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ClickMe

Corporal
Mar 6, 2015
43
1
Cheaply make building models look more realistic and lively by adding interior maps then attaching those interiors to the simulation.
ie. Light and free-standing animated cims when a building is occupied. More "occupied" interior maps when more cims are inside (ignoring the current population to building size ratio issue).

Simcity did this, but without simulated citizens (or any other free-standing object such as furniture).
InteriorMappingFurniture.jpg



Interior Mapping directory: http://d.hatena.ne.jp/hanecci/20131204
Unity3d Forum: http://forum.unity3d.com/threads/released-interior-mapping.118999/

Would this be possible either through modding, or an official update?
 
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The idea itself is very nice, although unrealistic. Not only would you have to model each single floor, which would make the polycount astronomic, you would have to assign paths and zones for the sims. For now I would be glad if there were textures that actually look like windows.
 
It's possible, but then you will have windows without glass and a massive polycount.

I haven't read it entirely, but according to this paper http://www.proun-game.com/Oogst3D/CODING/InteriorMapping/InteriorMapping.pdf
it would add approx 10 polys per building. Interior objects can be just 2d sprites or impostors. - I think LOD could also help, turn it off if it's too far, right?

Regarding the windows, maybe add textures like curtains, shimmer, or window grills to create the illusion of glass. Or if it's possible, add a separate layer for reflections? Idk, I'm not a modeler. Just trying to base everything from the resources I've linked.
 
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The idea itself is very nice, although unrealistic. Not only would you have to model each single floor, which would make the polycount astronomic, you would have to assign paths and zones for the sims. For now I would be glad if there were textures that actually look like windows.

The interiors aren't fully modeled to conserve poly. Not exactly sure how they do it. And I don't think paths are needed, as animated cims can just pop up in the interior - assuming its possible.
 
Interior mapping is a nifty efficient shader technique to add pseudo-interior to buildings/windows without actually modelling the additional geometry.

The point is precisely to bypass the computational cost of the geometry, and it is also much cheaper on the artwork generation side.
 
You know what would be insane?

If someone simulated and animated citizens within buildings you can see into. And then combine that with an advanced first-person camera mod that lets you inside these buildings. Has modding gone too far?
 
I like the way saints row did it.Have a square modeled inside the building and just texture it with a photo of the inside and make the glass transparent.
It makes it look like a 3d diorama.
 
Interior mapping is a nifty efficient shader technique to add pseudo-interior to buildings/windows without actually modelling the additional geometry.

The point is precisely to bypass the computational cost of the geometry, and it is also much cheaper on the artwork generation side.

Thanks for clearly explaining.

You know what would be insane?

If someone simulated and animated citizens within buildings you can see into. And then combine that with an advanced first-person camera mod that lets you inside these buildings. Has modding gone too far?

I like the way saints row did it.Have a square modeled inside the building and just texture it with a photo of the inside and make the glass transparent.
It makes it look like a 3d diorama.

Individual interior boxes would be too expensive for CS. Interior maps are a more practical option since you can generate multiple interiors without melting the user's PC.
 
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