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TOOLBOX

PixelActive
CityScape 1.7
Review by Marc-André Guindon

When it comes to open world trees, and anything else you might currently at work adding tunnel generated level of detail. The assets
game development, set design and need. Big scenes are manageable support for future versions. can be exported as full geometry
set dressing are crucial milestones. thanks to a strong level of detail You next build on the terrain or as locators defining the different
They reflect the capabilities of your algorithm. The scene can then geometry. Even though CityScape attributes and metadata of each
game engine and are instrumental be exported to your preferred ships with basic assets, you will asset instances.
in immersing players in your game’s software and modified to suit your have to model entire libraries One of the bright feature
virtual space. Of course, coding needs, or it can be integrated into of assets in order to suit your of CityScape is certainly the
entire cities from scratch carries commercial or custom real time productions. If your scenario is interactive placement of the assets.
extra time and cost, so for games rendering engines. a medieval village or a futuristic At any point during the creation of
situated in urban landscapes, why metropolis, you will have to create an environment, you can decide
not use a specialized tool to build Using CityScape these assets manually in a 3D to change the relief of the terrain,
these essential sets? CityScape » When you first open a modeling package, then import move streets, or create a water
1.7 from PixelActive is exactly that, CityScape scene, you will be them individually or as entire surface, and the assets will deform
and is intended to speed up your presented with a flat world grid. directories into CityScape in order and follow accordingly. This is
environment creation tasks. This grid can be used as a canvas to lay them in the scene. a very important feature while
on which to paint a height map Importing 3D models in designing a city, since you never
Cityscape In A Nutshell using different brush types and CityScape is done using COLLADA. know when or where modifications
» CityScape is focused entirely options. These brushes can either For instance, if you would like to will happen.
on quickly creating urban be kept in the scene for later create a building (using Maya, There is also a multi-user
environments as part of your interactive manipulation, or they Max, XSI, SketchUp, Modo, etc.), feature that allows splitting the city
production pipeline. That is to say, can be baked into the terrain you would model it normally out of into sections so different artists
the main use for CityScape in the to make the edits permanent. polygons and texture it using file can modify different portions of
game industry would be for rapid Alternatively, you could also use textures and shaders. Once that is the city. This comes in very handy
prototyping and design iteration, a standard greyscale height map done, you can export the models when terrain exceeds several
not as a full-featured level editor. to automatically get the proper with COLLADA and create a new kilometers in diameter and is
From villages to full cities (as terrain geometry. It is important asset in CityScape. simply too much for a single artist
large as 100km in diameter), this to note that any given point You can also export a to handle.
software can manage huge sets can only go up or down, so you CityScape scene through
assembled from library assets cannot create tunnels or caverns. COLLADA. Doing so is probably Some Roadblocks
such as buildings, roads, vehicles, PixelActive informs us that it is imperative for most game studios » Prototyping large urban
since touch-ups will need to be environments in only a few hours
done to clean the scene of any is a plus for any production, but
glitches before compiling the CityScape only allows you to
models for the game engine. generate a terrain and assemble
There are several options assets together. Any modeling,
to export a scene since every texturing or animation will need
studio has different ways of to be done in your preferred 3D
exporting files. PixelActive has modeling package, and any game
been really good at listening and logic or features will still need to
implementing features to make be created in your game engine.
their files compatible with their However, the software can export
client requirements. For instance, procedurally-generated traffic data
you can export files compatible in XML and the company tells us it
with OpenFlight or Gamebryo. is working to include features for
You can also export the terrain in adding game data standalone or
square lots using automatically- attached to scene props.

36 game developer | September 2009


A recurring problem I As a solution to some of my The CityScape software is
PixelActive Inc. experienced while using CityScape problems, I wanted to turn to relatively new, and is not yet
CityScape 1.7 involved building cities on uneven the CityScape SDK, but there is considered a mass market
terrain, which resulted in a no such thing at this time. Any tool. The pricing is steep, but
building partially floating above custom solutions will need to be PixelActive includes one full year
¤ Stats
PixelActive Inc. the ground. If your production implemented by the PixelActive of support and is committed to
2382 Faraday Ave. #150 requires a city on an uneven team and the features will custom engineering to support
Carlsbad, CA 92008 surface then these situations will eventually make their way into its clients, and will implement
http://pixelactive3d.com require special attention. a future release. I also tried any features that could make
Though the basic library offers searching for more information the product more suitable for a
¤ PRICE some good customizable models, or client testimonials on the web, wider range of situations. Buying
Single Seat License is $19,000 and
includes 1 year of full support.
the models you will import in but found that the CityScape a license can be thought of as
CityScape will most likely be static. community had very limited getting the PixelActive team on
¤ SYSTEM REQUIREMENTS I was really impressed when I tried shared information. This is board rather than only buying
Windows XP (SP2 or higher) or building my first demo city since probably due to the fact that the a technology.
Windows Vista, Pentium 4 2.0 GHz every default asset model had software is relatively young and With all the different game
(Pentium 4 2.8 GHz recommended), 1
variables that you can tweak to the price is limiting the users. studios out there, each with a
GB RAM (2 GB or more recommended),
150 MB hard disk space, 128 MB customize the look of each object. different way of working, the tool
video memory (256 MB or more Later on, when I created my own Mass Market Development might not do exactly what you would
recommended), video card with assets, I noticed there was no Tool? Not Just Yet ... expect. But it’s worth considering
support for Shader Model 3.0 or better. explanation for how to change the » CityScape is pleasingly fast that the cost involved in building
model’s look, such as per-object for dressing up environments, a similar tool for your own usage
¤ PROS textures, procedural blend shapes but from a gaming point of view might be much higher than the price
1 F ast learning curve.
2 Simple set dressing using libraries. or optional model visibility (such as it is not a straight “out of the box” of a CityScape license.
3 Great interactive placement logic. using a variety of antenna or door solution. While it uses industry
styles for houses). standard control schemes and Marc-André Guindon has been in the
¤ CONS I would have also appreciated can import and export to a variety visual effects and games industries
1H  igh price (but includes 1 year other import and export formats. of formats, the tool will need for 10 years, specializing in pipelines
support).
2 Creating unique designs requires
The PixelActive staff is currently to be completely undertaken using MotionBuilder and Maya. He is the
more resources. working on FBX file format by the modeling and texturing founder of NeoReel inc., a production and
3 Uneven terrain needs manual support, which would greatly department and every bit must consultation studio located in Montreal.
tweaking. simplify the process going in and be customized, including game Email him at mguindon@gdmag.com.
out of popular 3D platforms. engine integration.

www.gdmag.com 37

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