![]() Even in non-procedural games that nevertheless allow you to continue playing in a world after all the storylines are concluded (e.g. I'm mainly thinking of RPGs here, but it's a problem that surfaces up to this day in things like No Man's Sky. Choose any other preset to get gable roofs back or enter a non-zero value for Roof pitch in the Style dialog to keep the colours and lighting and get non-flat roofs.I love this sort of thing, but the far more interesting challenge to procedural games is engaging the player emotionally and intellectually, and giving them a sense of long term narrative progression. Lack of gable roofs is a part of Desert preset. Pressing 6 causes the lighting to change but all the gables or roofs disappear entirely. When you switch a preset by pressing 5 (or 6, 7, 8, 9, 0) all this information is generated anew resulting in slightly different values. Other information is generated in City Viewer itself: individual roof pitches, walls colour variations etc. roof tops change size etc.?Įxported cities contain only some of the information required to build a 3d model of it (e.g. ![]() Besides, City Viewer is used not only to display cities, but also villages and neighbourhoods. The whole point of replacing Toy Town with City Viewer was to decouple generation from visualizing, so no, City Viewer won't be able to generate cities.You can use the Style dialog or shortcuts ( 5, 6, 7, 8, 9, 0) for choosing one of them. Adding presets to the context menu seems excessive to me.I would rather expect the map to zoom in when double-clicked (as in Google Maps), but I'll think about it.This makes sense, I'll try to implement it.It may depend on the browser, which one are you using? Keep pressing 6 and its just lighting changes, but the trees can shrink or get bigger. I notice it is changing colors of some roofs to light or darker shade, but also sometimes lowering the size of the roof or raising it. > Question: Why is it when you press 5 and press it again and again the roof tops change size etc. obj was when in map mode) this way we could gen a city within the app and export it without having to use MFCG) But being able to use presets would be useful too.ĥ# In map mode it would be nice if we could export as PNG (perhaps this will appear where export as. I know there is hotkeys to randomly change lighting. Making it easier to find a place you want to explore from in map mode first.ģ# When in map mode, zoomed out would be handy if you could double lmb somewhere on the map and the screen will center the map there, which would work in tandem with suggestion #2Ĥ# On the rmb menu, would be nice to have preset dawn, morning, afternoon, night to change to. So if you are zoomed all the way in and switch to ground mode it will start where you are on the map more or less. ![]() Also a new user might not think to choose ALL.Ģ# When switching from map mode to ground mode, it would be great if the center of the screen is where the ground mode will start. I suggest by default it will have all or json so we dont have to do that. I have some feedback and suggestions.ġ# When trying to open a json file to load a map made in MFCG it doesn't show any json files, you have to change the file type within open file window from custom to All. Some epic stuff could be done with that.Īgain, love your work! Thanks for creating so many awesome tools! We could then import the more advanced objects into Tabletop Simulator to PHYSICALLY walk the players through the city, even giving them "line of site" fog of war. Most of this could be handled by ourselves if the first option (OBJ advancements) were an option. (Should be doable on beefier machines.)Ĥ.) Randomize building colors similarly to how the roofs are slightly randomized.ĥ.) If the "center" of rotation/screen could be adjusted with a single-click, we could just use this live in-game as a living 3D map of where players are currently located. Here's some wish-list items for the 3D Generator if you have time:ġ.) The OBJ export: Export in separate material groups so when we pull it into something like Blender, we can add a good bit more detail (different roofs, walls, tree textures, etc.) Also export it with the ground groups so we can see the roads/farms.Ģ.) In animation mode, allow us to adjust (slider maybe?) rotation speed.ģ.) Allow us to have the buildings cast shadows. I just joined you on Patreon, and you'll see you're the ONLY person I'm on Patreon for. I exclusively use all of your different map generators to run my entire campaign, and my players are constantly blown away by the amount of detail I'm able to give them in the game.
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