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We Built This City on Rock and Roll
We Built This City on Rock and Roll
| Name: | Steve YorkshireRifles Acaster | ![]() |
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| Date Posted: | Nov 19, 2008 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Steve YorkshireRifles Acaster |
Blog post
My new hard drive appears to be working fine, no problems since reinstalling my entire life.....

Okay it's a town not a city.
Been down in London Where? Lon-don? Could you spell that please? L....?and paid 12 quid (18USD) for a Mojito, which appeared to be a long glass full of ice. Consumed a good Magnum PI worth of free champers at a wedding, so I guess it all evened itself out. Lon-don quite nice, but wouldn't want to live there.

But it is 1600m square.
Slowly but surely environment takes shape. Got street lights in, avenue style trees, and .... stuff. Still more .... stuff ... to do, mainly signs, benches and a few interior props before I'm happy. Had a further fiddle with the facade textures of buildings, and have finally decided on an art style.

Which is a pretty whopping play area.
Also been playing around with DRL and HDR lighting, and how the whole thing works with 200+ models (not batched or replicated) and visible range. And the answer appears to be ... fine. There really isn't much performance saving to be gained from cutting the visibility right down, or much to be lost from moving it right up.

For a first try.
So I've decided on just over a mile view at 1800 metres. Originally I was planning on half of that, but the performance change is fairly negligible. I'll see how the whole thing works when I have an extra 3-400 trees in the background (using ShapeReplicator). Anyhoo - still plenty to do.

Okay it's a town not a city.
Been down in London Where? Lon-don? Could you spell that please? L....?and paid 12 quid (18USD) for a Mojito, which appeared to be a long glass full of ice. Consumed a good Magnum PI worth of free champers at a wedding, so I guess it all evened itself out. Lon-don quite nice, but wouldn't want to live there.

But it is 1600m square.
Slowly but surely environment takes shape. Got street lights in, avenue style trees, and .... stuff. Still more .... stuff ... to do, mainly signs, benches and a few interior props before I'm happy. Had a further fiddle with the facade textures of buildings, and have finally decided on an art style.

Which is a pretty whopping play area.
Also been playing around with DRL and HDR lighting, and how the whole thing works with 200+ models (not batched or replicated) and visible range. And the answer appears to be ... fine. There really isn't much performance saving to be gained from cutting the visibility right down, or much to be lost from moving it right up.

For a first try.
So I've decided on just over a mile view at 1800 metres. Originally I was planning on half of that, but the performance change is fairly negligible. I'll see how the whole thing works when I have an extra 3-400 trees in the background (using ShapeReplicator). Anyhoo - still plenty to do.
Recent Blog Posts
| List: | 12/09/08 - Sweeney Todd 11/19/08 - We Built This City on Rock and Roll 11/04/08 - Nigou Backup! 10/30/08 - Bored with Far Cry 2 10/24/08 - More Constuction with Constructor 10/13/08 - If it's not one thing ... 09/24/08 - Pink Eye! 08/24/08 - Content, Stuff and Bouncing Bombs |
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Submit your own resources!| Michael (silentMike) Hall (Nov 20, 2008 at 00:47 GMT) |
Have you tested to see how long it takes to run around in something that big? Or for mission objectives how long it would take to go from point A to point B to point C?
| asmaloney (Andy) (Nov 20, 2008 at 01:11 GMT) |
Not sure if it fits with what you're doing, but there are some nifty city props - benches, street signs, mailboxes, etc if I remember correctly - in the Gilman Street Project from Low Poly Cooperative. It's a Creative Commons license so I believe all it requires is attribution. There's a download link on the right at the top. [It's a US street though ;-)]
| Steve YorkshireRifles Acaster (Nov 20, 2008 at 02:22 GMT) |
I have set up a little route filled with enemies for testing, and at 200-300 meters you really have to watch for the muzzle flashes to spot an enemy in cover. Wandering about and noticing tracer going overhead and projectiles zipping by is quite cool. Kinda realistic, even though I don't intend to be realistic - it's just that every FPS always has gun battles at such close range.
I'm also planning on eventually making a linear route, combat demo version of it, just so I can get a bit of performance feedback from people with different spec PCs.
@Andy - is lowpolycoop back up? Their forums had some great tutorials on exporting to DTS with Blender.
*wanders off - comes back* Yeah they're back up, and the forums are working again. That's good news. lowpolycoop.com/forum/index.php
edit:
Oh, and if anyone was wondering, the skybox is from www.cgtextures.com. They now have pre-cubemapped skies for free - tonnes of them at great quality. I'm just using this as a placeholder for the moment and will eventually paint my own in Gimp (using their's as a template).
Edited on Nov 20, 2008 02:28 GMT
| Brian Wilson (Nov 20, 2008 at 07:31 GMT) |
The work is looking good man. Lodon is an expensive place, for sure. Lots of great stuff to see, and lots of cameras on you at all time. If you wanted to add a bit of London flare to your game, you can always have a bunch of teenagers trying to knife each other, for no valid reason at all, lol.
| Michael (silentMike) Hall (Nov 20, 2008 at 08:04 GMT) |
The triggerable pop-up GUI idea sounds like a nice way to add some life to those non-shooting moments. Good idea there.
| Scott Hsu-Storaker (Nov 20, 2008 at 21:24 GMT) |
Steve, your work is looking cool -- it's amazing what a difference it makes when you start adding in items that you never really notice are there in real life.
Scott
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