I'm working on a procedural concept for buildings, to make instant cities with, and I was thinking it'd be a fun challenge for modelers to try making some parts.
Basic idea's really simple, each model would have to contain several modular pieces that could be recombined procedurally at runtime to create a complex structure. To make that happen, we need parts that can be recombined in various ways, to give us variety. This won't be as polycount-efficient as one-offs, but the tradeoff in terms of variety should make it attractive.
I will be showing some stuff supporting translucency (i.e., real windows) soon, so it would be smart to model this stuff with windows and a backing that pretends to be an interior.
Anyhow, I'm not there yet, but I thought I'd stir the waters a bit, see if people are interested.
Request: Modular Building Parts
Moderators: MR.D, Moderators
Re: Request: Modular Building Parts
Entirely uninterested.
Re: Request: Modular Building Parts
Why? It can make setting up large cities that look interesting a lot faster, and people could make custom variations and kitbash, if a large collection of parts is on a single atlas. I am willing to uvmap it and skin it. Anyhow, just throwing that out there.
Still working on the stuff with glass, working on several test objects to get a feel for what will work. This is an early WIP. Kinda makes all the other buildings look like flat cartoons immediately, imo.

Still working on the stuff with glass, working on several test objects to get a feel for what will work. This is an early WIP. Kinda makes all the other buildings look like flat cartoons immediately, imo.
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Re: Request: Modular Building Parts
This seems interesting. You may want to try for more irregular distances, argh. try analyzing irl cities to make code that emulates them?
Edi: also, lol Sim Tower.
Edi: also, lol Sim Tower.
Re: Request: Modular Building Parts
Eh, they're that way for gameplay reasons. It's a map for P.U.R.E., and buildings are important strategic objects. I just like to use it for testing things out.
Anyhow, it's not about the placement of buildings in the gameworld- that's what World Builder is for. It's about creating more variety in the geometry at runtime, so that there aren't so many repeats of things. I've been doing that with flora and a few other things, but with buildings, the challenge is partly having enough parts lying around to build things of sufficient interest.
Anyhow, it's not about the placement of buildings in the gameworld- that's what World Builder is for. It's about creating more variety in the geometry at runtime, so that there aren't so many repeats of things. I've been doing that with flora and a few other things, but with buildings, the challenge is partly having enough parts lying around to build things of sufficient interest.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: Request: Modular Building Parts
using feature heavy maps with springs terrible feature pathing and unit behavior is just asking trouble
Re: Request: Modular Building Parts
Watch this: http://forums.cgsociety.org/showthread. ... e=28&pp=15
Great script for 3DS Max. Mayby helpful
Great script for 3DS Max. Mayby helpful
Re: Request: Modular Building Parts
http://www.youtube.com/watch?v=c8pBThXZt44Argh wrote:I'm working on a procedural concept for buildings, to make instant cities with, and I was thinking it'd be a fun challenge for modelers to try making some parts.
Basic idea's really simple, each model would have to contain several modular pieces that could be recombined procedurally at runtime to create a complex structure. To make that happen, we need parts that can be recombined in various ways, to give us variety. This won't be as polycount-efficient as one-offs, but the tradeoff in terms of variety should make it attractive.
I will be showing some stuff supporting translucency (i.e., real windows) soon, so it would be smart to model this stuff with windows and a backing that pretends to be an interior.
Anyhow, I'm not there yet, but I thought I'd stir the waters a bit, see if people are interested.
Posting procedural contentgenerator in a model-thread, provokin the artists and no applaus for the machine doin betta? Poor loosers, those artfags are and always will be! Oh, look a sunrise, all the trolls turn to stone, now i always felt the manson strong in me. Can i have hammer and chisel?
Besides great plans were made by the CSSR awaiting ther fullfillment, so linked Results or it didnt happen!
Still, would like to see this..
Re: Request: Modular Building Parts
I don't even pretend to understand what Picasso said.
As for the Max script... eh... yeah, that's sorta relevant. I'm looking at doing something like that at runtime.
Polycount target for their facades is maybe 5-10X what I'm looking for, though. What I'm thinking about is boxes with interiors that can be stacked, have greebles added to strategic points, and voila, you have a building. Not a super-awesome building, perhaps, but it's not just the same model over and over again. I'm thinking the easiest way to go about this is to maybe build some to-scale bitz, see if people want to play with UpSpring, try to kitbash some stuff. A model-set deliberately developed for kitbash might be really interesting- hell, I can see this working for robots and things, too.
As for the Max script... eh... yeah, that's sorta relevant. I'm looking at doing something like that at runtime.
Polycount target for their facades is maybe 5-10X what I'm looking for, though. What I'm thinking about is boxes with interiors that can be stacked, have greebles added to strategic points, and voila, you have a building. Not a super-awesome building, perhaps, but it's not just the same model over and over again. I'm thinking the easiest way to go about this is to maybe build some to-scale bitz, see if people want to play with UpSpring, try to kitbash some stuff. A model-set deliberately developed for kitbash might be really interesting- hell, I can see this working for robots and things, too.
Re: Request: Modular Building Parts
but picassos youtube link is epic!?
Re: Request: Modular Building Parts
In general, the one-model-per-unit limitation is a huge PITA.
