Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Professional Discussion / Large city maps with streets & buildings

Author
Message
evildre
22
Years of Service
User Offline
Joined: 13th Oct 2003
Location: Des Plaines, IL, USA
Posted: 14th Oct 2003 01:37
Are there any Quake 3 maps in existence that accurately model large cities like Chicago or New York City? If so, where can I get such a map? If not, is it possible to use a SimCity 2000 or SimCity 3000 file for this purpose?
Neophyte
23
Years of Service
User Offline
Joined: 23rd Feb 2003
Location: United States
Posted: 14th Oct 2003 02:38
@evildre

"Are there any Quake 3 maps in existence that accurately model large cities like Chicago or New York City?"

Probably not. BSPs aren't really made for outdoors.

"If not, is it possible to use a SimCity 2000 or SimCity 3000 file for this purpose? "

If you know what the file format is and don't mind displaying the city in 2d then sure.
evildre
22
Years of Service
User Offline
Joined: 13th Oct 2003
Location: Des Plaines, IL, USA
Posted: 14th Oct 2003 02:41
Bleh ... are there any large, made-up city maps? Considering the time it would take me, an utter n00b, to create a city that big and detailed, I'd rather find one to download ... as for the SimCity thing, it was pretty much just an afterthought ... call it "wishful thinking".
Ian T
23
Years of Service
User Offline
Joined: 12th Sep 2002
Location: Around
Posted: 14th Oct 2003 06:34
Not that I know of. And BSP really isn't meant to handle large maps. On top of that, you can't use other peoples' maps for profit (without their explicit permission, which is unlikely) and have to ask them to use it even in a freeware release.

--Mouse: Famous (Avatarless) Fighting Furball

A very nice %it, indeed.
evildre
22
Years of Service
User Offline
Joined: 13th Oct 2003
Location: Des Plaines, IL, USA
Posted: 14th Oct 2003 21:22
I'm definitely not making a for-profit game At this point, it's pretty much for my own benefit.

If a BSP isn't suited for an outdoor environment, what can I use? Would Cartography Shop (which I already have the full version of) suffice?
indi
23
Years of Service
User Offline
Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 15th Oct 2003 04:46
once again cshop is used to make bsps.

However, consider this aspect. If the streets were small and not like 4 lane highways in width you could make a bsp with an invisible roof just above the players head. this would simulate a dungeon maze yet fit the requirements of a bsp style map. For more open areas you would have to be carefull about breaking up the larger spaces with objects so the illusion of a larger open area was still available, allthough you could not get away with a football field in this regard.

If your just starting out, forget everything aboutwhat you want to acheive and just learn the basics. IF you embark on your master project without knowing the basics then your going to be rewriting the methods and so forth each time you discover some new improved data handling method that you should of known prior to this.

Save yourself a lot of grief and learn heaps about managing variables in many ways. Manipulating variables, saving them as files and reading them back in etc..

Anything is possible but work smarter not harder.

evildre
22
Years of Service
User Offline
Joined: 13th Oct 2003
Location: Des Plaines, IL, USA
Posted: 16th Oct 2003 00:17
I'll have to get on that, then ... I'm going for a Grand Theft Auto-style game, in which the player can roam around in a large area. The player happens to have the ability to fly, and I can definitely see limiting the ceiling. However, I'd still like to attempt to make a city-like environment. From what you all are saying, the city can't be too big, but I don't want it to be too small either.
xtom
23
Years of Service
User Offline
Joined: 26th Aug 2002
Location: Ireland
Posted: 16th Oct 2003 03:22
Try going with a matrix for the ground and some boxes for buildings. With decent textures you could make a pretty nice large city. Better than boxes would be to use some building .x objects and drop them onto your matrix instead. You could always make a nice city editor to allow you to place the buildings and shape the terrain etc. More work but better in the long run. I wouldn't try using bsp for big outdoor envoirnments.
evildre
22
Years of Service
User Offline
Joined: 13th Oct 2003
Location: Des Plaines, IL, USA
Posted: 16th Oct 2003 04:58
Thanks, xtom I'll get right to that ... I'll probably use Matedit (I think that's what it's called) to get a good matrix, and then mess around with some building objects in 3DCanvas or something.
snailian
22
Years of Service
User Offline
Joined: 17th Sep 2003
Location:
Posted: 16th Oct 2003 19:15
One idea you could use is have an elevation map. Similar to the way bryce or terragen makes terrain. The lighter the color the higher its elevation. You could take a map of NY and convert it with relatively little effort. As the layout would be set for you. The big part would be shading each building to its appropriate height. You could do that in bryce or a similar program (perhaps even in darkbasic if you understood it well enough to make you're own terrain generator) and export it, map it with a 3d texture program and import it into your game.
It's just an idea.

Cry in the dojo-laugh on the battlefield.
Toby Quan
22
Years of Service
User Offline
Joined: 16th Oct 2003
Location: U S A
Posted: 16th Oct 2003 20:34
Hello. I have just completed a game with Streets and City Buildings. It's called Town Hall Toaster:

http://www.scotttown.com/games/index.html

I wanted to focus on two main buildings, so I spent a lot of time on the models for them. All other buildings were just background filler, so I used simple box objects for them with a bitmapped image.

Buildings and city scenes are kind of fun to make. My only advice is to make them very big. I scaled my buildings to 4000% in my game, and that worked pretty well.
TKF15H
23
Years of Service
User Offline
Joined: 20th Jul 2003
Location: Rio de Janeiro
Posted: 17th Oct 2003 16:22
hey, I made some code for loading elevation maps. If you want to see it, it's in the code base under the "matrix" section. Hope it helps.

Morfy's Law - Enythink thet ken go rong willll.
Cole's Law - Thinly sliced cabbage.
evildre
22
Years of Service
User Offline
Joined: 13th Oct 2003
Location: Des Plaines, IL, USA
Posted: 18th Oct 2003 05:25
TKF15H -- That is pretty sweet code. The only question I have left is, how do I enable collisions with the matrix? I can fly through it with the flying 300ZX I'm testing it with
PERFECT GAME STUDIOS
23
Years of Service
User Offline
Joined: 26th Feb 2003
Location: KENT
Posted: 20th Oct 2003 12:26
welcome people as your looking for a street/city map if you know what you want any idears size what you want in the map i can create one for you free of charge must credit must be givin on any commerical on demo project if you jot down any idears or plans and send them on this board or email me [email protected]
Draez
23
Years of Service
User Offline
Joined: 1st Nov 2002
Location:
Posted: 22nd Oct 2003 06:43
TobyQuan:
In your "interview" .. who was it that was interviewing you?
TKF15H
23
Years of Service
User Offline
Joined: 20th Jul 2003
Location: Rio de Janeiro
Posted: 22nd Oct 2003 15:39
Quote: "TKF15H -- That is pretty sweet code. The only question I have left is, how do I enable collisions with the matrix? I can fly through it with the flying 300ZX I'm testing it with "

use this command:
terr=get ground height(1,x,z)
if altitude < terr then (whatever you want to happen when it crashes)

Morfy's Law - Enythink thet ken go rong willll.
Cole's Law - Thinly sliced cabbage.
Dreamora
23
Years of Service
User Offline
Joined: 20th Sep 2002
Location: Switzerland
Posted: 22nd Oct 2003 22:09
CS3 can be used for this type of maths without any problems. you just have to use my X Exporter V2 to hide parts of the city you don't need (just hide limb). this way you should be able to use CS3 maps for your game.


Indi: CS3 even doesn't have map or bsp support, so where do you have this strange idea from?

Dell Inspiron 8200,P4-M 1,7ghz, GF4 440go (45.23 - DX9b), 1GB RAM
Element
23
Years of Service
User Offline
Joined: 14th Dec 2002
Location: United States
Posted: 22nd Oct 2003 22:49 Edited at: 22nd Oct 2003 22:50
America's Army uses BSP's for their large maps....I believe Morrowind does aswell...

SG=Shadows Gate
http://www.gpinteractive.com/shadowsgate/
New RPG game coming to you from GP Interactive
Toby Quan
22
Years of Service
User Offline
Joined: 16th Oct 2003
Location: U S A
Posted: 23rd Oct 2003 01:54
Draez, nobody was really interviewing me. I made up the questions and answered them in a format that I thought would be easy and fun to read, and at the same time, informative.

Login to post a reply

Server time is: 2026-07-26 05:21:24
Your offset time is: 2026-07-26 05:21:24