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= Validity =
 
= Validity =
  
The requirements listed here (Model building guidelines) by Trend-Verlag came into force at the beginning of 2019. <br>
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At the beginning of 2019, the specifications (construction guidelines) listed here by Trend-Verlag came into force. <br>
They are constantly updated and are binding for all officially accredited designers.  
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They are constantly updated and are binding. All previous publications of the model building guidelines lose their validity. This also applies to other lists such as the "Ten Commandments for Construction", "Seven Golden Rules" or similar.  
All previous publications of the model building guidelines lose their validity. <br> This also applies to other treatises such as the "Zehn Gebote für die Konstruktion", " Sieben goldene Regeln" or similar.
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= Name of the model file  =
 
= Name of the model file  =
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Filenames  
 
Filenames  
 
* The length including the dot and the file extension <code> 3dm </code> is limited to a maximum of 31 characters.
 
* The length including the dot and the file extension <code> 3dm </code> is limited to a maximum of 31 characters.
* All filenames assigned by the author such as <code> 3dm, ini, wav, png </code> etc. need to have an underscore at the end and include the author's abbreviation afterwards: <code>Modell_XY1.3dm</code>.  
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* All filenames assigned by the author such as <code> 3dm, ini, wav, png </code> etc. must have an underscore at the end and the author's abbreviation afterwards: <code>Modell_XY1.3dm</code>.  
 
* EEP expects ANSI coding; other encodings such as UTF-8 cause display errors when using special characters and vowel mutation;
 
* EEP expects ANSI coding; other encodings such as UTF-8 cause display errors when using special characters and vowel mutation;
  
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* Coloring or color changes on models by simply coloring vertices is not permitted. In addition to texturing, e.g. to achieve shading, coloring is permitted.   
 
* Coloring or color changes on models by simply coloring vertices is not permitted. In addition to texturing, e.g. to achieve shading, coloring is permitted.   
 
* The lower limit for texturing is 50x50 pixels per 1 square meter of model area. A good guideline is 80-90 pixels x 80-90 pixels per 1 square meter model area.  
 
* The lower limit for texturing is 50x50 pixels per 1 square meter of model area. A good guideline is 80-90 pixels x 80-90 pixels per 1 square meter model area.  
* Monotonous colored areas without any surface structure must be avoided.
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* Monotone Farbflächen ohne jegliche Oberflächenstruktur müssen vermieden werden.
  
 
Recommendations:
 
Recommendations:
 
* The texture can be created with or without billboarding.  
 
* The texture can be created with or without billboarding.  
* When designing the texture - especially for real estate - original images should be used.
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* When designing the texture - especially for real estate - original images should be used.  
  
 
== Exchange textures and inscriptions  ==
 
== Exchange textures and inscriptions  ==
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Suitable standard sizes are:  
 
Suitable standard sizes are:  
  
256x256px; 512x512; 1024x1024; 2048x2048; 3072x3072; 4096x4096 (maximum size)<br />  
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256x256; 512x512; 1024x1024; 2048x2048; 3072x3072; 4096x4096 (maximum size)<br />  
 
Half formats can be used: 1024x512 is an example of a correct half format.  
 
Half formats can be used: 1024x512 is an example of a correct half format.  
  
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* The size of the first level <code> LOD 0 </code> must not exceed 300,000 triangles.  
 
* The size of the first level <code> LOD 0 </code> must not exceed 300,000 triangles.  
  
The allowed number of triangles in the last LOD level results as follows (formula):  
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The allowed number of triangles in the last LOD level results as follows:  
  
 
<code>Pixel_x * Pixel_z * 3 </code>  Width multiplied by the height of the model in pixels at a distance of 750 m multiplied by a factor of 3, based on a screen resolution of 1920 x 1080 pixels.  
 
<code>Pixel_x * Pixel_z * 3 </code>  Width multiplied by the height of the model in pixels at a distance of 750 m multiplied by a factor of 3, based on a screen resolution of 1920 x 1080 pixels.  
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{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
|  LOD-Level || Reduction of the number of triangles by || at a distance of m  
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|  LOD-Level || Reduce the number of triangles by   || at a distance of m  
 
|-
 
|-
|  LOD 0 || 0 % || 0 m - 150 m  
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|  LOD 0 || 0 % || 0 m - 50 m
 
|-
 
|-
|  LOD 1 || 15 % - 30 % || 50 m - 150 m  
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|  LOD 1 || 15 % - 30 % || 50 m - 100 m
 
|-
 
|-
|  LOD 2 || 30 % - 60 % || 100 m - 300 m  
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|  LOD 2 || 30 % - 60 % || 100 m - 200 m
 
|-
 
|-
|  LOD 3 || 60 % - 80 % || 200 m - 500 m  
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|  LOD 3 || 60 % - 80 % || 200 m - 500 m
 
|-
 
|-
|  LOD 4 || according to formula  || 600 m - 1000 m  
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|  LOD 4 || according to formula  || 600 m - 1000 m
 
|}
 
|}
  
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* The guideline value for textures is 80-90 pixels x 80-90 pixels per 1 square meter model area. The lower limit is 50x50 pixels per 1 sqm model area (for areas far from the field of view, etc.)  
 
* The guideline value for textures is 80-90 pixels x 80-90 pixels per 1 square meter model area. The lower limit is 50x50 pixels per 1 sqm model area (for areas far from the field of view, etc.)  
 
* monotonous RGB color schemes without any surface structure should be avoided
 
* monotonous RGB color schemes without any surface structure should be avoided
* Building plinths should reach below the zero line of the Z-axis (-x) (-50 cm), since houses that are e.g. placed on a street spline with a footpath will otherwise "hang in the air".
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* Building plinths should reach below the zero line of the Z-axis (-x) (-50 cm), since houses that are placed on a street spline with a footpath will otherwise hang in the air.
  
 
= Private and official models =
 
= Private and official models =

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