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soldyne last won the day on
August 11 2015
soldyne had the most liked content!
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very nice work. I added your collection to our Chinatown Assets collection. get some cross promotion going on.
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if only we knew what the signs said... lol, very nice work. I have just released my Chinese garden wall set as props. I am in the process of making them ploppable/terrain conforming now.
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thanks for the feedback. these have been released. I have one more lamp design (a single pole, path lamp) and then I will work on a wall set... walls...its what I do...;)
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originally I thought that a string of lanterns that long would need some extra sag support. hows this?
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here is the street version of the lanterns. let me know what you all think before I release it. this road/park can be inserted into an already built up district and buildings can grow along its edge. the traffic flows under it just fine. only problem is that they can't string closely together. it has to hook up to a basic road before another park can be placed again, otherwise the road network won't connect to it. but, that just keeps people from spamming it!
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I did the experiment. I created a small park with 50 lantern props each for easy figuring. recall that the prop limit is 64. I then placed 20 of them in a small area to make 1000 lantern props. as a benchmark, in a small city of 4000 cims, I get about 35-40 FPS with vanilla buildings and models. also, keep in mind that my machine is not optimized and is about 6 years old (still using a 460GTX as my graphics card) at the closest zoom level where the main model kicks in I can't even get all the parks on the screen at once because of the area they take up. infact, some of the lanterns in the far back are at the LOD distance, so I can't get 1000 of these on the screen all with the main model at the same time. but I am getting about 30 FPS constant. not much of drop but not negligable. At the closest distance where all parks are at the LOD range, my FPS goes up to about 32. and at the minimum distance where props fade, I go back to my 35 FPS So, yes, with 1000 of these on the screen there is a drop in FPS on my very old machine, but, in practice, you can see that 1000 of these takes up a lot of space and I just don't see the average person having that many on the screen in one place for it to matter that much. anything more than 1000 would just not happen in a non-test city.
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yes, and they are only semi-spheres at that, I removed the bottoms because you can't see them from the zoomed out angle. I also removed the wire and pole bases from the LOD so all that is left are half spheres and the poles. In the base model they are only spherical octogons (not sure what the mathematical term for that is), but, I did my best to reduce poly count while still keeping the illusion. even then, they are about 64 tris each with a single 8-sided cylinder in the middle and a prism at the bottom for the tassel (total of ~104 tris per lamp). the rest of the count comes from the wire and two poles which aren't that much (about 96 total) how tall should I make the street level ones? how tall are most semi-trucks? don't want the trucks knocking down the lanterns and causing a fire! also, should I release both the spherical and oblong versions for the road or do you think the round ones are enough?
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yes, the LOD is about 114. it would be a little more if I have to make them bigger of course
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how does that work? I am not sure how to proceed with the street level lanterns. if they are placed over the road as a prop then they need to be about 16 meters wide, but, if they are placed as a replacement for the street lamp (like in your picture) then they need to be about 10 meters wide. the ones you are using there are about 8 meters wide. also, does the replacement cause the entire city to replace the street lamps or just where you specify? another thing to consider is that the prop right now is already at 700 tris which seems like a lot for prop, making it bigger with more lanterns would probably double that.
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ok, I can start a curated collection of my own. I will add my two and any new ones I produce. I can also scan the workshop for anything that might fit. going forward, if anyone else creates anything chinatown related let me know. the question I pose to the group here is; should this collection be an "asian" themed collection or a "chinese" specific collection. I had an idea to do a torii later, but, those are japanese not chinese. *edit* I did some experiments and all you need to do for an asset is put in a word anywhere in the description on the workshop and people can search that word and find it. I put a "Tag: " line at the bottom of my chinatown assets and added a bunch of words like "Chinatown", "China", "Chinese", etc *edit*
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a curated collection of chinatown assets sounds like a good idea. I am not familiar with the competition though, but, if we want to put in a standardized description that would be fine by me. I nominate schmidtbochum as the collection curator as he was the one that got all this started. (btw, this is my 666th post, and the subtitle under my name says "Mwa ha ha!")
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well here it is. This is about 95% done. I still need to make the LOD, import into the game and mess around with the texture saturation levels. but the large part of the work is done. this should be on the workshop some time this weekend.
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LOL! I've never thought of myself as someone worth donations before. right now, I am content to give my time and effort to the community without reward, your support is enough as for the tri count, well, its about 3800 as pictured. it might end up being slightly more as I add more detail. 2300 of those tris are from the lattice work. and yes, I removed as many "unseen" faces as I could. one issue though, is that the model is large enough that you might see the underside of the roofing especially if you walk around in first person. I am curious how you can find out the tri count from a .crp file. is there some utility that extracts the mesh from the file? also, where do you find the downloaded .crp from a subscribed resource? The texturing is going to be the hard part. the UV map is ugly with so many tris. this may end up as a 2048 texture, but, I think it will be worth it in the end. but, like I said, I loaded it into the game and plopped down about 10 of them in one area and saw no slow downs. the LOD should be fairly easy to get under the 100 tri limit though, its that lattice work that kills it. Chinese architecture is just so darned intricate which is why it looks so cool, but, makes for very triangle heavy meshes. when I release this I will have 3 variants which will hook up to various sized roads (2 lane, 4 lane and 6 lane connections)
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This is my raw attempt at a Chinese gate. obviously its still rough and needs texturing, but, you get the idea. its big enough for a two lane road and two pedestrian paths underneath. I will not scare you with the triangle count, but, I loaded the untextured version in the game and plopped down 10 copies in the same general area and had no slow downs. my machine is about 5 years old, so it should be good to go.
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Just to give an update. I have a Guardian Lion model ready to go. I need to put the finishing touches on it (LOD, test in game, etc) and it should be on the workshop tomorrow. I will have a bronze and stone variant. I'll start working on a gate next.
