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Old December 5th, 2015, 03:03 AM   #801
Dubai Skyscraper
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Sry for the double post but I just felt like dumping some words about the community cities.

Even though I believe we could make a project appealing enough to keep people motivated, I'm struggling with the idea of yet another static, "boring" city. All our projects were basically accumulations of buildings, static objects which can only be rendered in the same state. This is very monochrome and becomes boring after you're rendering that same camera angle for the 10th time.
So, this is one of the reasons why I tried out new ways to experience 3-dimensional worlds. I made models for Cities:Skylines, I worked with Unreal Engine. And, even though there were lots of compromises, I enjoyed the final "product" so much more. Modeling for games simply gives your work a purpose. It becomes more than a static object. It comes to life.
Now I'm only beginning to explore this whole new world. But one thing is for sure, if I was ever to start another community project, it would be related to games in some way. Because 3D models and videogames should go hand in hand
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Old December 7th, 2015, 12:34 PM   #802
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^Hm, i wanna try that one thing with modeling for cities:skylines... you basically put your own made models into your game ?
Is there a way to create a city in "skylines" with people, like a community project ?
instead of plain "static" images, we could basically create a city where we could "walk" in.. if something like that is possible, i think people would be maybe more motivated to join and to continue till its finished.


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Old December 7th, 2015, 05:38 PM   #803
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C:S as a citybuilder game has fairly simple graphics, so "walking" is not that great. However, you get awesome bird-eye and skyline views. The great thing is that it's all dynamic, and easy to use. Streets, infrastructure, zones are used to create the city, and the game automatically fills them with buildings, cars, people. You can basically make two kinds of buildings, ploppable and growable. Growables have a fairly small size and will be spawned randomly when certain conditions are met. Ploppable buildings can be placed manually, and have hardly any size restriction thanks to modding. I recommend to have a look at the biggest modding community for C:S :

http://community.simtropolis.com/for...en-discussion/
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Old December 8th, 2015, 03:24 AM   #804
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How hard do you think making a city with SSC detail level and exporting it to Unreal Engine to create some kind of city model in which we could actually walk and stuff?

I started playing around with UE a few months ago, but my laptop f*cked up so all my progress there is stalled. Now I only have my outdated Mac
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Old December 8th, 2015, 04:38 AM   #805
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It is easier than you think. With the experience I gained from both UE4 (very high detail, perhaps a bit over the top for an entire city) and C:S (low detail but you can simulate a city of millions of people) I could write a guide that explains which techniques we have to use to make efficient models for the best possible performance on all machines. But everyone would have to follow the guide and manage his content, this is where it gets a little tricky. Everyone should learn how to do basic UE4 stuff such as making materials, placing actors and so on. Not that it is hard, but takes some effort.

Fair enough, I think we shouldn't de-rail Mike's thread any further We can continue the discussion either in my UE4 thread or some dead community project
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Old December 9th, 2015, 06:41 PM   #806
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The Northland Center is finished.

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