Timelapse Modular Building

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[VIDEO] Timelapse Modular Building

Frontier's Christmas gift:

[video=youtube_share;gzXbEZkopyQ]https://youtu.be/gzXbEZkopyQ[/video]
 
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Thanks for the Christmas gift [yesnod][up]

Now we know that it's exactly the same as RCT3 (which is not a good news, sorry to tell [rolleyes], I hoped for something a bit more powerful in fact ... More like "TheSims Building Tool", but at least, we know that system works perfectly, even if building is long and fastidious)

Good news :
- Familiar system (exactly the same method)
- Modders will probably be able to use 3D objects they made for RCT3
- When we place an object, it adapts to the slope (0:10 with the skull on the roof) [up]
- Undo button (at 0:50) [big grin]

Bad news :
- The construction of high buildings will take as much time as RCT3
- Put the roofs might be as painful as RCT3
- Still not possible to put ground inside a building (it's in fact just "exterior paths below CS" and I fear it may not be possible to put tables and chairs on the roads.)
- Building are not considered by the game as "Buildings" but as "Connected Scenery"
- It is always impossible to create real differents floors. (even if it will be possible to use some tricks, using "stairs" like in RCT3, to "simulate" floors)

Conclusion :
Quite good "update" of the RCT3 construction system but not as impressive as imagined.
A tool that works and has proven itself, but without big significant inovation and without "risk taking".

"A very good start, few efforts are needed, but in the right way."
15/20
The teacher [big grin][big grin][big grin]
 
Man o man [big grin]

Thanks for the new video !

Can not wait for March,until I have it in my greedy fingers [yesnod]
It was idd a pain in the bud to make roofing's in RCT 3 and i hope its a bid easier ,
we will see it in the near future !
 
I hope we can build closed shops with doors and carpet and so. And I hope we can stretch the stalls. Only this one size like in the video is not enough
 
What there needs to be is a button (like caps lock) that when you select scenery, it sticks to that height when you pressed the button no matter what. It's would be so much easier to place windows and the like.
 
3.14159/3.14159 Perfect score! nice video

I know this video is only one month old, but that frame rate... it drops to ~25 FPS towards the end.

Only two months away from the alpha!
 
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Bad news :
- The construction of high buildings will take as much time as RCT3
- Put the roofs might be as painful as RCT3
- Still not possible to put ground inside a building (it's in fact just "exterior paths below CS" and I fear it may not be possible to put tables and chairs on the roads.)
- Building are not considered by the game as "Buildings" but as "Connected Scenery"
- It is always impossible to create real differents floors. (even if it will be possible to use some tricks, using "stairs" like in RCT3, to "simulate" floors)
yeah, i dont know if this is the best way of building, but this still is a VERY early version of what we're going to use in the full game, it's probably going to change, in a good or bad way.
 
yeah, i dont know if this is the best way of building, but this still is a VERY early version of what we're going to use in the full game, it's probably going to change, in a good or bad way.
Well, yes.
I personally think it's a good way to do it, but not "the best" way to do it.

Anyway ... they have chosen this technique. Okay, good, but many points need improvement.

They really need to learn many things about this :

[video=youtube;9KSFkcKBBMo]https://www.youtube.com/watch?v=9KSFkcKBBMo[/video]

- The way we could make room by addind different 3D shape together
- The roof system (which is amazing)
- The way that we can change the size of the rooms, or to stretch wall individually, with small arrows in all directions (perfect for walls)
- The indoor lighting management
- The dynamic ground texture or wallpaper system (floor and wall that it is possible to paint one by one or in groups)
- The "multiple floors" system
- The fact that buildings are considered by the AI as a unique structure where objects are interactive so they dont need path (scripted object, pathfinding, etc...)
- The fact that the windows and doors are not "fake"
- The "painting path" tool
- ...
This is not an exhaustive list, but I think the most important is there.


I think I cannot say something better than this : it's a "quite" good update of the RCT3 building tool, but it's full of bungled actions for one reason (and only one) : to save development time (They had already programmed this tool in the Cobra Engine).

Something I can understand (for economic reasons), but that I find quite sad (because "economic imperatives" do not mean "not to innovate")

WARNING: This is a comment in order to explain what is wrong (in case the developers actually read), and absolutely not to speak badly of the game (which I find great). To clarify, just in case. [rolleyes] I think I'll look like a killjoy with my messages. [big grin]
 
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Thanks for the video!

I noticed that the path tool is halfway on the width when it's at 7 meters wide. I consider that great news!
I didn't get a feeling for it through the video, but I'd hope there's a 'wall grid' type of snapping when you place different decorative objects.

I've used a wall grid when making architectural models before, when I'm placing windows. It's brilliant! The grid scale can be adjusted (how fine or coarse control you want over placement) and it's possible to switch it on or off.

I think a wall grid snap function would be very handy when you're placing windows, doors, and other decorations. :)

I also noticed it looks quite a lot like RCT3 in the way you build structures.


The points Angelis have about Sims 4 type building is interesting. I've never played Sims 4, but I see there's huge improvements over Sims 1 and 2. Very interesting indeed. I'd like some kind of 'click-and-drag' building of walls and fences too. There's a lot of time left for the game to release. We can cross our fingers and hope they will consider our ideas and wishes.

Honestly I'd be surprised if they haven't already thought of these things before. But it might be what they have for now, and the other things we have discussed is something they'd like to do - some time. But have other things to prioritize first.
 
Thank you for the video, Frontier! I wished for the potty humor though. Maybe you will share it further down the road. ;)

Angelis summed it up very well. Looking great! but not much new. ;)

I had hoped for something like Sims building. But this works too, but a little longer time to piece out. Hopefully it will be easier to piece out than in RCT3 which could be awful sometimes, trying to align and whoops! But time had gone so hopefully Frontier has idea of making this easier!


My concern/wish:

Ability to save the structure I think this has been verified, right?
I wonder if, along with the save of structure you could change the texture of the wall without having to tear it down and replace? It would make it so much easier. Then you can make a pretty building and then save it. And then when you use it for some other theme or just change color (please! let us change color, not only texture) you could go on two different options.

1. Auto re-texture/re-color (or search and replace with suitable piece for example replace roof pieces for other roof style) for the whole structure.

2. Paintbrush to "paint" (texture and/or color) individual pieces if you want just change a little bit without having to rebuild.
 
Thank you for the video, Frontier! I wished for the potty humor though. Maybe you will share it further down the road. ;)

Angelis summed it up very well. Looking great! but not much new. ;)

I had hoped for something like Sims building. But this works too, but a little longer time to piece out. Hopefully it will be easier to piece out than in RCT3 which could be awful sometimes, trying to align and whoops! But time had gone so hopefully Frontier has idea of making this easier!


My concern/wish:

Ability to save the structure I think this has been verified, right?
I wonder if, along with the save of structure you could change the texture of the wall without having to tear it down and replace? It would make it so much easier. Then you can make a pretty building and then save it. And then when you use it for some other theme or just change color (please! let us change color, not only texture) you could go on two different options.

1. Auto re-texture/re-color (or search and replace with suitable piece for example replace roof pieces for other roof style) for the whole structure.

2. Paintbrush to "paint" (texture and/or color) individual pieces if you want just change a little bit without having to rebuild.


+1

Of topic

We need a positive thumbs up button on the forum !

- - - - - Additional Content Posted / Auto Merge - - - - -

Well, yes.
I personally think it's a good way to do it, but not "the best" way to do it.

Anyway ... they have chosen this technique. Okay, good, but many points need improvement.

They really need to learn many things about this :

https://www.youtube.com/watch?v=9KSFkcKBBMo

- The way we could make room by addind different 3D shape together
- The roof system (which is amazing)
- The way that we can change the size of the rooms, or to stretch wall individually, with small arrows in all directions (perfect for walls)
- The indoor lighting management
- The dynamic ground texture or wallpaper system (floor and wall that it is possible to paint one by one or in groups)
- The "multiple floors" system
- The fact that buildings are considered by the AI as a unique structure where objects are interactive so they dont need path (scripted object, pathfinding, etc...)
- The fact that the windows and doors are not "fake"
- The "painting path" tool
- ...
This is not an exhaustive list, but I think the most important is there.


I think I cannot say something better than this : it's a "quite" good update of the RCT3 building tool, but it's full of bungled actions for one reason (and only one) : to save development time (They had already programmed this tool in the Cobra Engine).

Something I can understand (for economic reasons), but that I find quite sad (because "economic imperatives" do not mean "not to innovate")

WARNING: This is a comment in order to explain what is wrong (in case the developers actually read), and absolutely not to speak badly of the game (which I find great). To clarify, just in case. [rolleyes] I think I'll look like a killjoy with my messages. [big grin]

+1

Of topic

We need a positive thumbs up button on the forum !
 
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Bad news :
- The construction of high buildings will take as much time as RCT3
- Still not possible to put ground inside a building (it's in fact just "exterior paths below CS" and I fear it may not be possible to put tables and chairs on the roads.)
- Building are not considered by the game as "Buildings" but as "Connected Scenery"
- It is always impossible to create real different floors. (even if it will be possible to use some tricks, using "stairs" like in RCT3, to "simulate" floors)

1. I don't think time is really relevant when it comes to using an intricate system like this. If you want to make detailed buildings then it'll take time. It's like 3D modelling - the more time you spend on it, the more details you can put in.

2. There's path going under various parts of building in the video. I do hope they allow for chairs and stuff on paths though; I'd have thought they would if there'll be benches, lamps, e.t.c.

3. Not really sure how you know that, but it makes a bit of sense. Since there are going to be lots of objects, and not all of them are building pieces (like theming elements), it'd be a bit hard for the game to work out what was classed as a building.

4. That is a bit of a shame, especially if you wanted to make an elaborate station or restaurant, but to be fair there aren't many buildings with multiple accessible floors in real theme parks anyway. Wouldn't be a bad feature, but it's not high on my wish list.
 
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There's this [up] but maybe adding a extra large one in the visible list?
(but I have a feeling you mean adding like/+ to the reply itself)



Yup [up]



example
85WYQyu.png
 
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1. I don't think time is really relevant when it comes to using an intricate system like this. If you want to make detailed buildings then it'll take time. It's like 3D modelling - the more time you spend on it, the more details you can put in.
I'm not agree.

This is not because they have chosen this system, that it is not possible to gives us the opportunity to stretch the walls (width or height).

And I was talking about "high buildings" (When you want to build a big castle in the center of your park, you need high walls). I'm not talking about "detailed buildings". Of course you need time to build some details on your buildings, but here, If you remember RCT3, you need too much time to build just simple walls.

this video explains what I mean :
[video=youtube;6trAa1pZ6OY]https://www.youtube.com/watch?v=6trAa1pZ6OY[/video]

This is because you need to place it piece by piece, but you can not place a wall piece and stretch it in different directions.

The Sims4 Tool use what we can call "Shape Building"
The RCT3/PC Tool use what we can call "Piece-by-piece Building"

The first is natively more powerful (only because of the concept behind) but the piece-by-piece system can be improved to be as powerful as the Sims4 one, they just need to adapt some feature to their system. (the possibility to stretch walls is one of them)

2. There's path going under various parts of building in the video. I do hope they allow for chairs and stuff on paths though; I'd have thought they would if there'll be benches, lamps, e.t.c.
Ground =/= Path

3. Not really sure how you know that, but it makes a bit of sense. Since there are going to be lots of objects, and not all of them are building pieces (like theming elements), it'd be a bit hard for the game to work out what was classed as a building.
QED !!! That's exactly the problem.

With theSims4 Building Tool, any building have "ground", so people can go everywhere, using "scripted objects" as reference for the pathfinding algorithm.

With RCT3 (and now, PlanetCoaster), they only use "path/roads" to control the crowd flow, so that mean we need to build something (like the "fast-food vendor" they showed, and connect it to a road) and after, to build something around (the structure, the roof, etc...)

This system is good too (Note that I do not request that they change all the system), but if I want to make a big restaurant, I need a big "Ground" (can be "Plaza" if they are using the path system they already have), with a different texture (interior texture for the ground) and which stick with walls.

Maybe they can do this by copy/paste the "path system", by making some modifications, an give us an "interior ground system"

4. That is a bit of a shame, especially if you wanted to make an elaborate station or restaurant, but to be fair there aren't many buildings with multiple accessible floors in real theme parks anyway. Wouldn't be a bad feature, but it's not high on my wish list.
Well, again, if we can have a "ground" system, then we can have multiple floors.

"Kill two birds with one stone"
 
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Oh, I suppose choosing width and height of objects would be nice, but it would also make the system more complicated.

The floors thing I get now too, but it would require quite a lot of new programming since they've only done pathfinding for paths (because that's all the guests need to walk on at the moment). I'm also not sure how you'd actually make a floor for each level with stairs or something leading up to each. Just sounds a bit crazy.
 
Hello Planet Coaster team and merry Christmas! This game and its progress makes me very happy. I have 1 request: a selection tool. A pipet tool that lets you click an object in your park, and immediately will show in your objects folder, which reduces searching time! Thank you very much and happy holiday's!
 
Why are you people comparing this game with The Sims 3 so often?
I mean, we all know that it has an awesome building system, but building houses it's certainly not the main focus of a theme park sim game!
You're basically asking for a full game mechanic as a small part of another game and that, other than being extremely unnecessary, would cost Frontier a ton of economic resources.

That being said, I'm a HUGE fan of modular building and I loved spending hours building good looking stations and food areas. What I'm trying to say is, even though this could be an old building system in the genre, it surely isn't outdated. With some small polish, I'm sure it'll work like a charm (as it's already doing to me, but that's just my own personal opinion).

In the end, we should all call ourselves lucky for even just being able to play with modular piece-by-piece buildings in PC, as for the moment it's the only WIP title that let us do that without the need of mods, add-ons or post launch patches (I know TPS gives us the possibility to do that, but I'm not considering it a game at all).

A good thing would be the possibility to save our buildings and being able to paste/move them wherever we want, as RCT3 can already do.
 
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