Triangles[]
T1[]
LOD | Triangles |
---|---|
L1 | 2000 |
L2 | 1000 |
L3 | 500 |
L4 | 100 |
T2[]
LOD | Triangles |
---|---|
L1 | 4000 |
L2 | 2000 |
L3 | 1000 |
L4 | 100 |
T3[]
LOD | Triangles |
---|---|
L1 | 6000 |
L2 | 3000 |
L3 | 1500 |
L4 | 100 |
T4[]
LOD | Triangles |
---|---|
L1 | 8000 |
L2 | 4000 |
L3 | 2000 |
L4 | 200 |
Textures[]
T1[]
Textures | L1 | L2 | L3 | L4 |
---|---|---|---|---|
MAX MATERIAL | Same name than mesh | Same name than mesh | Same name than mesh | Same name than mesh |
Diffuse | 512x512 | Same texture than L1 | Same texture than L1 | 128x128 New map |
Opacity | 512x512 | Same texture than L1 | Same texture than L1 | 128x128 New map |
Normal | 256x256 | Same texture than L1 | Same texture than L1 | |
Lightmap | 256x256 | 256x256 | 256x256 | |
Reflection | 256x256 | Same texture than L1 | Same texture than L1 | |
Specular | 128x128 | Same texture than L1 | Same texture than L1 | |
illumination | 128x128 | Same texture than L1 | Same texture than L1 | 128x128 New map |
T2[]
Textures | L1 | L2 | L3 | L4 |
---|---|---|---|---|
MAX MATERIAL | Same name than mesh | Same name than mesh | Same name than mesh | Same name than mesh |
Diffuse | 512x1024 (or 1024x512) | Same texture than L1 | Same texture than L1 | 128x256 New map |
Opacity | 512x1024 (or 1024x512) | Same texture than L1 | Same texture than L1 | 128x256 New map |
Normal | 256x512 (or 512x256) | Same texture than L1 | Same texture than L1 | |
Lightmap | 256x512 (or 512x256) | 256x512 (or 512x256) | 256x512 (or 512x256) | |
Reflection | 256x512 (or 512x256) | Same texture than L1 | Same texture than L1 | |
Specular | 128x256 or (256x128) | Same texture than L1 | Same texture than L1 | |
illumination | 128x256 or (256x128) | Same texture than L1 | Same texture than L1 | 128x256 New map |
T3[]
Textures | L1 | L2 | L3 | L4 |
---|---|---|---|---|
MAX MATERIAL | Same name than mesh | Same name than mesh | Same name than mesh | Same name than mesh |
Diffuse | 1024x1024 | Same texture than L1 | Same texture than L1 | 256x256 New map |
Opacity | 1024x1024 | Same texture than L1 | Same texture than L1 | 256x256 New map |
Normal | 512x512 | Same texture than L1 | Same texture than L1 | |
Lightmap | 512x512 | 512x512 | 512x512 | |
Reflection | 512x512 | Same texture than L1 | Same texture than L1 | |
Specular | 256x256 | Same texture than L1 | Same texture than L1 | |
illumination | 256x256 | Same texture than L1 | Same texture than L1 | 256x256 New map |
T4[]
The L4 is a low poly with a baked texture, so there are more details in them like for the L1 lightmap texture; this is why the two textures for the L4 are so big!
Textures | L1 | L2 | L3 | L4 |
---|---|---|---|---|
MAX MATERIAL | Same name than mesh | Same name than mesh | Same name than mesh | Same name than mesh |
Diffuse | 1024x1024 | Same texture than L1 | Same texture than L1 | 512x512 New map |
Opacity | 1024x1024 | Same texture than L1 | Same texture than L1 | 512x512 New map |
Normal | 512x512 | Same texture than L1 | Same texture than L1 | |
Lightmap | 512x512 | 512x512 | 512x512 | |
Reflection | 512x512 | Same texture than L1 | Same texture than L1 | |
Specular | 256x256 | Same texture than L1 | Same texture than L1 | |
illumination | 512x512 | Same texture than L1 | Same texture than L1 | 512x512 New map |
Ground Dimensions for Residences[]
Size[]
Each building has a ground shape / carpet which determine its dimensions on the ground.
Pivots Position[]
The carpet is centered in X0 ; Y0 ; Z0 in the Max scene, as is the building’s pivot point, even if the building’s position can be offset from its own pivot.
Difference between T1, T2, T3 (House and Building)[]
The following size correspond to the building size (not the floor size)
T1 (all):
Small building house can’t touch the “carpet” border (so X <30m)
10m < X < 30m
10m < Y < 30m
3m < Z < 15m
T2 (house):
Some of this building must touch the carpet borders (so X<=40m)
And these building are really higher than T1
25m < X <= 40m
25m < Y <= 40m
15m < Z < 30m
T2 (Industries):
Some of these building are on 60m x 40m carpet
Some of this building must touch the carpet borders (so make 40m large)
And these building are really higher than T1
25m < X < 60m
25m < Y < 40m
15m < Z < 30m
T3 (house):
Higher and more impressive than T2
Carpet size = 60m x 60m
40m < X < 60m
40m < Y < 60m
30m < Z < 150m
T3 (Industries):
Higher and more impressive than T2
40m < X < 200m
40m < Y < 200m
30m < Z < 300m
T4:
Higher and more impressive than T3
Carpet size = 80m x 80m minimum
Occupation of residences on the ground (schematic)[]
Top view of buildings in 3dsmax
The images below serve only to give a rough proportion of the ground occupation of the building for the different sizes. Each building needs to have a size more or less coherent with the number of inhabitants inside. (See the building size on the diagrams). The ground carpet is strictly fixed. The T2 houses can touch the right, left and front side if necessary to give the impression of a real neighborhood. However, The T1 and T3 buildings cannot touch the sides of their carpets. The T3 buildings can vary with the different needs.
All the building’s objects need to be attached together. For the creation of buildings please see the step by step tutorial video.
Example:
T3 normal 60x60, big residence T3 60x80
Occupation of the Companies on the Ground (schematic)[]
The images below serve to illustrate how the buildings should occupy the ground at their disposal on the carpet. Each building size must have a size that is coherent with the number of people working within; with some leeway (see the grey out areas). The T2 and T3 can vary with the different needs.
The T2 companies can touch the right, left and front sides, depending on the needs. But, the T1 and T3 buildings cannot. Al the objects of a building must be attached together.
Example:
T3 normal 60x60, big factory T3 60x100
Naming Convention[]
B | = | Building | _eli | = | Elite |
H | = | House | _sui | = | Suit |
V | = | Vehicle | _bob | = | Bobo |
C | = | Character | _all | = | Allam |
F | = | Furnitures | _fri | = | Fringe |
D | = | Décors | _low | = | Low life |
Naming for Residences[]
The naming using the following format:
H_culture##_T#
There are 6 cultures but for residences they are regrouped into 4 social levels:
Elite | Ultra rich | _eli |
suit/bobo | rich | _suiBob |
all am/fringe | Middle Class | _allFri |
Low life | Working Class | _low |
Example[]
For an All Am/Fring T1 Home, the max file is called:
H_allFri01_T1.max
In the max file there is one building with its lods:
H_allFri01_T1_L1H_allFri01_T1_L2 H_allFri01_T1_L3
H_allFri01_T1_L4
The materials will be called:
H_allFri01_T1_L1H_allFri01_T1_L2 H_allFri01_T1_L3
H_allFri01_T1_L4
Naming for Companies[]
Naming using one of these three formats
B_type_culture##_T# B_type_description##_T# B_type##_T#
Type[]
_ind | industrial | (office, industry…) |
_ent | Entertainment | (leisure…) |
_env | Environment | (Park, plazza…) |
_hea | Health | (medic, hospital…) |
_hot | Hotel | (hotel) |
_med | Media | (TV, radio) |
_pro | Procurement | (shopping, market…) |
_fir | Safety | (firedept…) |
_sec | Security | (police…) |
_tra | training | (training center upgrade culture……) |
_sto | Stock | |
_cth | City hall | |
_vac | Vacations | |
_soc | Social peace | |
_ldmR | Landmark Rich | |
_ldmP | Landmark Poor |
Special Type[]
_des | destroyed building |
_fou | foundation |
_bri | Bridge |
_ire | indirect resourceDescription Indirect resources are open cause of type of game we want (with a lot of update every month) We will use type 2: B_ire_description##_T#Example: Car dealer B_ire_cardealer01_T2 Estate agent B_ire_estateagent01_T2 |
_ldr | Resident LandmarkDescription Problem at this level because landmark must be cultured at the beginning but it seems that we can make group of culture. *Elite = _eli
many more combination could arrive so this list is open |
_com | Commodity ProducerDescription *Oil = _comOi
|
_hot | HotelDescription *Rich = _hotR
|
_edu | EducationDescription*School, University = _edu
|
_trs | Public TransportDescription *Underground = _trsU
|
_tyc | TycoonDescription *Farm = _tycFarm
|
The 6 cultures for companies, leisure, etc. are not grouped for the middle levels, as is the case for the houses. The keep the same principle as City Life:
Elite | Ultra rich | = _eli |
Suit | rich | = _sui |
Bobo | rich | = _bob |
Fringe | Middle Class | = _fri |
All am | Middle Class | = _all |
Low life | Working Class | = _low |
Example[]
For a size 3 Bobo leisure building, the Max scène will be called:
B_ ent _bob01_T3.max
(B for Building, ent for entertainment, bob01 for the culture, and it is the first building of that type, T3 for the size)
The max scene contains 1 building and its Lods:
B_ ent_bob01_T3_L1 B_ ent_bob01_T3_L2 B_ ent_bob01_T3_L3 B_ ent_bob01_T3_L4
The materials will be called:
B_ ent_bob01_T3_L1 (This is applied to all lods except lod4)B_ ent_bob01_T3_L4
Naming for Texture[]
Textures | Slot 3dsMax | L1, L2, L3 name | L4 name |
---|---|---|---|
Diffuse | Diffuse | B_ent_bob01_T3_dif_L1 (L2 or L3) | B_ent_bob01_T3_dif_L4 |
Opacity | Opacity | B_ent_bob01_T3_opa_L1 (L2 or L3) | |
Normal | Bump | B_ent_bob01_T3_bp_L1 (L2 or L3) | |
Lightmap | Displacement | B_ent_bob01_T3_lm _L1 (L2 or L3) | |
Reflection | Reflection | B_ent_bob01_T3_rf _L1 (L2 or L3) | |
Specular | Specular level | B_ent_bob01_T3_sp_L1 (L2 or L3) | |
illumination | Self illum. | B_ent_bob01_T3_ill_L1 (L2 or L3) | B_ent_bob01_T3_ill_L4 |
Write the correct Shader in the building’s properties
SHADER = Building (building, street furniture, deco…)