few early ciroz pics
few early ciroz pics
Visit the Ciroz home page for more details and continued updated on the progress of Ciroz. just click here: Ciroz home page
some early ciroz pics
keep in mind they are VERY early
pretty much only have the roads done so far, but some people wanna know what it looks like so far, so ...
cliffside road, and a twisty road on the oppisite side of a mountain from the twisty road. the smaller lightgrey lines will be dirt roads and thier will be houses along them.
a road that winds threw a (future) forest
the yet to be textured train comes out of the tunnel.
its animated. thiers 3 GP80 diesel engines pulling 5 box cars, 5 flatbed cars, 5 tanker cars, and 5 open hoppers. the train comes out of one tunnel, accross the road and back into another tunnel. you wont be able to go by the road as long as the train is blocking it.
a waterway bridged. the bridge is actually alot bigger then it looks.
told ya
some early ciroz pics
keep in mind they are VERY early
pretty much only have the roads done so far, but some people wanna know what it looks like so far, so ...
cliffside road, and a twisty road on the oppisite side of a mountain from the twisty road. the smaller lightgrey lines will be dirt roads and thier will be houses along them.
a road that winds threw a (future) forest
the yet to be textured train comes out of the tunnel.
its animated. thiers 3 GP80 diesel engines pulling 5 box cars, 5 flatbed cars, 5 tanker cars, and 5 open hoppers. the train comes out of one tunnel, accross the road and back into another tunnel. you wont be able to go by the road as long as the train is blocking it.
a waterway bridged. the bridge is actually alot bigger then it looks.
told ya
Last edited by zaroba on Wed Jan 31, 2007 9:58 pm, edited 4 times in total.
yea, they're the huge ones. thier still far from done.
first i'm drawing the roads on them. after that i'll be going into each of them and cleaning up the mis aligned areas caused by the heightmap reading stuff in the game. then i'll be plotting out what i want to look like what and then load them into paint shop pro to fill the areas with textures.
first i'm drawing the roads on them. after that i'll be going into each of them and cleaning up the mis aligned areas caused by the heightmap reading stuff in the game. then i'll be plotting out what i want to look like what and then load them into paint shop pro to fill the areas with textures.
Ah right, got it. Yeh it's a pain isn't it ;) Last time I spoke to mit about it he said the 'classic' approach would be to auto-gen all the landscape textures, then paint the roads on after. Which is, I think, just differently difficult.
Might also be worth checking out T2. The advantage of it is that it lets you texture multiple heightmaps and combine the result into a single finished output texture (you can chop it up too). So you could apply a road texture to a heightmap that just has your roads on; then texture the rest of the landscape as normal (T2 is basically a slightly more advanced/complex autogen system); then it'll blend the two together for you.
Disadvantage is, it limits the total texture output size to 4096 unless you're running a 64-bit OS/hardware... I emailed the author about that a while ago and he told me that's just the limit of the code at the moment: 32-bit Windows can't address enough RAM to generate textures at 8096x8096.
Mit told me that was daft, and his autogen system doesn't work like that, so in theory it can output a 16x16 grid of 2048x2048 textures, but it just crashes whenever I try that.
Anyway... yeh, roads innit.
f
Might also be worth checking out T2. The advantage of it is that it lets you texture multiple heightmaps and combine the result into a single finished output texture (you can chop it up too). So you could apply a road texture to a heightmap that just has your roads on; then texture the rest of the landscape as normal (T2 is basically a slightly more advanced/complex autogen system); then it'll blend the two together for you.
Disadvantage is, it limits the total texture output size to 4096 unless you're running a 64-bit OS/hardware... I emailed the author about that a while ago and he told me that's just the limit of the code at the moment: 32-bit Windows can't address enough RAM to generate textures at 8096x8096.
Mit told me that was daft, and his autogen system doesn't work like that, so in theory it can output a 16x16 grid of 2048x2048 textures, but it just crashes whenever I try that.
Anyway... yeh, roads innit.
f
lol...only upto 4096x4096 in a 32bit os
i have a ciroz map thats 6325x6325 and am running regular 32 bit winxp with only 1gb of ram
i just opened mspaint and expanded it to a 10000 x 10000 pixle bitmap. took 2 mins, but it worked.
sounds to me more like he just doesen't know what he's talking about, or doesen't know much about computers.
edit - heh, just tried to save the 10k x 10k bitmap to see how big it would be and got an error about not enough system resourses to save it.
i have a ciroz map thats 6325x6325 and am running regular 32 bit winxp with only 1gb of ram
i just opened mspaint and expanded it to a 10000 x 10000 pixle bitmap. took 2 mins, but it worked.
sounds to me more like he just doesen't know what he's talking about, or doesen't know much about computers.
edit - heh, just tried to save the 10k x 10k bitmap to see how big it would be and got an error about not enough system resourses to save it.
Simply holding a large texture in memory isn't really the problem (and you'll probably find, above a certain size, your gfx card will just rescale it anyway under dx. I'd be very surprised if you can tell the difference between 4096 and 16384 - they probably both get scaled down to 2048 :) In a paint prog, it just holds it on disk if it can't fit into RAM, and that's not real-time anyway so it doesn't count. And, for reference (this is what mit told me anyway) any non-power-of-2 texture will get rescaled on a lot of gfx cards, which renders the larger size pointless if it isn't a power of 2 in terms of size (ie, 256x256, 512x512, 512x1024, 4096x4096 etc etc)
Anyway... I think they guy's point was, there isn't enough addressable RAM to blend together multiple textures, and create a lightmap, and then blend the results, above that texture size. As he wrote a fairly decent texture generating prog I think it's safe to assume he knows a lot more about it than we do ;) However, I think mit just took a completely different approach, and the game builds the stuff bit by bit rather than processing the whole thing in RAM all at once. And of course, the game doesn't do lighting calcs either while T2 does, with multiple light sources, materials, yada yada.
Anyway it's worth trying if ya can be bothered. And it's free :)
f
Anyway... I think they guy's point was, there isn't enough addressable RAM to blend together multiple textures, and create a lightmap, and then blend the results, above that texture size. As he wrote a fairly decent texture generating prog I think it's safe to assume he knows a lot more about it than we do ;) However, I think mit just took a completely different approach, and the game builds the stuff bit by bit rather than processing the whole thing in RAM all at once. And of course, the game doesn't do lighting calcs either while T2 does, with multiple light sources, materials, yada yada.
Anyway it's worth trying if ya can be bothered. And it's free :)
f
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ive used his site for quite a few years now as he has some excellent game programming knowledge for c++ http://www.toymaker.info/Games/index.html
its a racing economy.
mainly just transfering stuff from city to city between the gov buildings to make money to buy better cars to make a better time in the race track.
have decided on the vehicles that will be on the world:
cars:
Plymoth Fury 3
1965 mustang shelby gt
1969 dodge charger
dodge challenger
Pontiac Firebird
Nissan Silvia S15
Mitsubishi Lancer Evo VI
Mazda RX-7
toyota celica
Trucks:
jeep cherokee
chevy suburben
need 1 more truck
mainly just transfering stuff from city to city between the gov buildings to make money to buy better cars to make a better time in the race track.
have decided on the vehicles that will be on the world:
cars:
Plymoth Fury 3
1965 mustang shelby gt
1969 dodge charger
dodge challenger
Pontiac Firebird
Nissan Silvia S15
Mitsubishi Lancer Evo VI
Mazda RX-7
toyota celica
Trucks:
jeep cherokee
chevy suburben
need 1 more truck