City View

Blitz3D Forums/Blitz3D Beginners Area/City View

Chad(Posted 2005) [#1]
Besides spending hours upon hours modelling and skinning every inch of a city, is there a program, whether it be a terrain program, a entity placement program a la droplet, or anythign else that will speed up a process where I can model and skin and create my own custom city? I really do not want to model 50 different buildings, keep changing a uvmap for the roads, and copying and pasting everything everywhere.

I just need somethign I can open up, paint on a texture, import a model, place it, and then save it and have it save the map and everything just as I need it.


flying willy(Posted 2005) [#2]
seems like you should be making your own editor for this, sorry.


PowerPC603(Posted 2005) [#3]
Gile[s]?

http://www.frecle.net/giles/


Chad(Posted 2005) [#4]
Could someone help me get started in writing my own program?


SoggyP(Posted 2005) [#5]
Greetings Puppies,

The first thing I'd suggest is finding a way to build a city plan in 2d, that'll give you a start from which to work from.

Peace,

Jes


wizzlefish(Posted 2005) [#6]
Chad - email me or something. I've got an idea.


Rook Zimbabwe(Posted 2005) [#7]
I think soggyp has it... If you build it in 2D you can tell Blitz to read your file format and throw it into 3D. Wouldn't that be like creating your own engine?

-RZ


SoggyP(Posted 2005) [#8]
Greetings Puppies,

Thinking about it, someone recently (past 6 months) produced some code that did a 3d 'city' - no uv mapping or anything but again, something to start with.

Peace,

Jes


Nexus6(Posted 2005) [#9]
I have an idea for creating a random city.

1.First you need to create 2 textured tile meshes. The mesh would be modelled like a segment of road and would include the pavement (sidewalk for you Americans), it would include a straight and a crossroads.

2.Next you create a 2D array of say 50*50. Initialise the array with zero's.

3.Treat the array like a 2 Dimensional grid. At random loop through the horizontal plane and add 1 to its value then at random loop through the vertical plane and add 2 to its value.

4.It would look something like this

20000202002000020200200
31111313113111131311311
20000202002000020200200
31111313113111131311311
20000202002000020200200
20000202002000020200200
31111313113111131311311
20000202002000020200200
20000202002000020200200
31111313113111131311311

0= were buildings can be placed
1= horizontal road mesh
2= (rotated) vertical road mesh
3= Cross Road mesh

5. You now need to model several different sized buildings which can be placed on the "zero's", remember you could use the same model with different textures or even scale it.


Chad(Posted 2005) [#10]
Yeah, I found something in the code archives that does both of that. I don't have the link on hand but it's in there, and it does what both of you mentioned :)