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 Post subject: Grit Colaboratory Project --> MAIN-TOPIC
PostPosted: Sun May 15, 2011 2:49 pm 
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Allright, using Arvis's map design, we have this map.

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When we finish this map, we will talk about expanding it (several ideas of mixing with brian's proposition, etc)

Lot Map:

Image

Each lot has a portion of road included

Rules
When picking a lot, give a small description of what you want to do in it. Pictures are welcome.
Don't pick a lot if you're not going to model it any time soon. It is better to pick 1 lot then pick another than to pick 3 together.
There is no specify developing time, but if a lot is taken for a lot of time without progress, it will become free.
When you finish a lot, you agree on the other developers on fixing it before coming ingame


Here's the info about this small zone:

Mainly residential medium densidity (5-storey buildings or so) rich zone with commerces.

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 Post subject: Re: Grit Colaboratory Project --> MAIN-TOPIC
PostPosted: Sun May 15, 2011 3:24 pm 
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Some references on what would be nice to see
http://www.skyscraperpicture.com/malmo01.JPG
http://upload.wikimedia.org/wikipedia/e ... ckell1.JPG
http://upload.wikimedia.org/wikipedia/c ... eMiami.jpg
http://3.bp.blogspot.com/_8HxdW5doxR4/T ... /flat1.jpg
http://aff.bstatic.com/images/hotel/org/104/1041557.jpg
http://www.chalothailand.com/files/images/Carrefour.jpg
http://www.travelphotoi.com/wp-content/ ... _Hippo.jpg
http://farm4.static.flickr.com/3109/257 ... ffb8_o.jpg
http://img.venere.com/img/hotel/8/3/4/0 ... side_1.jpg
http://upload.wikimedia.org/wikipedia/c ... thouse.jpg


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 Post subject: Re: Grit Colaboratory Project --> MAIN-TOPIC
PostPosted: Sun May 15, 2011 4:56 pm 
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Before picking a particular lot, please say what you want to model, then we should assign lots so that similar areas are together.

When all the lots in a block has been assigned, those people should go away and together (in a new forum thread) try and design (sketch up) the whole block together, This will allow the lot divisions to be more realistic, along the lines of structures and open spaces, etc. So design the open spaces, the alley ways, etc, when you have a block to yourselves.

For insipration, here are 3 cities scaled to the same scale as the arvis map:

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 Post subject: Re: Grit Colaboratory Project --> MAIN-TOPIC
PostPosted: Sun May 15, 2011 4:57 pm 
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I suspect there are few enough people so far that there will only be a single block being worked on, but that's fine. When it's done, you can move onto a new block, and maybe more people will be attracted.


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 Post subject: Re: Grit Colaboratory Project --> MAIN-TOPIC
PostPosted: Sun May 15, 2011 5:17 pm 
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Also need to decide on climate, weather. This has an effect e.g. whether we have A/C boxes in windows, swimming pools on roofs, etc.


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 Post subject: Re: Grit Colaboratory Project --> MAIN-TOPIC
PostPosted: Sun May 15, 2011 5:34 pm 
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Spark wrote:
Also need to decide on climate, weather. This has an effect e.g. whether we have A/C boxes in windows, swimming pools on roofs, etc.


Sunny climate, everyone is fed up of greys!

Though i recon that would be the best and most realistic way of developing the city i also think it will be very slow and complicated, and it is much easier to just pick one of the lot and model

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 Post subject: Re: Grit Colaboratory Project --> MAIN-TOPIC
PostPosted: Sun May 15, 2011 5:45 pm 
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E.g. 4 people get together and do this together then it's obvious how to carve up the space into separate obj files for people to work off of

Note: red text says 'one way'

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 Post subject: Re: Grit Colaboratory Project --> MAIN-TOPIC
PostPosted: Sun May 15, 2011 6:11 pm 
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So here are the environmental factors so far:

Climate: hot enough for A/C and pools, bright and sunny, vibrant colours
Area: urban, medium population density, approx 5 storey buildings
Amenities: parks, trees, etc, a reasonably nice part of town
Purpose of buildings: shops, offices, residential (apartment blocks), street-front stores with apartments above them
Transport: most people travel by car, small car parks needed, parking by side of road common


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 Post subject: Re: Grit Colaboratory Project --> MAIN-TOPIC
PostPosted: Mon May 16, 2011 8:51 am 
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I managed to persuade Brian to redo the roads, the map is the same shape, so the lot choices and deisgn etc is still valid.

The changes are:

* chamfer on the curb prevents broken normals, i measured the normals on jv's sidewalks were off by 14 degrees
* highway has a proper 'white line' texture now, missing spec and normal, but i'll do that soon
* some height variation to make it more interesting
* no uv errors on the curb<->road divide
* no seams where pavements meet the curved parts of pavements at the intersections. this is achieved by not clipping off the end of the road segments so everything lines up neatly

At this point he hasn't finished yet and there are gaps in the mesh in svn, but it looks like it will not be long now.

Brian spent a long time working on this, even though it wasn't his choice of map.


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 Post subject: Re: Grit Colaboratory Project --> MAIN-TOPIC
PostPosted: Mon May 16, 2011 10:30 am 
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I appreciate mentioning the personal parts, it was a nightmare to recreate this land say the least. lol. It isn't exact, may as well revise the lot map, as there are subtle changes.

I still cannot believe I actually did this. It was not without great resistance, good luck to filling it up.


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 Post subject: Re: Grit Colaboratory Project --> MAIN-TOPIC
PostPosted: Mon May 16, 2011 12:49 pm 
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Nice one Brian, the work is appreciated for sure :heart:

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 Post subject: Re: Grit Colaboratory Project --> MAIN-TOPIC
PostPosted: Mon May 16, 2011 3:42 pm 
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why did the road need to change? because of the texture thing? if we're seeking for that kind of perfection then there is still a long way until we finish anything we are going to do.

Imo (and before anyone says anything, i don't give a f*ck if brian, spark, or even the muslim god did it) the new roads have some weird parts. the turn near lots 29-30 is making a totally weird turn, and the straight street at 21 it is making even another useless turn. why?

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 Post subject: Re: Grit Colaboratory Project --> MAIN-TOPIC
PostPosted: Mon May 16, 2011 4:08 pm 
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I don't see any differences in design except the uneven levels, which is good.

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 Post subject: Re: Grit Colaboratory Project --> MAIN-TOPIC
PostPosted: Mon May 16, 2011 5:31 pm 
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Can anyone post a screen of brian's version?

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 Post subject: Re: Grit Colaboratory Project --> MAIN-TOPIC
PostPosted: Mon May 16, 2011 5:49 pm 
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JostVice wrote:
why did the road need to change? because of the texture thing? if we're seeking for that kind of perfection then there is still a long way until we finish anything we are going to do.


The UVs and the normals. It would have been less an issue if it wasn't a problem we had already solved and knew how to fix :)

It also needed to be done *now* because fixing the normals was going to require redoing it and it would have been very hard to keep the same vertex positoins for the lot boundaries in the process. Other things, like atlassing and UVs can easily be fixed later.

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the new roads have some weird parts. the turn near lots 29-30 is making a totally weird turn, and the straight street at 21 it is making even another useless turn. why?


At this level, all the turns are useless as there is nothing to go round. You were in favour of not having straight roads quite recently, if I recall.

You can play with that piece anyway as it runs along the lot edge. You can do what you like with it and noone should complain because it's your piece and not theirs, even if it goes totally against their principles of how things ought to be done.

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 Post subject: Re: Grit Colaboratory Project --> MAIN-TOPIC
PostPosted: Mon May 16, 2011 5:54 pm 
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Some adjustments it might be appropriate to make on the road beside your lot:

* Remove parking space at the side of the road (clip the texture down between the wheel track and the gutter, remove some space, make the road thinner)
* Thinner sidewalk, clip it down along the grouting edge to hide the seam, keep the curb of course
* Drop curb for driveways
* Eliminate sidewalk entirely (except curb), if there is somewhere else for peds to walk. This gives quite a nice effect if you have a grass bit there, or a wall.
* Eliminate sidewalk including curb, can probably look good if you have a wall that reaches the road, which sometimes happens in really cramped areas.


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 Post subject: Re: Grit Colaboratory Project --> MAIN-TOPIC
PostPosted: Mon May 16, 2011 6:11 pm 
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 Post subject: Re: Grit Colaboratory Project --> MAIN-TOPIC
PostPosted: Mon May 16, 2011 7:16 pm 
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I committed an obj of the new city.mesh into the gritengine/grit_core/media/project dir


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 Post subject: Re: Grit Colaboratory Project --> MAIN-TOPIC
PostPosted: Wed May 18, 2011 12:33 pm 
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I had a play with the mesh again, to improve the highway areas. I think I have offset the whole thing by a fair amount though so use the latest city.obj

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 Post subject: Re: Grit Colaboratory Project --> MAIN-TOPIC
PostPosted: Wed May 18, 2011 8:39 pm 
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It looks nice, but I've got the feeling the scale is a bit to big :o

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