[?] Tall Buildings?

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Shovel
Posts: 860
Joined: 2010-08-26 14:23

[?] Tall Buildings?

Post by Shovel »

I was wondering about the capability of the BF2 engine to display tall buildings. When I say tall, I mean about the size of the Huge T-shape in Beirut. Would a city of buildings this tall be possible? And they would not all have to be enterable, or they could be partially enterable, like the TV station, where you can use the stairwell only. I know that BF2142 has some maps with some decent sized buildings, but the 2142 view distance is very short. So, to what scale can large static objects be used in PR?
Shovel009
Adriaan
Retired PR Developer
Posts: 5150
Joined: 2008-10-22 21:47

Re: Tall Buildings?

Post by Adriaan »

It should be possible. I think the main problems with tall (or otherwise large statics) is that detailing large objects will require more tris and interiors aren't really an option unless it's just a few rooms (could be done modular as the T-buildings, but that just increases strain iirc). I don't know much about statics, but that's my basic understanding.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Tall Buildings?

Post by Rhino »

Its possible, your main problem especially if your going to have interiors is lightmaps, as you will find that they use up a lot of memory.

You also want to split up any large/tall building into a few separate pieces, so that when your on the street walking past a building, your not drawing the top floor, ~200ms above your head in full detail like your having to draw the bottom floor since your right next to it.

But ye, there is no reason why it can't be done, your biggest problem is making all these buildings and then once made, not going over the top in terms of placement.
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rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Tall Buildings?

Post by rPoXoTauJIo »

Shovel wrote:I was wondering about the capability of the BF2 engine to display tall buildings. When I say tall, I mean about the size of the Huge T-shape.
Like this? :-P
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Tall Buildings?

Post by Rhino »

T-shaped building could have much better lods as you can see there and tbh, for lod/draw call purposes you would really want each floor section to be more than just one floor, more like 4 or 5 floors for optimization purposes for such a tall building. Main reason they are split up floor by floor is for flexibility.
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KiloJules
Posts: 792
Joined: 2011-03-17 18:03

Re: Tall Buildings?

Post by KiloJules »

Reminds me of one of my first experiences with GMax...

Wanted to create a building (like the T-shapes) that could be stacked in any given number.

I know, not the best shots but it is all I have:

Skyscraper:

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Dark Blue is some sort of cellar/garages, light blue obviously the staircase, grey are the copied floors. Each side has a living room, kitchen, bathroom and bedroom.

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Family Home (European):

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I started with 1 regular floor and edited what was needed for cellar and upper floor.

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unrelated...

Middle East Townhall:

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As it seems it is hyper important for the single floors to be optimized as you would copy any fault over and over again. So every unnecessary Tri gets multiplied.

But as I said, was basically one of the first tries...anyway, interesting and lots of fun :)

Whatever you are planning OP, good luck and have fun creating it!
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