WIP Beta released A new *CITY* map - LOS INJURUS 2023-12-20

Los Injurus 2023, now featuring 11-foot-8 bridge!

  1. Turbo49>

    Turbo49>
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    I think it's something about OneDrive.
     
  2. bob.blunderton

    bob.blunderton
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    Actually, that makes a lot of sense. Thanks for the input / the 411 !
    I have hidden stuff enabled since I first installed Windows 95 back when it was new. I try not to murder anything of important value that is normally hidden. It can be tough to find things though sometime, especially when I have a TON of files open in gfx software, notepad++, and there's another game update and I have to re-open everything.
    This doesn't mean Microsoft has an intelligent idea. I spent several days worth of time (on and off) undoing their ideas from Windows 10 to make it usable for me (read: make it like Windows 2000 or Windows 95 again). To be honest I still want to install Windows 7 on here and get rid of Windows 10 even if I have to buy another key code to use it legitimately (I don't pirate, period, it's not an option to do so). This Windows 10 is still a source of ire on a daily for me and I miss my Windows 7.
    Sorry to be sidetracked, but to be honest, I don't have the respect for Microsoft and their ideas that I did 20~25 years ago.
    It's all good though, I will be moving this system over to linux as soon as linux support is a little bit better from BeamNG.Drive.
    Thank-you for the info, it shines another light on why they did this hiding of the files.
    The hiding of the files makes it more difficult to work on things and can make me confused a bit too much.

    So in the end I am really stuck on using editor 1.0 in version 0.20 (which I've done up until changing the graphics over to the newer formats), or using 0.24 with all the directories changed for some reason that does not benefit me.
    I don't mind change, IF it helps the cause; but I don't like changing for the sake of change. It worked just fine before with the big exception of causing errors on updates with out-of-date mods (which wastes a lot of staff time fiddling with bug reports caused due to old mods).
    I know I'm not being realistic, and sometimes reality just sucks.

    Oh well; on another better note, that condo building is done (I changed the 1st floor graphics to marble-like tile on the facade). I also fixed the upside-down HVAC textures on the roof which I didn't notice until I put the pictures on here, DERP.
    This building, like the last, should be pretty good on draw calls. I don't believe it's over 50 draw calls for the texturing (it's more with different layers like reflection, normal-mapping / bump mapping, etc), so it's better than the last building. I am considering adding an underground parking area entrance (not the whole parking garage, just an entrance with a closed roll-up door).
    I will make LOD's and collision mesh for it tonight or tomorrow. I have plenty of time this week to work on this stuff so that is a big plus.
    The next thing I am working on is the post-apocalyptic asset pack, which will go in past the mall and the run-down project towers. I paid good money for this pack so I should get this in and make use of it, it's pretty awesome and I can integrate a ton of random jumps and exploration inside run-down buildings. I will of-course also be including the raised train track that will connect to the subway system on the far side of the lake and the part near the default spawn, and there will be some tight turns so don't run the passenger trains too fast.
    Honestly, the post-apocalyptic pack is the thing I'm looking forward to the most!
    So totally stay tuned for that, it should be visible within the next week. Also, if you wish to critique the buildings at all or know a way to improve them, give a holler over and I'll see what I can do. I am currently doing my best to process these buildings with quality work and not cutting corners yet. I talked about doing that 2 or 3 months back but I felt like that would stab the project in the back if I didn't put 'my all' into it.
    This spring I will be figuring out World Machine a little more and seeing if I can update our terrain a little better to add more realism to the map. It should make a huge difference, and should be easy enough if I 'mask' the areas where the city is built (so that it doesn't mess up things already in the map). I don't know why they make software so complicated, it does not have to be. Even with over 25 years experience with computers since I started making Doom levels in the mid 90's, it's still complicated as all get-out. Thank heaven for Google and Youtube for tutorials and instructions.
    Currently considering putting out some offers on other commercial asset packs, after I get some more of the assets I already purchased into the game environment.
    What really helps is the UV tools I purchased a month ago - man do they ever help speed up UV work (texturing the model = UV work). UV work is what takes the longest, and affects performance the most. If you cut corners here, FPS will go down the drain really quickly. It makes the difference between rendering just a few buildings before you go below 60 FPS, and rendering a full environment without even getting close to going below 60 FPS.
    If the project gets a little more backing, I can switch over to the higher-end version of Maya and layer textures more readily (and also, it's multi-threaded where the 'light' version I use only uses one or two threads, makes a huge difference when saving or working on things with large objects). That said, I am still thankful for every penny put towards this project from every one of you who could do so, and for those who can't, I totally get it because I've been there. If all you can offer is a suggestion or cool idea or even critique to make this map better, that's a lot better than nothing at all & it still helps the project.
    If you have suggestions of where to find CC-0 or CC-SA building models, you may suggest them here as I might not have come across certain sites yet (I've sure looked around though!).
    I've typed too much, apologies, and if I missed anyone, sorry about that - you know who to scream at with big letters.
    --Warm but humble Thank-you to all who support this project, I could not do it without your help!
    --The Bob.
    Back to more modeling for me.
     

    Attached Files:

    • HOA_purgatory_done.png
    • HOA_purgatory_HVAC_texture_no_longer_upside_down.png
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  3. Slugfest

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    I see, well... at least they can't screw up too much more, unless they make everything command line based... LOOKING AT YOU LINUX!!! That's the only thing preventing me from switching: everything in Linux is so janky, you have to type everything perfectly, and hope, pray, that your carefully copy-pasted commands are for the exact version of linux you're on, right down to the most recent hotfix. :(
     
  4. bob.blunderton

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    Sheesh. They sure would hate my Maya directory with the project files!!! It puts shame to the piddly size of my map, VS what's in there with 1500+ models and the source images numbering in hundreds or close to 1000 files and so-forth.
    I don't honestly know why they have to change anything, I was fine with Windows 2000 / XP or Windows 7 64-bit to be honest. I didn't want it to change! They made Windows 8 like a cell phone for whatever reason, it was like 'Windows for little kids who like pictures'... like a little kid's book with lots of pictures in-stead of words.
    That might be OK for home use or a media center, but it just gets in the way when you're trying to work.
    This Windows 10 is even worse, thankfully I was able to get the old look / function of the explorer interface (not the web browser) from the older versions of Windows, so that I didn't feel like I was drowning when I was using it. That's what Windows 8 and 10 make me feel like. Drowning with no arms to swim. Linux is leaps and bounds better than Windows 10. If Wine and other support layers were a little more friendly, I'd be on it already.
    I will be making a linux test-system out of spare / extra / old parts, and testing the work environment over the next month or two as I have time. This way I know if I switch over, I won't murder my project / work abilities on here & I can ensure a smooth transfer over.
    --Sorry for the double post, I didn't catch this one until after I posted.
     
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  5. Agent_Y

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    I agree that Microsoft isn't really smart with their updates, they just make useless changes and additions that nobody ever needed, the worst is the one where you accidentally hover over part of the bottom bar and you suddenly get dozens of clickbait news articles that take up almost a third of the screen... Like who even wanted a "feature" like that????? But at least it's not as bad as YouTube, that simply gets WORSE with every single update, not only stuff like removing the dislikes, but also changing all kinds of stuff with icons, buttons, layouts, positioning of things, etc. Stuff that worked well for YEARS and nobody ever asked them to change it, and it only makes the user experience worse, because there are so many buttons and functions when you pause a video now that you can easily accidentally click something and get teleported into another video, and you can't go back until you watch 3 unskippable 5 minute long ads that are so dumb that they shouldn't even be approved... Idk who approves these ads but the OVERWHELMING MAJORITY of them always break the guidelines or are otherwise annoying, some even are things that shouldn't be shown to kids and also make adults unfomfortable, there should either be no ads at all, or they should check them for approval more carefully. And why are un-reportable ads a thing??? This makes zero sense, obviously everyone who makes an illegal ad will use this loophole so nobody can report it! Sorry for massive off topic lol
     
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  6. Allots

    Allots
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    Same with Reddit, and if they could just implement features where you could revert to older layouts/UI or simply just add to ability to remove new features of an update that aren't needed, that would make less people upset
     
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  7. Agent_Y

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    The thing is that most of the time it's impossible to revert to old code or have both old and new one at the same time due to compatibility issues. It's like the new UI in BeamNG, which almost nobody wanted, but it was needed for compatibility, and the change can't be reverted because it would break everything, and make everything laggy again.
     
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  8. bob.blunderton

    bob.blunderton
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    Thing or two this project needs:
    If anyone has a drone, and can do 4k graphics with it, I have a special request.
    If you can fly over a road, of any kind well traveled, and snap some good quality stills looking straight down at it from 100 feet up or so, or even 50 feet up, I'd be extremely grateful as I could turn these into graphics for the map.
    Especially useful would be old very worn-out concrete roads from the rust-belt of the USA. Markings or no markings, does not matter. I just need some good (preferrably old concrete or any concrete) road surfaces to put in the map as my highway textures for old concrete are a touch blurry. I don't feel it's worth 30$ to get better high-res ones as that's the only thing I'd need from that site. Beat-up asphalt with lots of holes / patches will work too. Close-ups looking straight down at pot-holes can add to things also.
    Flat inner-city building roofs could be useful, too, such as the ones on the 3~6 story New York brick apartment buildings.
    If anyone can fill any of these requests partly or in whole, I would appreciate it (but it's not required!).
    Back to modeling more and more buildings and working on textures. Got two door gfx done last night, an exterior door typical to homes from the late 80's and newer, and a standard 6-panel hollow-core Colonial-style interior door also common in newer homes. These should help add to the realism of homes.
    I only have a pair of 720p screens set up right now here, but if you could try to get some decent 4k graphics, I might be able to glean a good set of color maps off it for added map realism.

    For those who do not have a drone but have a good 4k or better camera/phone and wish to help:
    Snap pictures of store fronts, buildings front back or side, and things of that nature - we can always use those here and can never have enough. This will help the project save money and also add more variety and immersion to the map. Try to be facing the building straight on and level, if possible, for the best detail and clarity. If you can't make it 100% perfect that's alright by me though, it's much better than nothing.

    Thank-you!

    Edit: Forgot, to Agent_Y and Allots, I totally agree with you (not tagged names as it's not that urgent or important). 100% with you on all those, and the Youtube player absolutely sucks royally, always ends up on the volume when I want to change the video position or rewind to see something again that was funny or that I did not understand. I won't ever give them a red cent. If I didn't have the ads blocked (I only have 20gb daytime data month, unless they'll pay for the data the ads used, they're blocked), I wouldn't ever watch youtube as it's just not worth it to listen to people use the word 'like' 5 times a sentence. It's just trash now these days. I get so mad at that player that I close the site out often. Can't even watch Linus tech tips wan show because of how he talks like a Valley Girl using like all the time (he's fine when he sticks to a script on things such as a product review, though). He needs a public speaking course, BADLY, and 'Build-zoid' is even worse. Don't care for it because I don't want to pick up that bad habit. Even as a child I did not talk like that, but I was raised pretty strictly about my character/actions/presentation/speech.
     
    #2128 bob.blunderton, Feb 9, 2022
    Last edited: Feb 9, 2022
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  9. Slugfest

    Slugfest
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    Right click on that awful hover thing and under the third option "News and Interests", uncheck "Open on Hover" by clicking it - it's especially awful trying to hover over just to direct someone's attention looking over your shoulder and then a whole bunch of news ads come up.

    "What's the weather tomorrow?"
    Me: "It says down here that it's- "
    Windows: "YOU WANT WEATHER TRAFFIC AND NEWS RIGHT NOW, RIGHT???"
    Me: "50℉..."
    Person: "ooh, 'Dashcam Captures Tesla on Auto-Pilot Slamming into Deputy’s Car as Driver Watches...'"
    Me: ...

    --- Post updated ---
    And this is working on bringing back dislikes for YouTube: https://www.returnyoutubedislike.com/
    --- Post updated ---
    But I do generally agree, particularly with changes no one asked for, and like, the like, problem of like, how like, so many people like, overuse, like, "like".
     
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  10. bob.blunderton

    bob.blunderton
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    Truer words have never been spoken. I would have gotten a whoopin' if I talked as such when I was a kid / pre-teenager.
    I was also taught public speaking, and remember a lot of it to this day. I was not taught however, to condense forum/thread posts. Win some, lose some!


    Progress report, maybe I'll try condensing this one!
    The monster condo... I mean HOA Purgatory condo building has it's LOD and it's collision mesh properly done now.
    There's also a single post-apocalypse building that's been completed however none of those textures are scripted in yet, waiting until I get a few done to test there. There will likely be re-skins (variations of texture) on some of the post-apoc buildings to save on dev-time but I'll try not to make it look quite so readily obvious.
    Kudos if anyone got the Doom II reference.

    1st shot is the condo, 2nd shot shows the collision mesh on the roof which is a commonly-used method for shaping the collision for short walls at the edge of many flat roofs. This keeps your vehicle from getting stuck up there, otherwise it'd be forcing you to go free-cam and teleport it OR to hold insert OR press R to go back so you can get back on solid ground. This way you can just drive right off of it, along with all the rewards doing THAT brings.
    3rd shot is the first of the post-apocalypse buildings, with full detail, medium detail, (not shown, billboard sprite when far away, that's done at run-time), and the collision mesh which has been worked over for a good bit so that it doesn't eat you. Priority is given when working collision meshes to the most common areas of the building that could be struck, with obviously less time spent perfecting roof geometry over time that should be spent perfecting ground-level collision. However, even on a roof, if you can get stuck easily, it should still be something worth making note of in a bug report.
    That's all for model work today.
    --Cheers!
    Note, sometimes I think models are done, only to go back and work them over more later (even if the changes may never be noticed). So to that end, it may seem confusing when they're actually done. Don't feel bad, sometimes I'm working over them for a few days or until they're where I want them to be...and sometimes it's just because my brain is being rubbish at that moment, for fail of anything else more pressing.
     

    Attached Files:

    • HOA_purgatory_colmesh_LOD_completed.png
    • wont_get_stuck_on_roof.png
    • ruined_bldg_01_complete.png
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  11. bob.blunderton

    bob.blunderton
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    Blah Blah Blah another building blah blah.
    Please ignore that the lower roof texture glitches / shows through the walls in-front of it, that's just Maya being Maya. It doesn't like BMP or PNG textures and draws them in the wrong order in the view port.
    I don't convert textures until they go in the game, as Maya doesn't do the DX11+ texture surfaces we use in game. This saves double-work on texture conversions (not to mention sometimes a loss of quality depending on the interim formats I would use in the modeler / Maya).
    It feels good to be wrapping up a new building every 2~3 days (sometimes in one day if it's not huge, hooray!). This will keep the map on schedule for what I want to get done - or at-least not let it get more behind.
    Doing what I can to get a release out before month's end. Sorry about that, but like I've said many times, the map is a disaster area right now since I'm updating things to the newer better-performing formats while simultaneously slimming down the map removing old ECA and JRI stuff *AND* moving directories around to consolidate models into a more logical file structure (DO NOT DO THIS ALL TOGETHER LIKE I AM, IT'S MURDER! MISTAKE MISTAKE!!!).
    Man I wish there were more of me! Or at-least I could get my DNA crossed with a giant creepy but cool Centipede so I could manage more things at once with more arms/legs.
    Reminds me of a family joke about a woman who buys too many shoes. The husband remarks 'I think I married a Centipede' because of how many shoes she has in the closet.
    At-least I'd have more arms.
    To help with modeling and speed, I am adding the 3rd monitor to my workstation next week when I throw together my new desk (read, lots of 2x4's and some 3/4th's inch oak plywood, lots of screws and time, and a big 5' length of countertop). I might just share a picture of it when done. These monitors/Tv's are only 768p, they're old, they were surplus when a doctor's office shut down last spring, and I snagged 3 matching 32" TV's for around 25~30$ a piece. It was a great deal and the money went to charity (I try to help where I can, I don't always need brand new), so I felt good about the purchase. I currently have the 2nd screen half hanging off my oak desk zip-tied and army-belted to the back of the desk so it can't fall. Good times!
    However, when it's all set up it will be great and I'll finally have more room here, as I sorely need it. The 768p screens will be just fine until I need to upgrade it more to a higher-resolution (they'll down-scale 1080p and other larger resolutions, but it looks terrible!), but I'm not even close to being in a rush to do so. I like being able to READ things on here, and 4k makes things so tiny. Since I do TONS of reading (learning things) when I'm not mapping or modeling (or when taking a break, important), again I'm not in a hurry to run out and spend money.
    I appreciate everyone's patience, interest, and support. I couldn't do it without each and every one of you who enjoys Los Injurus.
    For those who've sent personal messages to me (private message), I will be looking into those tomorrow. The notification box is 324 notifications currently and let's just say I'm quite behind in it and trying desperately to get to everyone.
    Thank goodness for quick / good typing skills, but I must be honest in saying I miss my 90's Keytronic keyboards. Clickety click clack.

    Progress? I've finished at-least 3 buildings this week - that's solid enough.
    I have much more run-down post-apoc and semi-derelict stuff to work on (two different classes of buildings, they're not all rubbled to bits). I also have raised train track like the Chicago L (elevated rail), to work on - this was a commercial purchased asset from January or December. This will hook to the subway as eventually it will be a solid loop around the lake. It will have elevated parts I just mentioned going through the run-down and semi-derelict areas, subway stations (6 different underground ones!), underground track for a few miles in at-least two different areas, and some at-grade or slightly below-grade areas (this has one station with two variations already in the map, one just has long retaining walls attached and the other does not).
    That's all for right now. Enjoy the rest of your weekend.
    Look for good stuff coming soon!
     

    Attached Files:

    • Another_run_down_mess.png
    • Another_run_down_mess_profile.png
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  12. bob.blunderton

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    @Slugfest Somehow your comment slipped through the cracks - missed that one about 'linux' and how it is/was command-line heavy.
    It's come a LONG way since I first tried it in 1997 or 1998 (Red Hat Linux back then). Even in 2007 it was worlds better. Now for about the last 10~15 years it's become pretty usable and now there's drivers which are full-featured or darn close for pretty much anything. No worries about 'win-modems' or not having Realtek 'the fast PCI ethernet adapter' (8139 IIRC?) drivers, or even if it supported your wifi adapter (expensive ones often come with linux drivers right on a CD or the device itself).
    I completely had to build everything from scratch with Slackware already, it's not fun at all. Dependency nightmares would have haunted even the best of folks and I only had dial-up at the time so it took days to get it right. I actually purchased and installed a commercial copy of Suse back around 04 or so on one of the business computers (the boss had an adult-site issue repeatedly and XP didn't last 3 weeks on it). I even needed support one time with it and the folks on the support line were wonderful and full of knowledge about anything and everything. It also came with a monster-sized manual (which I still have here) that looked as thick as a high-school history book. Was mind-numbingly impressed with it altogether.
    The Ubuntu branches out now offer a world of flexibility with ease of pre-packaged installers that you can install from a convenient gui and not have to fight dependency nightmares like one used-to have to.
    I could write 100 pages about the distros and their differences and still not do much more than break the surface / break the ice on those. There's tons, and there's most surely a distro for everyone.
    If I go to linux, I will likely make a second machine out of franken-parts (left-overs or things I had prior to upgrading, I don't sell my old parts) until I am comfortable with completely switching over.



    Obligatory map progress post, from one of the purchased sets of buildings, I've got a pile of them I am fixing up now, to make them have a lot less processing overhead with the rendering engine, otherwise it hogs the CPU while holding back the GPU (it's a DX11 issue, Vulkan helps get rid of that rendering overhead hogging the CPU like it does on DX11 and below, and why it is faster to render with Vulkan on a modern up-to-date PC).
    These seem to be oriental-themed but I will have that straightened out and they should look pretty neutral when they're done.
    Texture indices are currently a nightmare and with models often having material (texture) names that look like there was a pair of Giant Amazonian Centipedes (Scolopendra Gigantea) engaging in a mating ritual on the keyboard, it's quite less than fun getting all the textures into the map. I mean how hard is it to name the wall texture 'stucco_lightgrey' or 'roof_bitumen' or 'store_doors' or something like that. Names you can keep in short-term memory while you work, vs random jumbles of letters and numbers which honestly just says you care nothing for anyone who works with or uses that resource after you've made it.
    Some of these buildings are NOT plumb/level/square (some may get scrapped). I mean, there's no excuse for that when you're designing something in software that has grids all over it. Sheesh! Get what you pay for - thank goodness I get most things on mark-down or I'd be pretty heated over it.
     

    Attached Files:

    • Next_batch_of_buildings.png
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  13. Blue Bird Gaming

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    This map looks great! Too bad my laptop would literally melt if I tried to run this. But hopefully I could eventually have enough for a better computer
     
  14. bob.blunderton

    bob.blunderton
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    Provided you have enough RAM (I recommend 16gb), even a first-generation i7 system from 2009 can run this, though with slower (less than 3.2ghz) processors you may be limited by draw call bottlenecks when not running in Vulkan mode (you need proper driver support for that, AMD or Nvidia chips recommend here, but intel's support SHOULD get better as they get into GPU making).
    Seriously. A lady friend of mine took an old i7 XEON HP workstation with an old 30$ Radeon 5760 1gb DDR3 radeon card, 12gb (1066mhz) memory, at all of 3.0 ~ 3.2ghz with the CPU. The map could run on lowest at full FPS, low at no less than 45~30fps, and this was all before the game engine was much more optimized (Where fps doubled about two years ago).
    The most limiting is memory, both system memory and video memory, especially that video memory.
    Your laptop won't melt, actually, this is often easier to run than many of the in-game maps such as the new ECA and Italy. It's somewhere on-par with West Coast, but again the VRAM requirements are higher. It's the model size and sheer mass of them (1500?) that does it more-so than just texture size alone (VRAM must hold both textures *AND* models!).

    For those first reading this, don't use high texture detail unless you have MORE than 8gb of VRAM - otherwise don't get mad if FPS goes bust somewhere out by the airport due to the 0.5gb tunnel. I recommend anything from a RTX 2060 12gb to a Radeon 6800 16gb or anything with around that amount of memory. 8gb of VRAM is nice, but it's quickly becoming 'not enough' in today's newest games, and won't be enough to run this on high when this map is done.
    I'm not creating a map for Doom after-all, it's for a game which is not yet done, so it must be NICE to be worth it.


    So entirely, working on more models. The building I was working on was so out of plumb-level-square that I scrapped it and just kept the dimensions with all-new surfaces/models.
    My jaw dropped with how out-of-square / level / plumb it actually was. Just looking at it showed it very clearly.
    Once again, also, the 50$ I spent on UV work tools, has been some of the single-best money spent what-so-ever and really saves time.
    More pics tomorrow or the following day as I get the shape of the building in proper order.
    I will be using these pieces to make suburban garden-style apartments in the near future.

    Edit: Added more pics to show in more detail what the building walls look like and the level of detail. This is some of the most detail I've thrown into something in a while, and I feel it'll be fully well worth it. From the three-dimensional window crowns, shutters, and brick window sills on the exterior (the sills are properly angled bricks just like in real life), to the de-facto-standard single-hung aluminum builder-grade windows common in the early 1970's to around 1990 homes. I will again be using a lot of these windows, though some buildings obviously will be less glamorous, others might even be cleaner yet than these. I made sure to have weathering detail as these affects were missing from my first set of buildings for the most part and rare on the later ones at best (some of the later large brick boxes did have some weathering but for some stupid reason, it was almost invisible to people 99% of the time, maybe I'll fix that soon but those buildings may be upgraded this year with better assets if I can get texture-weight down enough, so for now I've got those on the back burner and more pertinent things to worry about).
    I included a few pictures that show UV layout, and what takes the most time modeling. The example in three-dimensions shows blue lines indicating sewn UV edges, reducing draw calls. Whenever the render hits a white line rendering the model, it needs a new draw call (unless that edge has nothing on the other side of course). Sewing all these UV's (UV = textured surface of a model) is what makes the difference between this map's performance and so many others including Roane County which perform like rubbish.
    There's a picture of a two dimensional UV grid showing the window crown UV layout (which is a single piece), and also showing the window-shutter UV underneath it (that is also one piece). All the crowns and all the shutters are drawn on the building for one draw call per piece per texture layer (visible texture color, bump-map/normal mapping, shine & reflective sections if needed). This is why it is SO important to do a GOOD job with UV mapping - and why some of the first group of single-family homes in this map doesn't perform as well as a building 100x it's size does - they were not made to this standard.
    TO THIS DAY, I have not found commercial models that have this much time spent in perfecting the UV work on it. Not even close. I only could dream of buying models that had this much TLC put into connecting all the UV faces up to keep draw calls down - and performance up. Only some of the AAA-game models (including BeamNG Drive's models in some instances) are worthy of comparison in regards to connected faces and saving precious CPU cycles.
    Seeing as I am a penny pinching [CENSORED] I guess you get what you pay for with models. I probably would have to mess with the UV's on the better models anyway, so might as well just get them cheap most of the time.
     

    Attached Files:

    • just_a_sample_of_what_is_to_come.png
    • not_the_thinker_not_the_thinker_nOoooOOOOooo_not_the_thinker.png
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    • lowrise_semimodern_mixeduse_zone_windetail2.png
    • lowrise_semimodern_mixeduse_zone_windetail.png
    • Blue_lines_good__white_lines_BAAAAD.png
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    • Blue_lines_good__white_lines_BAAAAD_UV_shell_crown.png
    #2134 bob.blunderton, Feb 20, 2022
    Last edited: Feb 20, 2022
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  15. bob.blunderton

    bob.blunderton
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    Apr 3, 2015
    Messages:
    3,289
    Map shots. Working on changing a road over so I can go ahead and start putting in the area below this, where the derelict and run-down stuff will be - and also more importantly, get the train line in and the 11-foot-8 bridge model in place (it will be in more than one spot, but not all train bridges will be this one, there are other low and not-so-low bridges you may have seen before that will show up later on).
    I included one shot so you can get your bearings, as to where this is.
    The curving bridge(s) here allow a lack of left-turn conflict on traffic entering and exiting the roadway, and also provide a nice smooth surface if daring individuals want to power-slide the turn. I did my best to keep the radius of the turn consistent as I always do (unless it's not possible, due to terrain, buildings, or other similar and realistic reasons). I also kept the slope (grade) consistent here at this interchange - though this road is not a highway, it merely feeds into the city from the highway which is 'behind' the camera in many shots. In last shot the abandoned mall is center in the distance.
    Prior to this coming update, around a mile of this road remained from the old versions of the map, that was yet to be updated. This update will remedy this and also have other fixes like the new rock cliff set that I am in the process of purchasing (model site is having a SALE again). Whether I will replace the existing cliff set from Utah or merely add to it, I am not sure. Whatever I do I won't be removing the Utah set until at-least summer if I do, as it'll take time to replace it with new objects in the map editor.
    In the coming week I will also be prepping the map to receive new buildings / models I've made, so do stay tuned for updates as-always.
    Edit: Added screenshot 'better_yet' to show what the area looks like with the roadway itself functionally complete, though the surrounding hills can use some improvements later on.

    Just was grazed by the first thunderstorms of the season. You know what that means. TORNADO season is here and it's only been 2 months since the last one ended. Sheesh. Fact: Tennessee is one of the highest risk states for a tornado in the spring time, along with states neighboring to the south and the west tapering off as it goes, with a big swath heading north from Oklahoma/Arkansas areas and getting further north as the seasonal temperatures (and gulf moisture currents) hit more north.
    That gulf moisture is both a blessing and a curse, and it's fight over the state with the northern gusts of cold air out of Canada / Alaska is what causes it. Cold air rushes in over dominant gulf moisture and that is a big issue as with normal convection the opposite is the case (warm air rises). That swirling and mixing/swapping of air masses not only causes wind, thunderstorms, and hail, it also can OFTEN take it's swirl vertical and make a tornado... and sometimes those things go 200+ miles. I saw the 2AM March 3rd 2020 Nashville twister go right past the back of the house that night - you can't miss them at night they light up like police lights - and it raised the hair on my neck. Never mind the noise those things make. I seriously hope the majority of you never have to hear or see one except maybe on TV or the internet.
    Not fun, but the warmer temps are nice on the joints, I'll say that much - and if the wind ever stops I might be able to get back to fixing up my house (without fail if it's above 50F these days it's very windy - GRRR!).
     

    Attached Files:

    • new_roadway_partial_3y_locater_for_bearing.png
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    • new_roadway_partial_3y_3.png
    • better_yet.png
    #2135 bob.blunderton, Feb 22, 2022
    Last edited: Feb 22, 2022
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  16. bob.blunderton

    bob.blunderton
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    Took advantage of another model sale, but got some object packs in-stead of piecemeal (single) things.
    Hopefully, the quality is remotely consistent with the prices that were paid. Two of the object packs were pretty cheap, but will still have models simple enough to quickly re-do the UV's on if required.
    My heart breaks for those currently stuck in Ukraine at the moment - while I don't usually have much to say on politics (for good reason!) - it's just sad that war is all to common today.
    Don't ever accept this attack on a civilized nation's citizens as a norm, or even as a remotely humanitarian thing. Hopefully the citizens continue to unite with one another and defend their nation, it's their only chance right now - and hopefully soon - as after much of any longer the only prize will be a pile of rubble.
     

    Attached Files:

    • Finally_purchased_better_cliff_models.png
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  17. eggward

    eggward
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    Apr 28, 2020
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    566
    im excited to see what you do with those modern city assets
     
  18. dumpling

    dumpling
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    Jan 28, 2021
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    750
    I'm sorry if I sounds ignorant, but can someone briefly explain what is going on right now? I'm having some trouble comprehending, thanks
     
  19. Slugfest

    Slugfest
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    bob.blunderton constantly works on his maps, and he is good at updating people, so he gives updates frequently - that's all :)
     
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  20. Allots

    Allots
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    Mar 16, 2021
    Messages:
    460
    They mean what's going on in Ukraine, I don't know if this is the right place to ask or answer though
     
    • Agree Agree x 1
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