Hi,
Over the course of the past few months, I have been experimenting with large scale mesh terrain. After many hours of work, I have managed to create a 100,000 by 75,000 stud sized map of the Savoie Region in France for a Flight sim I am developing, clocking in at around 10 million tris for the entire area. Surprisingly, Roblox is very well optimized for this kind of situation, with the client only using 900 MB, and running fairly smooth.
Here are some pictures of my work so far
This is roblox? Wow this is so high quality for a roblox game! I love the lighting, terrain and the realistic touch on the plane! Do you plan on releasing this?
Thank you, My plan is to eventually release this to the public, however this is very early in development compared to everything I want to do with it. What I’ve shown is just under 10% of everything I’m working on, after which I’ll start modelling trees and other 3D assets to help improve immersion. Once again, thanks for the support.
Haven’t I already told you you’re not allowed to post screenshots of Microsoft Flight Simulator? Make it less realistic so that Microsoft won’t mistake these for FSX screenshots
When you finish this, could you tell me? I’ll be disappointed at missing out on the opportunity to play this
Thanks for asking, this is created through the use of satellite imagery cross connected with topographic information, there is no real height map per se.
I think you should keep the “cold-ish” climate (recent pictures) rather than the warm climate (original pictures). The lighting choice is perfect aswell! Though, you may want to fix the places where meshes connect.
Seems like you really go for the realism here, so hope to see more updates on this!
Also, good luck on building all the map details, airports and trees.
Yep, I’m well aware of the mesh boundaries appearing, unfortunately, it’s more of an issue with how Roblox renders textures. Each of the meshes are already aligned, but roblox likes to blur textures, so the color it chooses to blur at the edge of each image is different than the other. I totally agree with you on the color correction, I originally wanted to keep it warm since I wanted to depict the environment in summer, though if it looks that much better, I might choose to abandon this idea.
looks great, however i was wondering if you wanted to do some special locations? like some towns made with only blocks but 3d?
Since this is set in the Alps, I’m naturally taking the opportunity to include a couple famous locations such as Courchevel. Apart from that, other altiports in the region, such as Meribel, Val Thorens, and Sollières Sardieres will be modelled exactly like their real life counterparts, including the surrounding buildings. Every town in the 300 sq mile region that the map encompasses will be created in 3d, but will not be 100% accurate to real life to save on time. Instead I’ll be studying the local architecture to create a series of modular buildings that I can quickly place in order to showcase a variety of the different towns somewhat accurately, which range from ski resorts to small alpine villages.
That would be excellent, what worries me a little bit is performance, so keeping those buildings simple would allow the players with lower end devices to play
it looks amazing! I believe you should use decal trees on a billboard GUI or something similar so you can see foliage without having impact on a player’s perfomance. I love it!
All things on the map are intended to be 3d, at the moment I’m currently working on boosting the resolution and size of the map, but I will eventually be developing some tree models based on species native to the region, which will take some work to make look simultaneously realistic and performant. As for a release date, I don’t necessarily have any, I mainly develop as a hobby, but I hope to have some workable concept released by June