Author Topic: Development screenshots of new city.  (Read 13526 times)

Offline AKP

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Re: Development screenshots of new city.
« Reply #75 on: October 29, 2009, 08:19:30 PM »
Will there be more than one vehicle spawn into the city allowing for the potential of street fighting in GVs?

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Offline Brooke

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Re: Development screenshots of new city.
« Reply #76 on: October 29, 2009, 08:23:59 PM »
Ye gods!  That looks great! :aok   :aok  :aok

Offline RipChord929

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Re: Development screenshots of new city.
« Reply #77 on: October 29, 2009, 08:26:43 PM »
WOAH!!!!  That is FREAKIN AWESOME!!! :aok :banana:
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Offline steely07

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Re: Development screenshots of new city.
« Reply #78 on: October 29, 2009, 08:30:25 PM »
Looks awesome, great job all!!

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Offline Delirium

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Re: Development screenshots of new city.
« Reply #79 on: October 29, 2009, 09:40:09 PM »
Now we'll really need to get another DGS type scenario released to take advantage of this.

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Offline Damned Goose

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Re: Development screenshots of new city.
« Reply #80 on: October 29, 2009, 10:05:15 PM »
Looks great , but reminds me of the  tigres river....... :( :o :confused: :mad: :airplane:
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Offline Enker

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Re: Development screenshots of new city.
« Reply #81 on: October 30, 2009, 12:18:16 AM »
I would have flat roofs to if I was making the buildings. ;)
Fortunately for us, you aren't. If there are approximately one hundred buildings in that city, a division solely for the sake of example would have sixty of them being the filler while thirty-five are the factories with smoke stacks, and the other five being flak towers. The sixty filler in game have, at minimum 5 polygons, one for the roof and four for the sides (I do not know about the bottoms of the buildings, as I know very little about how the magic works). So, sixty times five gives us 300 polygons. If the buildings have floors added in, we would have 360 polygons. Your buildings with angled roofs have at least 6 polygons, again without floors, giving us 360 polygons. If there were floors, that would be 420. The destroyable factories would have around 17 polygons, without floors, giving us 595 polygons. With floors, there would be 630 polygons. The flak towers would each have around 26 polygons, with out bottoms, giving us 130 polygons. With floors, there would be 135 polygons.

Now, with my (VERY) conservative guess as to how many buildings there are, we would have:

                       Without floors:                With floors:       With roofs, no floors:         With roofs and floors:
Filler                     300                                360                      360                                    420
Factories               595                                630                      595                                    630
Flak Towers           130                                135                      130                                    135

Total:                  1025                               1125                    1085                                  1185

Having the angled roofs gives us a total of 1185 polygons, which is 160 more polygons than flat roofs with no floors, or 60 polygons more than flat roofs with floors. But wait, we have not yet added to this however many polygons it takes to build the various environmental objects, your plane, and the planes around you. When we take these other factors into account, I would much prefer to have a game that can build my view more quickly, at a more consistent rate, and with higher frames per second on a 256 MB graphics card over prett(y/ier) buildings.
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Offline mensa180

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Re: Development screenshots of new city.
« Reply #82 on: October 30, 2009, 12:33:25 AM »
Fortunately for us, you aren't. If there are approximately one hundred buildings in that city, a division solely for the sake of example would have sixty of them being the filler while thirty-five are the factories with smoke stacks, and the other five being flak towers. The sixty filler in game have, at minimum 5 polygons, one for the roof and four for the sides (I do not know about the bottoms of the buildings, as I know very little about how the magic works). So, sixty times five gives us 300 polygons. If the buildings have floors added in, we would have 360 polygons. Your buildings with angled roofs have at least 6 polygons, again without floors, giving us 360 polygons. If there were floors, that would be 420. The destroyable factories would have around 17 polygons, without floors, giving us 595 polygons. With floors, there would be 630 polygons. The flak towers would each have around 26 polygons, with out bottoms, giving us 130 polygons. With floors, there would be 135 polygons.

Now, with my (VERY) conservative guess as to how many buildings there are, we would have:

                       Without floors:                With floors:       With roofs, no floors:         With roofs and floors:
Filler                     300                                360                      360                                    420
Factories               595                                630                      595                                    630
Flak Towers           130                                135                      130                                    135

Total:                  1025                               1125                    1085                                  1185

Having the angled roofs gives us a total of 1185 polygons, which is 160 more polygons than flat roofs with no floors, or 60 polygons more than flat roofs with floors. But wait, we have not yet added to this however many polygons it takes to build the various environmental objects, your plane, and the planes around you. When we take these other factors into account, I would much prefer to have a game that can build my view more quickly, at a more consistent rate, and with higher frames per second on a 256 MB graphics card over prett(y/ier) buildings.

I would have flat roofs to if I was making the buildings. ;)
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Offline lyric1

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Re: Development screenshots of new city.
« Reply #83 on: October 30, 2009, 01:45:52 AM »
Well now if the B29 was to be added it looks like there is something worth hitting with it.  Looks great :aok

Offline Karnak

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Re: Development screenshots of new city.
« Reply #84 on: October 30, 2009, 02:50:23 AM »
Enker,

All polygons are triangles.  So every square or rectangle takes 2 polygons to make, thus the minimum for those buildings is 10.  Putting peaked roofs on them would raise that to 14.  Remember, the ends of the building need to be flush with the roof, so those walls need 3 polygons now.
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Offline LYNX

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Re: Development screenshots of new city.
« Reply #85 on: October 30, 2009, 03:00:03 AM »
That City looks great but there's an important building missing.  This really needs the Eiffel Tower.  Don't get me wrong...I did like bombing cities but I'd prefer to bomb Paris  :aok

Offline crazyivan

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Re: Development screenshots of new city.
« Reply #86 on: October 30, 2009, 03:07:34 AM »
That City looks great but there's an important building missing.  This really needs the Eiffel Tower.  Don't get me wrong...I did like bombing cities but I'd prefer to bomb Paris  :aok
standard! just watch the wineries, and the brothels. :old:
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Offline Plawranc

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Re: Development screenshots of new city.
« Reply #87 on: October 30, 2009, 06:04:57 AM »
SWEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEET

I am so gonna organize a Lanc horde when this thing gets here :D
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Offline thndregg

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Re: Development screenshots of new city.
« Reply #88 on: October 30, 2009, 07:30:43 AM »
Here we come! Thanks Hitech & Crew!


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Offline opposum

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Re: Development screenshots of new city.
« Reply #89 on: October 30, 2009, 07:53:37 AM »
please please please please please
please please tell me that the bridges are destroyable or atleast some of them are :pray :pray :pray :pray :pray
 :pray :pray :pray :pray :pray :pray :pray :pray




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