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How many cells for Silgrad city ?
07-01-2006, 10:17 PM,
#11
 
Quote:Originally posted by TheImperialDragon
Except for the framerate perhaps?

Nope, the framerate mostly (but not totally) depends on how much faces/polygons are in a cell. Smile
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07-01-2006, 10:26 PM,
#12
 
And if it is going to be that big, that is a lot of polygons and stuff... And NPCs... and a lot of Misc items.
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07-01-2006, 11:04 PM,
#13
 
Quote:Originally posted by TheImperialDragon
And if it is going to be that big, that is a lot of polygons and stuff... And NPCs... and a lot of Misc items.

No. The framerate depends on how many polygons are in a cell - not how many cells there are or what worldspace it's in. Sure if you cut a cell in half you can have a full poly budget on either side of the worldspace teleport, but I don't think that outweighs the annoying cell loads.
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it.
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07-02-2006, 12:12 AM,
#14
 
Also, what I plan on doing is making some clever LOD's and from the look of those buildings you are using they could have the same done to them. Rendering out an entire city where each building is only a couple of hundred polygons (in its LOD state) wont be a problem I would have thought!
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07-02-2006, 02:53 PM,
#15
 
Thanks Raggidman for your advise.
Thanks Razorwing for the reminder.

We plan to mimic (for the largest part) the TES3 Silgrad city . There is one big difference. The new city will be much more spacious. In the TES3 version the city was builded too tightly (they had to). There was not enough room for decorations, lights, NPC's (FPS wise).

As we have the space, there is room enough for nice decorations, lights etc.


I made a new calculation.

In TES3 there were roughly 10 cells that created the surrounding landscape. Meaning 10*256 = 2560 cells (new scale).

In TES 3 the city was roughly 8 cells.
Meaning 4*256 = 1024 cells.

If we comply to that scale we need a staggering 3584 cells.


For the city I estimate I need roughly 400 cells. Of these 250 cells for the housing and the streets. The other 150 cells are for parks, ponds, etc.

HeIsTheDarkness made a test worldspace with 1600 cells.
Meaning 400 cells for the city and 1200 for the surroundings.

We can enlarge it by adding more cells, to comply to the 2560 cells.

What do you think ?

EDIT
The landmass is now 720 cells.
There are roughly 1600 cells in the worldspace.

I attached an overview of the TES3 Silgrad city.
Dum loquor, hora fugit  - While I speak the time flies



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07-02-2006, 02:58 PM,
#16
 
here is how large 400 cells are in OB (yes, i know your scaling up)

[Image: untitled3nn.th.jpg]

persoanly i think that making teh city close together will make it more interesting (thieves can have more hiding places for ex.). also it seems to me that hlallu build their cities quite compacted.
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07-02-2006, 03:10 PM,
#17
 
There should be some open space, but there should also definitely be buildings packed tightly together for Thieves and such.
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07-02-2006, 03:58 PM,
#18
 
Quote:Originally posted by Lady Nerevar
.. also it seems to me that Hlaalu build their cities quite compacted.
That's true.

I'll give the thieves enough hidingplaces Wink and keep (and Siegfried's) your remarks in mind.
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
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07-02-2006, 04:07 PM,
#19
 
This is gonna be great, I'm proud to helping you guys!
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07-02-2006, 07:16 PM,
#20
 
Yeah... there's also many tight alleyways in Hlaalu cities, with all sorts of clutter in them.
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