scape and you'll be having your own fun city (after this goes public, or if you're a Patron and get your hands on it early).

    I am currently modeling a fully custom police department with underground parking and separate prisoner intake area / holding facility, which will be a centerpiece for missions much later on, so it's going to look nice! I don't have the pillars/beams in yet, but it's getting there. I should say another night on it after tonight and it should be mostly/completely done by then. The interior of the garage definitely needs lots more work, another stairwell (there's already one by the entrance) and a set of elevators (graphics made already), and the above-mentioned pillars/beams and such.

    So thus-far things are moving along nicely. This is going to be bigger than anything (in city-size) in BeamNG thus far, with a huge map that's roughly the size of GTAV's map, with the city area centered around a large lake, and a rural hilly area with some mountains and such near the middle. Plenty of highways and back-roads for your traveling/crashing pleasure, and plenty of jumps for when you get sick of just simulating driving.
     

    Attached Files:

    • parking_garage.png
    • parking_garage_looking_in.png
    • Like Like x 1
  10. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,795
    GTAV map is 129 square kilometers, which still is puny compared to Just cause 3 map (GTAV map in lower left corner, JC3 map is that blue stuff):
    upload_2019-4-26_5-41-38.png

    Italy 4km x 4km is 16 square kilometers
    Pikes Peak and American road 8km x 8km is 64 square kilometers, which still is only about HALF of what GTAV map is in size.

    So, 16 km by 8km would give you roughly GTAV size map, GTAV city alone is something like what 8km by 8km terrain can cover, that is only the city without mountains or countryside or airport or lake or other town are and whatnot there is in GTAV map.

    Largest city in JC3 is roughly 1/4th of the size of city in GTAV, that is at best, but there is a ton of cities and other areas, to understand how massive JC3 terrain really is, here is very inaccurately presented Italy, largest official BeamNG map that is 4km x 4km in size as grey square and inside of that is more common 2km by 2km map size like East Coast USA and other typical mod maps, LOS INJURUS is 8km by 8km I believe? which is roughly size of main city in GTAV map, which would be 4 times the size of Italy:
    upload_2019-4-26_5-57-56.png

    Building map that is size of LOS INJURUS is taking very long as it is big, but size of maps in GTAV and JC3 are just insanely bigger than anything possible in this game and certainly inhuman for any single map builder to make to level of detail there is in those other games or at Italy, building such big maps piece by piece on multiple terrains by several people and then combining those pieces and building edges together would be only way to get even GTAV sized map in such detail, JC3 size of map, now I think it will never be possible, but never should say never.

    Unless I have made mistake someplace, our maps in this game are quite small.
     
  11. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,153
    Ah yes, all good points. I believe Los Injurus is 10.4 x 10.4km, so it's about 108 square km, but that's largely land except the central lake (which is close to the size of GTA's, the terrain is oddly similar), but that would put it slightly smaller than GTA V's 128km at 16x8km, BUT, GTA's figure includes much more water. GTA's land rectangle is something like 25~33% water, where-as I'm at roughly 15% water (a large long section of land will be raised on the other side of the mountain from the city, too, not sure if that factors in to things before or after), so it's pretty close.
    My map will never be as detailed as GTAV, and I don't intend it to be, HOWEVER, that doesn't stop me from trying my best to come reasonably close to the fun-factor of GTA SA's map. GTA is fun because there's often lots of hidden things everywhere, and I fully intend for that to happen here. The abandoned mall, the subway system, parking garages underground, and so-forth. West Coast here in BeamNG is fun but it lacks that extra bit of exploration depth, though the bridge and race-track are pretty cool I will admit. You can most-certainly have more depth in this game and a real virtual world, we just have to find ways to tell the engine what we want, when and where we want it. Nothing is too great or lofty a goal for The Bob, after-all. That's how we got Roane County. They told me I couldn't do it in BeamNG, it was too big, too much, req'd too high PC hardware, it would be a slide-show and so-forth - but now look at it.
    I share this same determination but exponentially larger, with this city. I've always wanted to make this. This needs to happen if only for the community, but my own personal goals, too.
    It's going to be 60FPS or better (barring the occasional slight dip below that), on my system configuration, so most folks with an intel 4xxx or Ryzen-or-newer chip shouldn't have too much trouble, along with a decent 2GB video card (for medium texture details), and they should be fine to run this nicely. This specification does not include laptop computers, which should be lucky to run any recent games decently (however, this will run on a 1st-generation i7 x58 system at 3ghz, with 6gb of RAM, and a 6570 1gb video card, on low detail, quite well!).

    Included are some pictures of my parking garage. I have to make the stairway box-out (and door) on the far-side from the entrance (building codes) & elevators yet, but otherwise the interior is mostly done for the garage. Of-course as always, all the UV's that can be linked, are, to keep draw-calls down to a minimum. I don't believe I should exceed more than 25~30 draw calls on the entire building, when you're more than a block away you won't even see 'inside' of it anyways, at which point draw-calls will be half to one-third on the LOD's.
     

    Attached Files:

    • parking_garage4.png
    • parking_garage3.png
    • parking_garage2.png
    • Like Like x 3
  12. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,795
    Where as old days modders could esily surpass what AAA games produced, today there is no hope, everything is too damn detailed and big!

    All those shortcuts, alleys, side streets, strategically placed jumps etc. That indeed is where lots of fun will be.

    I think you need to produce this kind of map, maybe as a DLC ;)
    upload_2019-4-26_7-19-52.png From https://metrouk2.files.wordpress.com/2013/09/gta-v-map.jpg
     
  13. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,153
    Ah yes, shortcuts, alleys, side streets, strategically placed jumps - yes that's where the fun IS, entirely. I can't wait for the AI to get brained up some more. There's few limits left in this game, aside of FPS / Draw-call limits themselves, it's mainly hitting the 65536 node limit on the AI that I'm concerned about here. I wonder where they got an FP16 number mixed in with today's 128~256-bit wide FPU's (AVX uses FPU btw), maybe because it can do it faster? Oh well, let's hope they raise that limit as I *MIGHT* just hit it here. I hit it on Roane County in my LAST day of work on it & had to knock out 500~1000 nodes to even make the AI work at all in it (in-game AI app nor Traffic Tool function with >65536 nodes). Trying to use non-divided roadways here where I can help it, to save on nodes.

    Parking garage interior is mostly complete. The elevator box-out is in (doors are a texture I made here quickly), with 3 elevators. I made the parking garage in a manner that I can very very quickly do a collision mesh for it, so that won't hold up the model nor should it eat cars anywhere. I will add in recessed drains into the floor a little later or tomorrow, and lights in the ceiling, too. Will performance test with static and baked-in lights VS dynamic, not sure what I'll be using. If I go with static lighting I will 'zone' the parking garage so it's brighter inside in-game and the zone lighting affect the car naturally (no good having a dark-shadowed vehicle in a bright parking garage). If Dynamic lights hit less than 5~8 fps in there, I'll consider using them. I love dynamic lighting but there's no hiding the FPS hit, I think I can make them shut off when not in the garage or proximity to it though. Will see about that!

    Folks, feel free to comment about my parking-garage and tell me what it needs that it does not have yet. It won't have many utilities in it (though I think I can work a FEW ducts in somewhere), but will have lighting and solid doors on the stairwells (the stairwells are the sectioned off rooms in 2 corners of the parking garage).
    --- Post updated ---
    So just to get a taste of the exterior, this will be the front, and I will have windows set in the recessed sections. Above the front entrance might get some glass, too. There will be glass block framed into the rounded sections to either side of the entrance. I am about done working on this tonight though, my wrists are starting to hurt (as they do if I model most all the day, I've already been doing this since around 3pm, that was 10~11 hours ago!). Plenty of sleep fixes wrist issues, they'll come back quick if I only get 6 hours, but if I get 8+ hours, they won't hurt me the next day. I don't bend my wrists hard, so they don't fatigue easily - if you keep your wrists STRAIGHT when using the computer, you'll be fine. Just for scale, the trim running about 1/3rd of the way down from the top of the building is where the third floor 'floor' level is. The main entrance there is on the 1st floor - with the window glass separator on the large front entry glass being about the top of the door height. I don't know where my doors went, they WERE there, I think Maya boo-boo'ed and deleted them. Not the first time that's happened, derp!
    I will be finishing up the building exterior tomorrow, I should be able to finish it by then without too much issue, and have it integrated into the city just fine. All police departments will be similar to this, so you'll know one when you see it. I might do different ones for the rural areas, obviously, if they get one it would be much smaller.
    *edited the shape of the building a bit and added a bit more detail trim, scaled the 3rd floor properly.
     

    Attached Files:

    • Parking_Garage5.png
    • popo_bldg_ext_front2.png
    #593 bob.blunderton, Apr 26, 2019
    Last edited: Apr 26, 2019
    • Like Like x 1
  14. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,795
    Elbow support, that is what helps keep wrist straight and helps also to keep you from putting tension to muscles there unintentionally. When wrist is in relaxed state when using mouse, there will be less chance of issues.

    Search for elbow support, there are mechanical support arm things that can be attached to any desk that really help.

    Bob, that Maya sounds like a real gal, they sure like to hide your things! :D

    Remember that nobody can't demand you to make GTAV map, such would be inhuman thing to ask, after all there were probably more than 10 people making such map and even GTA:SA maps was made by some kind of team, so take your time and don't break your bits doing too much in too short time!

    Anyway progress of building looks really good, have you put zone to any building so you can set different ambient light and sound environments in them?
    --- Post updated ---
    Blue = wall
    Red = zone
    Green = zone portal
    upload_2019-4-26_10-18-32.png

    Portals to where you see out of the zone, make sure there is inch or so gap between zone and portal, especially in openings were you drive trough, don't overlap zone and portal. Saves some performance, but also you can get bit darker indoors and outdoors looks brighter, which creates impression of indoors.

    I did play with mining tunnels idea and found this to be really nice, but there were other complications that kinda harm the idea quite bad.
     
  15. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,153
    Yes, I will be doing as you've shown above, that's the exact plan at the moment. I did something like that for the long tunnel on the 4-lane road, that runs under the city for a few blocks. Interesting you mentioned about the portal being an inch away, from my tests I thought you must overlap it a tiny bit or just have it touching. Will try it both ways to see what the difference is, otherwise 'other vehicles' flicker in and out of view. Also worth mentioned here, when looking from inside of one zone, though a portal, into a second zone through a second portal, you won't see vehicles. If you have two tunnels that can 'see' one another through portals, this can sometimes happen. Trying to plan around THAT, though. It's currently a bug from what I gather, unless that's entirely intentional. The bug displays itself in my tunnel under the city, though I am aware of it and will correct it next time around - it's not that important until you have other traffic vehicles in view.

    Thanks for the info, as I said, I'll try both ways and see what works.
     
  16. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,795
    Portal works so that it shows things when viewed trough TWO of the walls, now if you overlap, you will get a glitch, when camera is inside zone and also inside portal as that is looking trough ONE portal wall. However if you place it inch or so away from zone, it still works, there is some distance allowance and no flashing will occur as view outside the zone is not affected by the portal.

    For other issue, I have found best is to have both tunnels as single zone, usually you can make large zone to cover all needed area without much of issue.

    Also there is possibility to set number to zone, kinda group zones together, not sure how that works though, would 1 and 1 allow seeing to each other or would it need to be 1 and 2, also is 0 like not in use or if that just starts from 0, haven't experimented with that.
     
  17. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,153
    *set to same zone - that might work, will check it out - did not think of using same for both. I was considering fixing it by using one zone though.
    Is zero a thing? Not sure - game might disregard that. Thankfully this isn't a door in Doom for MS-DOS... so all the ceilings won't come down like doors 6 seconds after I try with tag 0 (because you accidentally used a line meant for a switch on a door and didn't tag it), but I'm still not taking the chance. I used 1 and 2 for the tunnel, matching portals respectively. I will consider spacing those better, I didn't have an example in-front of me so I was just 'winging it', though I worked with Mammoth and it used those. Will consider that stuff, thanks!
     
  18. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,153
    While I'm no-where close to turning in for shut-eye at the moment, I've gotten some more good progress and will have a majority of the building itself done tonight.
    It's really starting to shape up nicely and I must say I'm becoming quite pleased with how it's turning out. Now it won't be this cat-poo color when it's done, but I haven't thrown the exterior wall texture on yet either. It might be tan, it might be grey, not entirely sure; but surely a neutral color.
    There's the main levels, with room for courts, room for administrative offices, and so-forth in the main building, which is three floors, all over-top of a parking-garage in the basement with reasonably close to 100 parking spaces, give or take 20~30 (it's a rough guess). There's also a prisoner holding area in the back (the unfinished lower portion extending from the basement), and a box-out was added in the corner of the parking garage to connect this to the courts/office area of the building through a secure single point of entry. There's also a portion that could function as a shooting range, as shooting the prisoners in the holding cells is somehow frowned upon by the general public.
    This screenshot is taken inside of Maya, and while it doesn't look that great (the front doors are back, you just can't see them until the 2nd shot, and ignore floating things in the sky, heh), it's really coming together as my most detailed building yet. Hopefully I have time to finish up most of this building tonight. If it spills into tomorrow, I won't be too upset. It'll all be worth it in the end, as a focal-point for some missions with much detail for the player to feel immersed. So those of you that love to spin around in a virtual police car (regardless if you drive a real one all day), will have found a new virtual home.
    Added that the elevators got moved, let's put them somewhere near the main entrance of the building while not being at the far corner of the parking garage, yeah that's much better. I will have a bollard model for down here. Moving the elevators DID add two more draw calls, though.
    --- Post updated ---
    Edit: This is why buildings take so long, about 2 hours ago I pulled a source-texture for this and spent 30~40 minutes working on that texture.
    Inside and outside sides of the door are one mosaic texture for a single draw-call drawing the door and the frame.
    The frame is actually 3D, on the inside (on the outside, it's flush). Came out a lot better than I expected for a 10-poly door frame (top, left & right outsides of the frame are rendered, too).
    The game-engine will only have to render a single door, to draw them all at once, on one draw call, whether you have 1 door or 100.
    It's all those little details, that's what counts. "But BeamNG already has door textures! Why not use that to save time?" This door doesn't have that 'fake' look like that Substance software loves to make. I can do most of what Substance painter does, with layering, in at-least two free pieces of graphics software, without the expense. I just DON'T LIKE that program.... but that's me.
    Yes it's a door, yes I just posted saying 'Hey guys, remember that city I'm supposedly building, well I got a door built, LOOK AT IT!!!' No, not that, not that at all, just showing those little details & what goes into it all. I will have one with a narrow window in it later-on down the line. There will be quite a number of super-detailed buildings like this, coming over the course of the next month or two, in-between bursts of copious amounts of city building.
     

    Attached Files:

    • popo_building_after_3_days.png
    • popo_building_after_3_days_front.png
    • Parking_Garage6.png
    • popo_bldg_steeldoor.png
    • popo_bldg_steeldoor_profile.png
    #598 bob.blunderton, Apr 27, 2019
    Last edited: Apr 27, 2019
    • Like Like x 2
  19. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    2,153
    I only have HVAC ducts and some lighting (both in the parking garage on the lowest level) to add in yet; otherwise, collision, LOD's, and the rest is done. Outside is done in Parchment Drybit (sprayed sand/epoxy mix). I was able to stay around two-dozen draw calls for the entire building, inside and all. When it drops the interior on the 2nd LOD, it loses about 1/3rd of it's draw calls.

    The following picture is how far you can go away from the building, before the interiors don't show, and it drops down to the 2nd-highest detail level (it has good LOD's!!!)


    A shot or two of the interior on the Parking Garage level (basement).

    Above, the 3D effect on the doors & elevators came out nice, as many have mentioned, it's all those little important details. The Bob listens to feedback received.

    So quite-obviously, the lot isn't done yet. It still needs a section of the lot gated off, it still needs it's sign, and trees/benches/whatever that is expected to be on the lot (aside of needing a lot of parking spaces, too). The parking garage will have it's own lighting / zone inside as the tunnel does (just not dark, it will be lit up!), I just haven't gotten that far yet.
    So do stay tuned for more pictures tomorrow or something like that. This building took FOUR mostly-full days, and has over 3000 triangles. Ouch. But the UV's came out *perfect*, and I only crashed Maya 4~5 times today trying to get those perfect UV's, too! Save and save often, and DO backup.

    That's only a 1024x1024 texture on the wall, but it came out great and only took 15~20 minutes to make. It was five layers however, to make it not repeat obnoxiously. It is only one layer in-game. I took this close-up of the window detail to show this. It's 2019, they shouldn't be blurry / mud textures (we already have Quake for that). More pictures tomorrow/whenever as I get this lot done up nice.
    --Cheers!
     
    • Like Like x 5
  20. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,795
    Those doors look really nice, it must be quite satisfactory feeling when you can tap yourself to back and say "I actually made this" :)
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice