Frogbull Posted June 19, 2013 Share Posted June 19, 2013 (edited) Low-Poly Cities with Airports on KerbinCities ideas (if you have better names ideas, write them ) :- Lonkorb (London clone) semi-coastal city on a small island- Karbis (Paris clone) continental city- Kergypt (Cairo-Gizeh) desert city- New Kyork (New York) coastal cityMonuments clone :- Lonkorb : Big Ben, Tower Bridge- Karbis : Eiffel Tower, Notre Dame, Arc de Triomphe- Kergypt : Pyramides, Sphinx- New Kyork : Statue of Liberty, Empire State BuildingThe Monuments have to be Lowpoly and "Kerbalized" The Airports will be KSC Airport clones so you will have many places for landing.WIP :- Statue of Kiberty (derivated work from that and that)- Keirffel Tower (derivated work from that) Edited June 19, 2013 by Frogbull Link to comment Share on other sites More sharing options...
Greywind Posted June 19, 2013 Share Posted June 19, 2013 Have you found a way past the ~2.5 km render distance? This is a great idea, and you have good models, but I think that's the biggest issue here. Link to comment Share on other sites More sharing options...
Frogbull Posted June 19, 2013 Author Share Posted June 19, 2013 Have you found a way past the ~2.5 km render distance? This is a great idea, and you have good models, but I think that's the biggest issue here.Not at the moment, but I think the best will be to integrate the city in the game directly (as a plugin-mod) like the officials building (VAB, Airport, roads); not as a "part", but the dev seems to help the community, so if we have a nice low-poly city, I'm sure they will help us for IG integration. Link to comment Share on other sites More sharing options...
123nick Posted June 19, 2013 Share Posted June 19, 2013 Not at the moment, but I think the best will be to integrate the city in the game directly (as a plugin-mod) like the officials building (VAB, Airport, roads); not as a "part", but the dev seems to help the community, so if we have a nice low-poly city, I'm sure they will help us for IG integration. The romfarer mod has a option to change render distance, all the way up to 99,000 kilometers. Link to comment Share on other sites More sharing options...
Tommygun Posted June 19, 2013 Share Posted June 19, 2013 Isn't there a function in the Lazor System mod that can extend the render distances?It might be a popular if you could do a second version of the statue like this.Basically just cut it in half, maybe add a little damage.Edit: Ninja'd Link to comment Share on other sites More sharing options...
Tankaa Posted June 19, 2013 Share Posted June 19, 2013 Not bad. I'd have started a bit simpler, though, with some tower blocks, roads, houses, factories, and the like.Admittedly, when I think about low-poly cities, I think of Frontier: Elite II or Frontier: First Encounters. Link to comment Share on other sites More sharing options...
Devo Posted June 19, 2013 Share Posted June 19, 2013 oh i thought you meant cities... not landmarks. Link to comment Share on other sites More sharing options...
Frogbull Posted June 19, 2013 Author Share Posted June 19, 2013 (edited) The romfarer mod has a option to change render distance, all the way up to 99,000 kilometers.Thx for info. It might be a popular if you could do a second version of the statue like this.Basically just cut it in half, maybe add a little damage.Fallout fan ? I'm sorry, one post-apo city (a Tchernobyl-Pripiat Like) why not but no more (Kerbal live in a fun world, let 'em in peace ! ) Not bad. I'd have started a bit simpler, though, with some tower blocks, roads, houses, factories, and the like.Admittedly, when I think about low-poly cities, I think of Frontier: Elite II or Frontier: First Encounters.Exactly, like in Frontier (but with low-res textures ^^)oh i thought you meant cities... not landmarks.My project are cities not only landmarks.A low-poly city is a "planar 3D boxe" (the simple boxe you can imagine) with a High Res texture (2048x2048 or more).But, to make it more "attractive", you add objects on it (houses, building, cars, trees, landmarks), objects are low-poly AND Low Res textured.Three advantages of separate elements : textures, multi-purpose (you can easy move object on your city), separate collision boxes.And, I think (not sure at all), Unity load one texture by element, so if you have 10 times the same building strewed on your City, Unity will load one time the texture and share it with the cloned element. It makes the city less-CPU/memory usage.Exemple :IG exemple with stock parts; the pannel is the main part (the ground with texture) struts are separate building : Edited June 19, 2013 by Frogbull Link to comment Share on other sites More sharing options...
dlrk Posted June 19, 2013 Share Posted June 19, 2013 Suggestion RE airports:Use accurate runway numbers. The runway should be numbered according to compass heading(at KSC, for example, one side is 27, the other is 9). Link to comment Share on other sites More sharing options...
Frogbull Posted June 19, 2013 Author Share Posted June 19, 2013 Suggestion RE airports:Use accurate runway numbers. The runway should be numbered according to compass heading(at KSC, for example, one side is 27, the other is 9).Can you help me for that ? (not a compass expert ^^)I work on a first step texture (2048x2048) (derivated work from that)It's WIP, for a good integration I need the grass texture used on Kerbin, who knows where I can find it ? Link to comment Share on other sites More sharing options...
Frogbull Posted June 19, 2013 Author Share Posted June 19, 2013 Ok, I've tested IG with a "ground" and a building (Eiffel Tower), it's not the final result, only a test. (I know grass is dirty don't call Captain Obvious please )Zoom LargeZoom MediumZoom Close Link to comment Share on other sites More sharing options...
Kenobi McCormick Posted June 19, 2013 Share Posted June 19, 2013 ...any chance of getting a Top Gear Test Track plonked down near KSC somewhere? Link to comment Share on other sites More sharing options...
Frogbull Posted June 19, 2013 Author Share Posted June 19, 2013 ...any chance of getting a Top Gear Test Track plonked down near KSC somewhere?Why not, the Top Gear track is flat so, I can do it.But now, I present to all of you my first playable Airport (ultra simple but I work a lot on the textures)The Textures :The First Landing (Ok, second, my first attempt I was to quick and the Airport is short ) in 4 steps :If you want the actual Part, I can upload it, but it will be for betatesting (I want support/feedback/help) Link to comment Share on other sites More sharing options...
EnhancedCookie Posted June 19, 2013 Share Posted June 19, 2013 I think the game realy needs some cities (and weather) added, I hope this project works out, can't wait to crash land in the middle of a megalopolis Link to comment Share on other sites More sharing options...
ahappydude Posted June 19, 2013 Share Posted June 19, 2013 With the cabin log mod several people made little kerbal cities around the launchpads haha good times Link to comment Share on other sites More sharing options...
brobel Posted June 19, 2013 Share Posted June 19, 2013 this mod looks promising. allways wanted to be able to drop bombs on cities. Link to comment Share on other sites More sharing options...
Frogbull Posted June 19, 2013 Author Share Posted June 19, 2013 this mod looks promising. allways wanted to be able to drop bombs on cities. And if you want to saw directly the Airport, I've uploaded it on Sketchfab. Custom Airport for KSP (click to view in 3D) Link to comment Share on other sites More sharing options...
skykooler Posted June 19, 2013 Share Posted June 19, 2013 Could you put smaller images for the launchpad textures? It takes forever to scroll to the end. Link to comment Share on other sites More sharing options...
KhaosCorp Posted June 19, 2013 Share Posted June 19, 2013 This looks amazing, a lot of potential here. Your doing great work bud, hope you get this functional! Link to comment Share on other sites More sharing options...
Panichio Posted June 19, 2013 Share Posted June 19, 2013 The work is looking great, but please, please (!) don't put 'k' in front of all the names of your buildings. Link to comment Share on other sites More sharing options...
Gojira Posted June 19, 2013 Share Posted June 19, 2013 Someone made a plugin that allowed you to add objects (a la VAB or SPH) to the game world on Kerbin at any coordinates you want. I don't remember where the thread is. Link to comment Share on other sites More sharing options...
NovaSilisko Posted June 19, 2013 Share Posted June 19, 2013 There's an internal object called PQSCity, which is used for placing easter eggs. I bet it could be adapted to place permanent objects. Link to comment Share on other sites More sharing options...
WCOLE360 Posted June 19, 2013 Share Posted June 19, 2013 Ooh is that some great secret nova? Link to comment Share on other sites More sharing options...
Gojira Posted June 20, 2013 Share Posted June 20, 2013 There's an internal object called PQSCity, which is used for placing easter eggs. I bet it could be adapted to place permanent objects.That's what the plugin did I think. Link to comment Share on other sites More sharing options...
Frogbull Posted June 20, 2013 Author Share Posted June 20, 2013 (edited) New update, a village-city-airport :All work, you can walk on it or land/crash a rocket/aircraft.The city is not invulnerable at the moment (my goal is an invunerable city with destructible parts on it (house, building).And with a lot of work in my mod, I'm sure it will be easy for anyone who wants to create a new city and place it on Kerbin (or Duna, or beyond ).The same city but with a custom road (you can do the road part by part like you adding solar panel on a struc) Edited June 20, 2013 by Frogbull Custom Road Link to comment Share on other sites More sharing options...
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