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8 new city buildings from Vlastan #518

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merged 2 commits into from Sep 18, 2011
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Luomu
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@Luomu Luomu commented Sep 17, 2011

@Luomu
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Luomu commented Sep 17, 2011

Whoever's merging this, now would be a good chance to delete the crummy placeholders buildings in data/buildings/classic/

@robn
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robn commented Sep 17, 2011

I'll take a look at them when I do the merge. But what will we laugh at without towerOfShit?

@s20dan
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s20dan commented Sep 17, 2011

hehe yeah I dont think all the old ones have to go :) Although we could remove \models\buildings\city\building1, building2 and church as they seem rather silly to me..?

@vlastan
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vlastan commented Sep 17, 2011

My intent was to completely replace the old ones with a set of distinct and homogeneous styled buildings, so let me know if there is the need of other meshes (like the smallest ones) and i'll do that.

@robn
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robn commented Sep 17, 2011

What if we just commented out all the old ones and see how it goes?

Also I imagine at some point we're going to want more variations/themes to reflect architecture from different cultures. That's not needed right now.

Trying them just now, I think the shapes are fine but the material seems to be highly reflective, making them look quite plastic. Can we do anything about that? Also I can't help but think some window lights or something might help. That's just ideas though, and I might be wrong on it. I won't block merging these on that, but I might open another issue for it.

I will merge these tomorrow - about to go out.

@Brianetta
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Window lights should perhaps be procedural. Isn't that why the models are bound up with Lua? (-:

@vlastan
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vlastan commented Sep 17, 2011

I don't know about material scripting (maybe it has something to do with the lua files ?)
Anyway, here are some window lights maps:

Png with transparency
http://dl.dropbox.com/u/9418121/windowslight.png

Png with black and white alpha map:
http://dl.dropbox.com/u/9418121/windowslightalpha.png

@richardpl
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You can use noise() to generate some random data.

I think it is possible to make window light to blink periodically. Look how are wheel animation made or engine animations of some ships.

-- get_arg() indices
ARG_ALL_TIME_SECONDS = 1
ARG_ALL_TIME_MINUTES = 2
ARG_ALL_TIME_HOURS = 3
ARG_ALL_TIME_DAYS = 4

now if you call in dynamical function of your model something like this:

     if get_arg(ARG_ALL_TIME_HOURS) > 18 then
        turn on lights ...
     else
        turn it off

or like in factory1.lua:

local lightphase = math.fmod((get_arg(1)*0.5), 1)
    if lightphase < .5 then
        billboard('smoke.png', 2, v(1,0,0), { v(13.5,50.5,-10), v(10.5,50.5,-10), v(-13.5,50.5,-10), v(-10.5,50.5,-10), v(1.5,50.5,-10), v(-1.5,50.5,-10) })
    else
          billboard('smoke.png', 2, v(1,0,0), { v(12,50.5,-11.5), v(12,50.5,-8.5), v(-12,50.5,-11.5), v(-12,50.5,-8.5), v(0,50.5,-11.5), v(0,50.5,-8.5) })
    end

@vlastan
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vlastan commented Sep 17, 2011

I think window lights should only appear during nightime

@richardpl
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nightime - let it be something random until right routine is exported to lua

@Luomu
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Luomu commented Sep 17, 2011

I think window lights should only appear during nightime

Glow/self-illumination maps should be the most suitable way - like the ones you have made. I'll look into adding support for them at some point...

@vlastan
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vlastan commented Sep 17, 2011

Updated pack:
http://dl.dropbox.com/u/9418121/NewBuilding.rar
Added 2 new buildings (factory and very small houses)
I also tweaked the size of existing ones.

@Luomu
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Luomu commented Sep 17, 2011

Added the new buildings and updated models. Also, I changed tags to just 'city_building', while it did cause them to appear more often they are not technically starport or power generating buildings (the tags are supposed to affect building selection and we will probably have more in the future).

@robn robn merged commit 496b604 into pioneerspacesim:master Sep 18, 2011
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robn commented Sep 18, 2011

All merged. "Old" models commented out (but not removed). We will undoubtedly bring some of them back (eg the arcology) but some work is needed on model selection first. I'll make a couple of followup issues.

@vlastan
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vlastan commented Sep 18, 2011

building 9 is a power gen / factory type of building
Also i can make any specific model that is still needed.

@vlastan
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vlastan commented Sep 23, 2011

Updated pack with 1 new building (temple/plaza)
also contains updated texture with shadowing baked in for the buildings
http://dl.dropbox.com/u/9418121/NewBuilding.rar

@Luomu
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Luomu commented Sep 23, 2011

I will make a new merge request for your updates at some point - or you can meanwhile plunge into the exciting world of git and try it yourself.

@robn robn mentioned this pull request Oct 19, 2011
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6 participants