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First Bacolod, then the world!

PostPosted: Mon Apr 04, 2005 11:25 am
by Scottler
Okay so we've all for the most part seen the new Bacolod animated superscenery.  We could later find out that the designers of this amazing file aren't going to do any other areas than the Phillipines, if they make any more sceneries at all.

So here's what I'm thinking.  I really believe that this scenery is the beginning of a new phenomenon in scenery design.  Does anyone know how they did it?  Imagine an entire world full of animated superscenery like this!  

Any ideas?

Re: First Bacolod, then the world!

PostPosted: Mon Apr 04, 2005 12:09 pm
by bm
Gmax animations are simple enough! You just have to know how to use Gmax first! You can also make conditional animations very easily if you're interested in that, ie have animations display only when the windspeed is a certain velocity, nav frequency etc

As for the no frame rate hit - Dunno ??? A lot of design experience :) Tweaked asm source files - removed shadow call, low poly objects, conditional display, LoD possibly. You'll just have to ask him!

Re: First Bacolod, then the world!

PostPosted: Mon Apr 04, 2005 12:11 pm
by Scottler
Yeah, I've asked him if he'd be interested in teaching people how to do it...the concept of having something like this on a global level is just so enticing.  lol

Thanks for your help!

Re: First Bacolod, then the world!

PostPosted: Mon Apr 04, 2005 12:24 pm
by bm
Another major reason may be that there is no AI. AI is IMHO probably the biggest nightmare to scenery designers. You build your scenery with Gmax, use XML tools etc and thats fine - 30 FPS locked (Sheffield) on my system. Add AI and each plane has more polys than the whole scenery put together!

Re: First Bacolod, then the world!

PostPosted: Mon Apr 04, 2005 2:03 pm
by JBaymore
And the ai at the airport has to somehow "be aware" of the traffic.  So that planes don't run over fuel trucks and people and the like.

best,

...............john