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 Post subject: Gtown - huge Game project
PostPosted: Thu May 21, 2009 11:01 am 
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Hy,

It is my first time creating a game which is really large I think. It is all about my home town city.

So I have begun to create a topography map from google earth with the area I live in. So I have also meassured the map to get it proportional. It is now 10 x 10 kilometres.

I thought I could take 0.5 Blender unit to 1 meter, so the landscape would be 5000 x 5000 Blender units. So I did this but then I could not view the whole area in Blender.

So the question is this too big for Blender? Or how can I do this. Or do I have to decrease the landscape say to 500 x 500 Blender units? But then the houses and tress and so on would be very small.

And at last I hope this would still work in the BGE. Now the landscape has 4000 Faces, I hop this is not too much considering the houses and all the things which have to be modelled.

Here are to images.

the first one with 500 x 500 Blender units and the second with 5000 x 5000 blender units.

Image

Image

I hope someone can give me some answers to my game project. Thanks a lot.


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 Post subject: Re: Gtown - huge Game project
PostPosted: Thu May 21, 2009 1:34 pm 
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Have you tried changing the view properties/clip start, clip end.

Can you explain a bit about what happens in the game?

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 Post subject: Re: Gtown - huge Game project
PostPosted: Thu May 21, 2009 3:37 pm 
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SteveCameron wrote:
Have you tried changing the view properties/clip start, clip end.

Can you explain a bit about what happens in the game?

ye steve's right on the camera set the end clip really high and then you wont get that problem... but when you are actually in the game you may want to set it back down and use fog to make it less obvious. that way blender dosen't try to render stuff outside of that (accept physics i think)


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 Post subject: Re: Gtown - huge Game project
PostPosted: Thu May 21, 2009 7:40 pm 
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alway launch a demo "go in-game" to
test if it's running cool

...or if the frame per second is getting under 55 fps


...unless you change it, your game fps shall be 60fps

...and for my criteria, if it get under 55fps, there's already something
wrong and adding stuff to the game will only make it get worst.


regarding to the fact that the biggest parts of your games might
be still (not move or use any physic at all), your game project should go fine.


but expect a really big loading time ;)


....although until you finish it, we might all be using 743-5894328-6 cores cpu

.....with a super huge mega big computer fan heheheh :twisted: :twisted: :twisted:


damn this will rock 8)





wait for tommorow, il send you a modified player so you can
move & look across your game (like in god mode or something)

...I only need to correct it : mine is following the laws of
physics & cant fly (by it's own) since a flying ability is
really interesting for you.

brb....

again....

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 Post subject: Re: Gtown - huge Game project
PostPosted: Thu May 21, 2009 10:10 pm 
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Hey thanks a lot for your replies.

I do not have exactly a plan for the game yet. Just what I know is that I want is the scenery, my home town.
If I can get this as I want, I will think about the goal for the game. But if you hav a good idea just let me know. But what I surely not want is a race or fight game.


Hey, I will try this out with the clip end, thanks for this.

Goliath, how can I see if the game is running with 60fps in the BGE?

Yeah I know this game will take a lot of time. But I won't modell every single house. I will pay more attention to some parts of the city such as the city centre, the airport, swimming area and so on. But the streets will all be there.


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 Post subject: Re: Gtown - huge Game project
PostPosted: Thu May 21, 2009 11:20 pm 
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In the game menu select show framerate and profile, then press P whilst the mouse is in your 3D window. When the game is running you'll see a bunch of numbers on the left side of the screen, at the top you should see framerate.

Game idea:

How about you awake from a sleep/coma/plane crash and discover you're in an eerily empty town. You have to explore and try and find clues as to why nobody is around. Maybe during the night you can hear horrible screeching/howling/gnashing of teeth, but its not entirely obvious where the sound is coming from. THEN out of nowhere a man runs up to you and shouts "Hurry follow me".....

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 Post subject: Re: Gtown - huge Game project
PostPosted: Fri May 22, 2009 2:17 am 
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Hey tahnks Steve for your hint.

Yeh the story sounds very thrilling. Thanks for that. I thought so too about this before. But is it not very hard to achieve this? I am really a total beginner with the BGE, especially with Phyton. Perhaps I need also for this some book or so.

For some reference I have ordered Blender Game Kit 2 and the YoFrankie DVD, which I received today. :lol:

I hope this book and DVD will give me a good start for my game.


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 Post subject: Re: Gtown - huge Game project
PostPosted: Fri May 22, 2009 9:59 am 
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A deserted town is the easy part. But as soon as you involve NPCs, objectives, scripted events then things start getting complicated. That was why I thought of the deserted town in the first place. Anyway, good luck with this man. From your previous work in Blender I feel confident that you'll put a lot of effort into this difficult venture.

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 Post subject: Re: Gtown - huge Game project
PostPosted: Mon May 25, 2009 2:23 am 
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OK, I checked the framerates, until now everythink works with 60Frames. I have also checked if I want to use a helicopter that you can see the whole landscape from top and you it works fine. Now I begin to textures the whole street system. I thought I could map it directly on the lanscape so as to avoid any more vertices. The only problem is to get it where it belongs. But I have also saved an image from google earth as to know where to put it exactly.


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 Post subject: Re: Gtown - huge Game project
PostPosted: Mon May 25, 2009 4:42 am 
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And, everything gets worst, and you want to make a game still. :)

In big projects, you dont't have to use whole land in one hand. You should take care of what player will need to see in that moment of the game. So, the more player progress in the game, the more lands will be loaded one by one. And, you shouldn't use real land to model your home town. Take pictures of your homwtown and, determine these things :

When my player look north in my home town what he/she sees, full of tress ? hills, mountains ? then, put your picture as matte painting to background of your image. And, model your active places in blender. What I mean with active is that the things which your player will use or have interaction with.

And, so on, take a picture of your hometown for east, west and south also. And, moreover, dont think all the homes, trees other stuff's vertices as a load on blender. Because, if you dont have interaction with those stuff during the game. Just go out, and take a picture of them....

And, if you wont go beyond the house. make a big cube, and tweak it a little to make like a home, and UV mapping your picture to on this cube. So, it will just have 10 or a little more vertices.

I hope you will get what you want...byes :)

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 Post subject: Re: Gtown - huge Game project
PostPosted: Mon May 25, 2009 6:55 am 
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Hey thanks for that. Sounds very interesting. But not sure if I can do that this way. I am not sure yet, but probably I want that the game can be played trough the interet by as many players as will be online. Furthermore, I also want that you can use a motorcycle and drive fast trough the streets. So I do not know if this is possible in your way because of the loading time.


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 Post subject: Re: Gtown - huge Game project
PostPosted: Mon May 25, 2009 9:01 am 
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it is....


just like in gta san andreas when you're burning the sky with the
famous raptor f22 (thus at pretty high speed) you can still see
builidngs and randoms stuffs fading up wile you're approaching.

Although that, for an unknown reason, trees are fading up
when the F22 is around 10 meters from them....



stupid damn, look my f22 now.... %&*("/)%&("/







but seriously strub,
you'll be able to model for at least
3 lives alone by yourself before that your
modelling mess take so much time to load
that you need to use these tricks

...and as I said, by this time, our computers might be
hell faster so don't worries about loading time

(except if you plan using subsurfs)
(which would not be the best idea)



and yes I still hope that you'll soon understand what
kind of project you're intending to make

....and that you will soon find a big rock to hit your head with it :P

otherwise, good luck :wink:


ho.... and sorry for that player,
I forgot, gonna give you this this evenning

...if I can remember.... :?


I'm really sorry but my schools class are really loading up my ram :o

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 Post subject: Re: Gtown - huge Game project
PostPosted: Mon May 25, 2009 10:35 am 
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Hey thanks Goliath for your information. So I will not use these tricks.

But what I still not understand is the thing about your player? Is that a player where the game can be played without using Blender?

That is still my big question how to make the game available for the puplic on a pc windows and mac? Do I need for this another programm???????? :roll:


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 Post subject: Re: Gtown - huge Game project
PostPosted: Tue May 26, 2009 4:29 am 
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in fact,

I suggest to send directly your blend file
instead of an exported version because
the blender games are beiaving better
wile run by blender itself rater than
the blenderplayer (which is used by any other way)



also, my player is something really simple but by the time I
though it could be useful for you if you dont know much
about blender logic and stuff.

(but my home connection is down so I can't send you it....&$*_/")

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 Post subject: Re: Gtown - huge Game project
PostPosted: Tue May 26, 2009 5:55 am 
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By player; he means the thing you actually control in the game. He's going to make you one so you can start the parser and have a look around at your model, and see how fast it loads and what it looks like and stuff.

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