SolarLiner Posted August 19, 2013 Share Posted August 19, 2013 Hey, need some extra things with the roads on B4. Here's my current state:(KerbinCube is eyeball Kerbal-sized (1m tall, 70cm for other axies) to help getting an idea)How high will be the road above the building? What dimentions for the border, the road, etc... to make seamless transitions.Speaking of textures, tiled 512 is far better than 2048 "normal", as only a 512 tex will be allowed on the VRAM. For me it will pose no problem because it will be an office building.Speaking of building, who has an idea for the name of the company ? I thought "Kollar Center" or "Kerbin Fuel, Inc." but it doesn't sound good enough for me.How "well" does KSP supports alpha in textures? How to make "night" textures (with spotlights, and lit rooms as some Kerbals will be working hard for rockets to launch) ? Link to comment Share on other sites More sharing options...
Manesag Posted August 19, 2013 Share Posted August 19, 2013 I am just wondering, what city did you base your city off of? To me it looks a bit like Rio mixed with New York. But thats also considering the major way to get into Rio is through the large Rio-Niteroi Bridge: http://en.wikipedia.org/wiki/Rio%E2%80%93Niter%C3%B3i_Bridge Link to comment Share on other sites More sharing options...
squirtgun1234 Posted August 19, 2013 Share Posted August 19, 2013 I'll do D4. I use Blender. It's going to be a condo lot, with a pool and park. Link to comment Share on other sites More sharing options...
NGTOne Posted August 19, 2013 Share Posted August 19, 2013 What about using artyoms grass and pavement textures?And with the scale we working with, I don't think we need transition materials.Keep in mind that there will be a possibility of players getting up close to the buildings, so transition materials can't hurt. Link to comment Share on other sites More sharing options...
DisarmingBaton5 Posted August 19, 2013 Share Posted August 19, 2013 I wouldn't mind if this city were implemented (when cities are added) into the base game. It looks nice. Link to comment Share on other sites More sharing options...
squirtgun1234 Posted August 19, 2013 Share Posted August 19, 2013 Sorry, saw that D4 was taken, i'll help with the new island when it's ready... Link to comment Share on other sites More sharing options...
Tw1 Posted August 19, 2013 Share Posted August 19, 2013 Same, will help plan the new island. I study the landscape architecture, so this is right up my alley. Link to comment Share on other sites More sharing options...
rasheed Posted August 19, 2013 Share Posted August 19, 2013 Refined D2 a bit.Its all set for exporting. There might be minor changes Link to comment Share on other sites More sharing options...
Ozi Posted August 19, 2013 Share Posted August 19, 2013 Showing progress. Also, It would be nice to get these common textures asap, I would like to start to put them here and there. My part gonna be good for on foot exploration and finding little secret places. No high buildings. Link to comment Share on other sites More sharing options...
PringleMan Posted August 19, 2013 Share Posted August 19, 2013 That is a really slick shipyard/port!This definitely needs to be added as a default launch sight for boats. Would love to launch of the carriers by InfiniteDice from this place.Side note, are you planning on doing some piers? Link to comment Share on other sites More sharing options...
Ozi Posted August 19, 2013 Share Posted August 19, 2013 Side note, are you planning on doing some piers? Nope, I'm gonna go for port with whole coast. But somebody else should do it, it could work as land strip. Link to comment Share on other sites More sharing options...
nothke Posted August 19, 2013 Author Share Posted August 19, 2013 I am actually sketching the future plans and I am considering a bigger harbor district with piers north of the eastern island. Check the first map of the bay in the OP. I will share more sketches later. Link to comment Share on other sites More sharing options...
OopsThatNotWork Posted August 19, 2013 Share Posted August 19, 2013 Looks cool, I know nothing about modeling so I won't enter but I will watch.Same here, wish I could help but just havent motivated myself enough to learn it yet. Good luck everyone, will be watching. Link to comment Share on other sites More sharing options...
OopsThatNotWork Posted August 19, 2013 Share Posted August 19, 2013 Umm.. This is true. Unless you can offer some advice or help.?Only that the jr docking modules work as good train couplers, aka they pivot slightly and allow a line of connected "cars" to curve somewhat . Only tried this with track vehicle, such as:assume would work with wheel vehicles. The longer the "train" the more curve or pivot you can get. Link to comment Share on other sites More sharing options...
Nazari1382 Posted August 19, 2013 Share Posted August 19, 2013 Trying to get used to the scale and blocking things out around the highway mockup... the tiny green box is a kerbal at a "fuel station". Link to comment Share on other sites More sharing options...
henrik908 Posted August 19, 2013 Share Posted August 19, 2013 i am doing the high bridge Link to comment Share on other sites More sharing options...
BobCat Posted August 19, 2013 Share Posted August 19, 2013 (edited) nothkeTest building 2k poly Only box colliders 3 512*512 texture + bumpmap3 materialThat normal ? Edited August 19, 2013 by BobCat Link to comment Share on other sites More sharing options...
rasheed Posted August 19, 2013 Share Posted August 19, 2013 Mmmm im impressed Link to comment Share on other sites More sharing options...
Ozi Posted August 19, 2013 Share Posted August 19, 2013 How big is this building? Because plot to cover is pretty big, and covering whole in such buildings could make some PCs sweat. Link to comment Share on other sites More sharing options...
BobCat Posted August 19, 2013 Share Posted August 19, 2013 Main KSP freeze its rigidbody calculation. Building no have rigidbody, its static mesh collider. Quote "Polys are not the issue they use to be, you could push through 8k and 16k meshes and no one would even notice. The physics calculations and their collision meshes are much more important than their visible poly count!You can do a quick test and see what im talking about. Create a 100k poly sphere, and put a simple low poly mesh collision on it, and you still have a solid frame rate.Now do the opposite, low poly visual, and a high poly collision. Your frame rate will noticeably drop! Why, because our graphics cards are very good at pushing polys to our eyes, not so much for collision... " Link to comment Share on other sites More sharing options...
zekes Posted August 19, 2013 Share Posted August 19, 2013 so how does this work? and I could provide aAmphibious construction tanks, for moving things into place.http://www./?5p16fa6tfqcs9t5It uses a bulldozer blade to plow, and has gear to repair damaged wheels.Jet engines (for water) are on Action group "2" (i think). "1" is for extending ladders and antennae. Link to comment Share on other sites More sharing options...
Gojira Posted August 19, 2013 Share Posted August 19, 2013 Zekes, the buildings will be static objects, akin to objects added by Kerbtown or like the VAB, SPH, astronaut training tower, or the tracking station. Link to comment Share on other sites More sharing options...
nothke Posted August 19, 2013 Author Share Posted August 19, 2013 nothkeTest building 2k poly Only box colliders 3 512*512 texture + bumpmap3 materialThat normal ? Looks very good! I think that the polycount and materials are ok =) Maybe put a specular on the window texture to make them shine in the sunlight, also you could try adding emmisive map to the text and to some of the windows. I don't know yet how to make it turn off during the day, but I guess someone will come up with a plugin or a way how to do it. bac9's KSC is doing it, then it's possible. Link to comment Share on other sites More sharing options...
Tw1 Posted August 19, 2013 Share Posted August 19, 2013 (edited) Only that the jr docking modules work as good train couplers, aka they pivot slightly and allow a line of connected "cars" to curve somewhat That's a pretty cool train, the kind of thing I imagine people making.But, if I'm going to get rails working, I need advice on two things:1. How to make ladders. That is the basic idea, use the ladder system like rails. As long as you're generous enough with the angles you place track segments at, you should be able to travel down the line at speed.There seems to be a discrepancy between the wiki's ladder tutorial, and what I'm seeing in unity.Maybe I installed part tools wrong, or maybe I also need the old one.2. The second thing, is I need to get the bogie (train wheel base) to grip to the ladder that is the track, like a Kerbal does. This part looks tricky, may need to read some unity tutorials.Everything else, like the bogie providing propulsion, and a resource requiring part that lays track segments. (Interacts with kerbtown, uses metal from exraplanetary launchpads) are just details if the main idea works.So far, I have a simple viaduct model, that could be modified to make different lengths. Textures are not intended as final. Edited August 19, 2013 by Tw1 Link to comment Share on other sites More sharing options...
deadshot462 Posted August 20, 2013 Share Posted August 20, 2013 Progress looking great all across! Link to comment Share on other sites More sharing options...
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