Virtual Disney (w/screenshots)

DigitalDisney

New Member
Original Poster
Wow. I take a short break for some research and I find about 6 new posts. Haha

Blizz: The Sims engine is isometric, and I'm going for a first person perspective with my product. I'm unfamiliar with the Dracula game you mentioned, so I can't comment on that.

Isnet: Yes, you can be a beta tester when I finally get to that point. Of course, that is still a little ways away, and it will be a long process (I plan on adding many many things to the engine along the way)

I currently have a host for my files, so I don't need one at the moment. Thanks for the offer though.

Topce: I'm not quite at the stage where there is much to test at this point. I'm doing a lot of development right now, and I need to make sure that I do the essential stuff correctly now instead of going back and rewriting or remodeling code.

There will be things to test soon enough.
 

William84

New Member
Hello everyone this is my first post.Anyways I have a couple of questions for digital disney.First question will you be able to walk around the parks in first person mode.Second question will you be able to ride all the rides in first person view mode.Third question will the people be able to add new rides to the park or will that be up to you to make.Fourth question how will you be able to recreate all the ride props from all the rides it seems like a challenge to me.And finally the fith question will you ever make a themepark simulator based on the waterparks of walt disney thanks for taking the time to anwser my questions.
 

DigitalDisney

New Member
Original Poster
First question will you be able to walk around the parks in first person mode
Yes

Second question will you be able to ride all the rides in first person view mode
That's the plan. It will be a challenge to incorporate the many different ride systems out there, so we'll see how it goes.

Of course, things like American Adventure and the live action shows won't look very good in this program.

Third question will the people be able to add new rides to the park or will that be up to you to make
The goal is to make this as open-ended as possible, so everybody can contribute to it.

I would never be able to model every part of WDW for this program. But once I finish the specs for the files, everybody can start creating something for this project.

Of course, this isn't limited to WDW either, nor is it limited to anything real. I was planning on adding data for Universal Orlando if at all possible. You could also potentially add Mount Everest to AK right now instead of 2004 or later. It will also be possible to bring back rides from the past such as the Skyway, World of Motion, etc.

Fourth question how will you be able to recreate all the ride props from all the rides it seems like a challenge to me
As I mentioned in my previous response, I won't be recreating all aspects of WDW by myself. Also, imagine that everything will be modelled in a very simple fashion, so that framerates can be high and everybody can experience this.

will you ever make a themepark simulator based on the waterparks of walt disney
I won't be modelling them because I am not as familiar with them as I am with the other parks and parts of WDW. However, the engine will definately be able to support water parks.

Hope that helped
 

Tocpe

Member
I'll go ahead and offer my help for Epcot modelling and texturing. :) As you can see from my earlier post, I've already got a good start on it. :)
 

isnet396

New Member
Perhaps rather than recreating in 3d actual shows, you could get a high quality video of them, and then display it on a rendered wall of sorts so that it blends in....
 

DigitalDisney

New Member
Original Poster
Hey everybody.

Just wanted to let you all know that this project is still very much alive. I'm still in the design stage right now. Since this project is so large, I want to get a good design before I start anything else.

This project is challenging because I want it to be very flexible. If you had to download the entire WDW package in an all-or-nothing form, this would be a lot easier. However, I want to give the users the option of downloading things that they want.

I am also in the process of working on an editor, which should make world-creation much easier.

I want you to be able to import aerial satellite images from Terraserver or MapQuest and use them as a reference when creating the world. This will help make walkways, lakes, and buildings very accurate.
 

The_CEO

Well-Known Member
This is going to EAT people's FPS.....



I would have to purchase a 600 $ Video Card to run this.. I got 60 FPS as is.
 

DigitalDisney

New Member
Original Poster
Originally posted by The_CEO
This is going to EAT people's FPS.....



I would have to purchase a 600 $ Video Card to run this.. I got 60 FPS as is.
Umm...err....yeah

And you've tested this program, how? I've only let 2 other people even see my program, and I'm pretty sure you're not one of them.

FYI, I'm not exactly developing this on a really fast system. My video card is sub-par (GF2MX). If I can run it, so can you (unless you have a rediculously slow box).
 

Tocpe

Member
I want you to be able to import aerial satellite images from Terraserver or MapQuest and use them as a reference when creating the world. This will help make walkways, lakes, and buildings very accurate.

I could see how one could use a large photo and place markers for the major areas/landmarks. Then work on a more detailed maps at the proper scale of building and areas. Then "paste" the more detailed splines and reference info onto the main map.

Personally, when I created my Epcot model I traced a satellite pic in Adobe Illustrator then brought the resulting splines over and extruded them or used then as reference.

Work flow suggestion:
1. Obtain large resolution satellite photo of entire resort.
2. Bring into Illustrator or similar vector program that supports placing of raster images.
3. Trace boundaries of resort and major attractions. Not concerned with small details like walkways and what not. Just placing the major landmarks.
4. Export new splines marking important landmarks into editor. Using scales make sure splines are proper scale.
5. Obtain more detailed satellite photos, blueprints, info, etc of individual areas, like individual parks, resorts, etc.
6. Bring into Vector program and trace the new more focused area using satellite photos and data from blueprints and other sources. This will insure accuracy of placement of individual buildings and their extents. May be able to lay down some of the pathways. Establishing proper scale is important here.
7. Import this new detailed spine drawing into the editor and place in over the proper area on the main map at the proper scale.
8. Working from from blueprints, photos and other sources begin drawing/tracing all major walls, or ground landmarks in the individual area/attraction, etc. This will insure accuracy of placement of walls. We're focused on one attraction or hotel or whatever at this point.
7. Import the detailed attraction info into either a 3D program or directly into the editor to begin converting it to 3D. If using a 3rd party modeler like 3DMax or Lightwave the resulting model will be imported into the editor as an extra step and converted as needed.)
8. Once the model (properly scaled in either the 3rd party modeler or directly in the editor to match the blueprints) is complete it is placed on the main map.

Continue as needed.

This is how I created my epcot model. Only I was working from about step 5 downward since I was only modeling one park.

Tocpe
 

The_CEO

Well-Known Member
Originally posted by DigitalDisney
Umm...err....yeah

And you've tested this program, how? I've only let 2 other people even see my program, and I'm pretty sure you're not one of them.

FYI, I'm not exactly developing this on a really fast system. My video card is sub-par (GF2MX). If I can run it, so can you (unless you have a rediculously slow box).

I haven't tested it. I'm just mentioning i would think it would really slow ppl down FPS wise.

It wasnt an insult dude. Your work is great.
 

DigitalDisney

New Member
Original Poster
CEO:
Sorry about that response. It's been a long day at work and I kinda flipped out.

I could design my system hap-hazardly so that it does require a massive system to run. Of course, this is not the goal. I want this to run on as many computers as it can, while still looking good and being fully functional.
 

The_CEO

Well-Known Member
I understand,


Maybe having diffrent settings where it isnt as textured as like..


People can have options to add crisper buildings or lessen their detail to add more FPS

Ill buy it when its out man :)
 

t3techcom18

Well-Known Member
To DigitalDisney

Hi!! I was wondering if when you are done with the Virtual WDW, are you going to put it on a website, or on mIRC( I hate mIRC; too complicated).
2) Is going to be in huge download or is the theme parks seperated for download for an add-on kind of program( for example of add-on kind of programs: Alias Underground game at ABC.com has multiple missions and has it on a add-on kind of program)

3) Is it going to be a big graphics sim? Because, I have an Intel Celeron with 128 MB on it and if I play a game, I have to set the settings real low, and does'nt look as good :(
 

isnet396

New Member
Originally posted by The_CEO
I understand,


Maybe having diffrent settings where it isnt as textured as like..


People can have options to add crisper buildings or lessen their detail to add more FPS

Ill buy it when its out man :)

Correct me if i'm wrong, but isn't this based on the UT2003 Engine? Doesn't UT2003 have image/animation quality settings built into it?
 

DigitalDisney

New Member
Original Poster
CEO: The plan is to include several detail settings to make the product more tolerable on slower systems.

Oh, and I won't be charging for it when it's done (of course, done is a very opinionated term). I can't do so because of possible legal implications, but I probably wouldn't charge for it anyways. I will have a donation system set up when I get to a usable state though.

t3techcom18: I'm not sure how this will be distributed when I'm done. It will definately be a huge download when it's all done, but I will be making it flexible so you only download what you want. For example, you won't have to download the Animal Kingdom package if you don't want it. Ideally, this will even extend to a more detailed level (you could have shop and building exteriors but not interiors, specific rides, etc.)

isnet396: I don't know what you're referring to here, so I guess I'll hit both angles.
- My project is completely independant of the Unreal engine. I'm writing all of the code for this project from scratch.
- Yes, I believe that the Unreal engine does have detail adjustments you can make to boost framerate.

Dean[AU] - WOW. That site you made is incredible. We may have to talk about hosting or something along those line. Haha
 

isnet396

New Member
Originally posted by DigitalDisney
isnet396: I don't know what you're referring to here, so I guess I'll hit both angles.
- My project is completely independant of the Unreal engine. I'm writing all of the code for this project from scratch.
- Yes, I believe that the Unreal engine does have detail adjustments you can make to boost framerate.


d'oh....I was thinking of some other UT mod I was reading about before....

keep up the good work! ...any more screenshots?
 

Tocpe

Member
Project Update?

Hi Digital Disney,

I was wondering if you could please update us as to the progress of the project. :)
 

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