Callum123456789
Active member
the new city tiles thing looks like it will massively improve rwg which is awesome
unlikely for any update.thanks for the info.. will go see what ray tracing support etc. is in 2020.3 (if any) - but hoping a Unity update will eventually mean ray tracing support for really impressive gfx and shadowing (and Unity 2021.2 beta has support for PS5 and XBOX X series - so TFP could end up producing console versions themselves).
Ignoring performance impacts could an entire world 4/8/12/16k be generated with the tile system as in the entire world is one big City?1. We have a tagging system now for all prefabs so we're working on making sure two things of the same theme don't spawn close together.
2. So long as you make sure the exits line up like the roads do, yes. You would have to make sure you used all custom street tiles with the sewers built in though.
3. Basic options were given for the UI but in rwg mixer xml you can set the min and max tile count, that will control the overall size.
4. Nope, it has to fit in the tile in a POI Marker.
5. Yes.
it depends on what pois are generated because certain pois take up a lot of your performance whilst you ar ein that area and if you have a massive city with lots of huge buildings id think that would most likely tank your pc and give you like 30 fps or lowerunlikely for any update.
basically too many in place systems need to be changed however I could be thinking of DLSS or whatever.
I suspect adding a feature like that may cause unintended consequences and at this point they really need to focus on wrapping this thing up.
Ignoring performance impacts could an entire world 4/8/12/16k be generated with the tile system as in the entire world is one big City?
1. How do intercity roads connect to tiles? I see no special tiles for it.1. Yes, each district has a set of tiles in Prefabs/RWGTiles/, they can be overwritten or simply add a number to the end and you can have any number of variants. They can be any height (meaning you can add sewers and other things underground) and must be 150x150 in size.
2. Yes, there are 4 way intersection, 3 way intersection, striaght, corner, and dead end type tiles.
3. Yes, we have several tiles where the streets veer off and dead end, alleyways, etc. within the tile. only the edges have to match up
4. We are just calling them POI spawn markers as we also have something called Part spawn markers.
5. All town/city district tiles use an exact size, the rural edges of a town will take anything that can fit in the space (down to the next POI marker size). I will be adding an option to allow the same on the district tiles via the rwg mixer.
6. Yes, Extra Small = 25x25, Small = 42x42, Medium = 60x60, Large = 100x100
7. They can be directly next to each other as the POI will always fit in the dimensions
8. They are all at the same level, doing multi height tech will be a large undertaking and not something we'll be doing for a20 for certain.
9. Yes, parcels are 2d, no height requirement as we had no need for that with the current system
10. It's better to leave out anything that isn't part of a real world lot, sidewalk from the house to the edge is fine, but you wouldn't want to put a frontage on there (at least on residential) I've seen some downtowns with front sidewalks that blended well with the downtown tiles.
11. Yes, zoning is associated with the tile. The definition of a tile to be a zone type is in it's name.
View attachment 20696
12. Yes they will, we have city, town, country town, and another I'll leave as a surprise.
13. Nothing was planned as of yet as this tech is still new. We'll be fleshing it out after initial release as per usual.![]()
Give the new shape system I wouldn't put too much effort on creating anything on alpha 19. This might be a good time for some Shape System dev to tell us how the conversion from alpha 19 goes...If we use A19.6's Prefab Editor to make a 150x150 POI, would we be able to bring that into a future A20-Experimental and convert it into a Tile? (Assuming we also pay attention to the blocks that will be available in A20.)
If so, could you tell us the width of roads/sidewalks and their relative placement along the sides on the Tile? (I can try to spot/count it via the video, I guess, but I'd probably run afoul of "tricks of the eye.")
Well, yes, and he answered it. See answer 11 atRelated to the discussion of Tiles, I'm thinking of Mods like the CompoPack where there are lots of contributed POIs of many wild sizes...
- Is there still a place where very large, non-standard sized POIs can be placed? The wilderness, perhaps? The edge of cities and towns?
- Can we define additional "standard sizes" via XML/XSLT in mods that include custom Tiles? Or, is that just a matter of how big the dimensions are drawn onto a Tile for POI Spawn Markers? (And the, by convention, TFP have just always drawn those standard sizes.)
- Interesting... as I look at the video at 0:57 the POI Markers don't appear to be square. The standard sizes were all square. It must be a work in progress.
Not to quibble, but I think he was asking about the colors being shown for the POI Spawn Markers, not the sizes. Or maybe I read it wrong.
Huh, for some reason it is appending this to my other comment. Neat forum feature. Not what I intended.
1. I leave a couple of the outer tiles with road exits with no tile beside them and then connect the highway to that for now. Later I'm hoping to do some kind of highway off ramp tile to make it look more natural.1. How do intercity roads connect to tiles? I see no special tiles for it.
2. Are all streets connected? Like, a straight tile will always have tiles with connecting streets on each end (or intercity road), and so forth for every tile?
Give the new shape system I wouldn't put too much effort on creating anything on alpha 19. This might be a good time for some Shape System dev to tell us how the conversion from alpha 19 goes...
So pausing the A20 City Tile Tech video at 30 seconds in and looking towards the top right of the district... I see what could be the sewer system.![]()
you can add sewers and other things underground
well serwers could mean we can exepect drowned zombies someday! omg i finaly feels better! skeletons , newsstands and drowned zombie ( i hate water, i have hydrophobia but i love drowned zombie what the hell?) and i will send you guys photos frome havens!Underground structures were confirmed:
Q: If so, could you tell us the width of roads/sidewalks and their relative placement along the sides on the Tile?
In the video they are using 2020.3.1f1 and on twitter they did say they might have a higher version they are working with.
I've been using 2020.3.14 for weeks and appears fine. Once builds gets tested using it, if it works well, then that will probably be A20's version.thanks for the info.. will go see what ray tracing support etc. is in 2020.3 (if any) - but hoping a Unity update will eventually mean ray tracing support for really impressive gfx and shadowing (and Unity 2021.2 beta has support for PS5 and XBOX X series - so TFP could end up producing console versions themselves).
I've been playing alpha version 2020.3.14 for weeks and appears fine.
A2020.3.14? So how many centuries are we supposed to work on this game???*Fingers crossed this will happen someday*![]()
Until its done, then for another few decadesA2020.3.14? So how many centuries are we supposed to work on this game???