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OBV

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Hello modders guys

http://steamcommunity.com/sharedfiles/filedetails/?id=409472228

look at this
because some buildings you will have to check

0DEFFDDB4A021B5125258973F23B894B6A2907EA


3CCA647F71618297185594BFE49B9ABE75CD144B


OLD LINK:
https://forum.paradoxplaza.com/foru...with-texture-skyscrapers.846963/#post19089011

to discuss:
- what do you think if we define a standard for the size (scale) of all buildings (skycrappers or not Skycrappers)?

- what do you prefer? buildings have real scale 1:1 or other scale?

- This is the question most important:
The building's file is incrementing more and more (for example Burg Khalifa weight 100mb, others files 30mb...)
although all the creations are incredible, i think we have to do something about it.
In terms of memory consumption is becoming excessive and the game starts reading HDD turning the system on a slow system.

what do yoy think?
whats your opinion?

thanks!!
 
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I made the 104MB Burj version. Right, it's huge but you know the model was addressed to people with decent pc's and those who don't install half a billion mods, but pick those with quality. For everyone else there should be already a significantly smaller file, but I was not able to upload it today because of a bug in the asset editor since version 1.0.7c :/
 
the problem is not install half a billion buildings only
for example I took the 15 buildings with more weight and weigh 500mb
the problem is in memory because these 500mb occupy much more

for example i have 16GB and i have 81 buildings in HDD is 1.29gb but in memory is much more
 
What a terrible forum.

Anyway, you're aware basically nothing in the stock game is 1:1 real world scale, right?

I'm more interested in modelling a building that matches the style and feel of the game than real-world dimensions that won't look right.
 
What a terrible forum.

Anyway, you're aware basically nothing in the stock game is 1:1 real world scale, right?

I'm more interested in modelling a building that matches the style and feel of the game than real-world dimensions that won't look right.
nope... the forum is actually nice. better then most forums i've seen. it's just ppl like you making it terrible imho. nvm

i read this some time ago and did some tests. afaik they used floorheights of 2,8 - 4,5m (<- beeing basically double floor height) depending on the building, right?
the wiki tells us the same pretty much:
Pretty good floor height would be 2.5 to 3 meters.
while i think 2,5 might be a bit low.
what would you expact to be 1:1 real world scale? do you think stock building are to big or to small? what country do you live in? it's what i'd expact actually.


i dont care about those workshop buildings sizes though.
 
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2,8 to 4,5 actually sounds spot on. With 2,8 being a (european) house at 2,5 m ceiling height and a 30 cm floor.
And with the huge cavities left for installations in commercial buildings 4,5 doesn't sound weird either.
 
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2,8 to 4,5 actually sounds spot on. With 2,8 being a (european) house at 2,5 m ceiling height and a 30 cm floor.
And with the huge cavities left for installations in commercial buildings 4,5 doesn't sound weird either.
Such high ceilings in commercial buildings are more common on ground floor and upper floor areas though, where many installations gather. It isn't profitable for developers to make all floor levels so high (the math is easy: would you rather develop a 120m high-rise with 30 floor levels of 4m or with 40 floor levels of 3m?).

Back on track with the height issue you must also realise the effect scaling the height up or down has on the overall proportions. Surely you can scale down a real world high-rise but if you forget to evenly adjust the other two dimensions you end up with a horrible creation, i.e. the Transamerica Pyramid on a 1x1 groundtile.

@OBV: how did you find out the memory usage of models by the way?
 
From what I'm reading here it sounds like the stock buildings are actually 1:1 scale so although this makes the tall buildings really really tall it would match the game. And well, they're called skyscrapers for a reason right?

Regarding filesizes, am I right in assuming that the filesize has no correlation with the actual size of the building? As the size of the file is mainly defined by the number of triangles and scaling down a building whilst retaining the same model will have the same amount of triangles (albeit smaller so perceivably more detailed).

Also, if the ingame scale ís 1:1 someone should probably mention this in the wiki as the stated 2,5 meters for a building layer is definitely (a little bit) scaled down.
 
yeah actually ppl could complain there no taller stock buildings. but thats's not because of a wrong scale. they might have used some strange numbers here and there but it's just the number of floors is low in general and there's no stock skyscraper.
you should count the number of floor of the highes ingame building and compare it to those skyscrapers shown in the OP.


Regarding filesizes, am I right in assuming that the filesize has no correlation with the actual size of the building? As the size of the file is mainly defined by the number of triangles and scaling down a building whilst retaining the same model will have the same amount of triangles (albeit smaller so perceivably more detailed).

You are kinda right. Your mesh will have some kb no matter how big the building is, so don't care about your mesh file size; it's just some numbers in a textfile ... you want to keep tris low cause the game engine has to render each triangle. so less triangles - less cpu/gpu usage. then there are your textures which will be stored in your VRAM while playing. they are relevant for the actual file size of your building. (try using 512x512 for small once, 1024x1024 for tall once and maybe 2048x2048 for huge unique buildings. you can use sizes like 512x1024 aswell)
Though (!) the final file size depends on the template you choose in the asset editor. So don't care if your upload seems bigger than it should. CO has to fix some stuff there.
Also if you want to create a LOD, start with it.
 
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