(http://i.imgur.com/Op3x0yz.jpg) | (http://www.topopyrenees.com/wp-content/uploads/2010/08/provence-sisteron_030.jpg) |
One of the things about traditional Flight sims, or other places that try to replicate the real world, is that there are really no databases complete enough to let you do such things automatically. It always comes down to painstaking modification by hand in the end, and no developer has the time or money to do that except in very limited areas.
I think that with Outerra, and the ease of placing objects, roads, paths and probably even waterways, eventually, it may finally come within reach that individuals can easily edit their own cities, towns and neighborhoods; alone or even better, cooperatively around the world. Imagine the possibilities.
If I were Google, I might even be keeping an eye out on Outerras progress. For a number of reasons.
In the meantime, I can barely wait to see OSM in Outerra.
Outstanding! Very natural feel to everything you do.Thanks a lot ! I'm not sure of when LFNA will be ready for release, I have only mapped a few main roads and not placed a single building. And I have a big surprise coming with Talkeetna ;)
Outstanding! Very natural feel to everything you do.
I've found the consistency of roads needs to match their purpose. For example a highway should be more even with wider turns, while a dirt road should be more uneven in width, follow the terrain more closely, (less transition/border) maybe with pull-off areas, as you might expect, and abandoned roads even disappearing in places.
It is amazing the level of detail and precision the OT road system is capable of.
Again, great job Acetone! You should someday record a compilation of videos demonstrating your techniques so beginners have a solid tutorial to start with. It does take time to master these tools and the more people there are producing content the better.
I have a feeling the future of Outerra will be a mix of procedurally generated OSM roads and cities, with detail added by hundreds of users, and different multiplayer servers hosting different scenery.
Edit: Couldn't you also import OSM roads and edit them by hand to add a level of realism. Collaborative multiplayer editing of the OSM data would be the only way to cover vast areas, unless OT advances their procedural civilization scheme considerably, which I can see very possibly happening! :-)
Regards,
Uriah
I think there are a couple of castles, here....... http://www.outerramodels.com/halbkreises-castle/
To outerramods.com! :))
No offense to whoever created outerramodels.com, but outerramods.com is much cleaner.
Now it just needs to be filled up more.
Off topic: I notice that some lights are messed up on the Cessna in your video. And precisely those who are attached to joints; the rotary beacon light the tail navigation light.
That will happen when you remove the first spawned instance. If you do that, then Outerra must be restarted. It happens with the F-117 as well because some lights are attached to joints...
I really hope that this issue will be solved in the future.
(http://i.imgur.com/IjlANkd.jpg) | (http://lenergeek.com/wp-content/uploads/2012/04/barrage_serre-poncon_photo1.jpg) |
Let's put a real dam there, Acetone! Could you tell me the coordinates?
Oh, you can perfectly try the dam, it will be really cool! For the castle it's mostly a joke for myself, since all my attemps to make something with sketchup (either from scratch or by converting) ended up with some ugly bugged madness =D
I will send you the .otx soon so you can see the location. I'm using the Chapala mesh for the lake, since it's fairly large, it looks better :)
To outerramods.com! :))
No offense to whoever created outerramodels.com, but outerramods.com is much cleaner.
Now it just needs to be filled up more.
I can still see the countdown, though. 14 hours left: http://outerramodels.com/
Try clicking the link I gave.......Yes, I already went there. It seems to be an older version of the site it used to be and just parked on that domain...
Very interesting.
Just keep in mind people like me who turn the scenery up. I was glad to find when I maxed out the trees that very few turned up sprouting from the middle of houses, but the dam area did sort of became "The world of the drowning trees." :)
Just keep in mind people like me who turn the scenery up. I was glad to find when I maxed out the trees that very few turned up sprouting from the middle of houses, but the dam area did sort of became "The world of the drowning trees." :)
I've had tooooo much problems in this area wile cleaning the few trees (with normal forest settings) with original material roads :)
If you are curious, just make a large road in the middle of the lake, and yo will see what will happen =D
More seriously, everything water related can be considered as a placeholder. I will need more advanced tools to handle that without loosing my mental sanity.
A random question to the open air: Would it be possible to instance Tonywobs library of buildings, and would there be an increase in the efficiency of rendering them (drawcalls) that would make it worthwhile to do so, seeing as LFNA and very likely other projects in the future will probably eventually be using a zillion of them?
@HiFlyer,
Outerra is already making use of geometry instancing for separate entities. If you spawn the same object multiple times, the instancing will happen automatically.
Try this: Spawn an object, press Alt+7 (you must have debug_keys enabled in eng.cfg) and look at the number of draw calls. Then spawn the same object again and you'll notice that the number of draw calls will stay the same.
Pretty much this: https://msdn.microsoft.com/en-us/library/windows/desktop/bb173349%28v=vs.85%29.aspx
I'm almost certain the trees in Outerra are already instanced, and thats why there can be so any of them with so little overhead.
@HiFlyer,
Outerra is already making use of geometry instancing for separate entities. If you spawn the same object multiple times, the instancing will happen automatically.
Try this: Spawn an object, press Alt+7 (you must have debug_keys enabled in eng.cfg) and look at the number of draw calls. Then spawn the same object again and you'll notice that the number of draw calls will stay the same.
Interesting. Is that for the planes, as well. So that a line of parked planes would show the same number of calls as one?
Pretty much this: https://msdn.microsoft.com/en-us/library/windows/desktop/bb173349%28v=vs.85%29.aspx
I'm almost certain the trees in Outerra are already instanced, and thats why there can be so any of them with so little overhead.
If I'm not wrong, it's already the case: in Outerra each package (geometry - textures) is only loaded one time in the GPU memory. You can have one or 200 instances of the same object, it will have the same memory footprint. However, global objects polygon count still have an impact, I'm not sure if there is a way to change that. One thing Outerra can't do for the moment, is making possible to resize objects.
Edit:@HiFlyer,
Outerra is already making use of geometry instancing for separate entities. If you spawn the same object multiple times, the instancing will happen automatically.
Try this: Spawn an object, press Alt+7 (you must have debug_keys enabled in eng.cfg) and look at the number of draw calls. Then spawn the same object again and you'll notice that the number of draw calls will stay the same.
Interesting. Is that for the planes, as well. So that a line of parked planes would show the same number of calls as one?
Yep. But don't forget that the sum of each of these objects geometry still have to be computed to render the image. So spawning a lot of complex objects will still affect the framerate, but not the GPU memory.
LFNA has around 1022 objects in view when you're close to the airport, looking at Tallard, but only 240 draw calls.
Talkeetna uses a lot more different buildings so, 513 in view for 353 draw calls.
Interesting. Is that for the planes, as well. So that a line of parked planes would show the same number of calls as one?Yes, aircraft, watercraft, ground vehicles, well everything will be instanced if spawned more than one entity, draw calls will stay the same of course.
One thing Outerra can't do for the moment, is making possible to resize objects.Actually, you can resize the objects, but by script with geometry object interface, using the method set_scale. And can be done in real-time as well.
Yep. But don't forget that the sum of each of these objects geometry still have to be computed to render the image. So spawning a lot of complex objects will still affect the framerate, but not the GPU memory.Yep, that's right.
OMG ... what the ... :oPretty odd isn't? :))
Actually, you can resize the objects, but by script with geometry object interface, using the method set_scale. And can be done in real-time as well.
Here's a quick video I made just for you: :D
http://www.youtube.com/watch?v=QX0k4b_MOHQ
Wow, that's... hilarious =DYup. Well... almost: :))
Just tell me it's also possible to do the same thing with the mercenary 8)
Wow, that's... hilarious =DYup. Well... almost: :))
Just tell me it's also possible to do the same thing with the mercenary 8)
http://www.youtube.com/watch?v=d8D5l0cWosM
Thank you, that was fantastic :DIt's just a little line of code you write in hero.js, which can be found in /Outerra/scripts/hero.js.
How does it work, a console command?
I have an idea of how this may be used...
this.geom.set_scale({x:1,y:1,z:1});
1 is the normal size.Acetone runs off and spawns a massive water table.........
Acetone, does the camera position scale with the model? Can you walk on OT as a giant?
How about record it, with comments?
Yep, his work is incredible, but there are several reasons why Outerra still not use OSM. The following points are purely speculations, from what I know :
- OSM is map based and doesn't have elevation data for vectors. It's not a problem for Xplane, but Outerra render the whole earth in a row and use a slightly different coordinate system. Cameni mentioned at some point he was thinking about updating the road system to remove the elevation coordinates, so the roads may be able to be generated at the ground level, no matter what elevation dataset you are using. This may lead to an easier import of OSM data.
- The current road system is limited, so I guess they are waiting the updated one to start working on this.
- The building's ground leveling is competly different in Outerra, it's not a texture but a terrain modification. This may require some adjustments.
I would love to see World2Xplane in Outerra, but I don't think it will happen before some time. However, we don't really know so far how Cameni plans to implement roads/man made stuff, but it may be interesting to see if Tonywob wants to discuss about the technical side of the question here :)
I also see the occasional web video where Osm is incorporated into procedural maps, usually in Unity. I suspect most of the tech is there, and its more a matter of resources and time than anything else.As an imported geometry, I suppose, not that the import data are converted into "proceduralness". Even if it was possible, each procedural approach is different, so the tech isn't there to be simply cloned.
We are working on a generic vector data importer, not just for OSM but also for other data and for Titan's use, when their customers need to be able to use their own data. Once the importer works, it will be possible for others to import roads and buildings and land vector data etc. However, the process is a bit different because of OT's need for some extra data for continuous refinement and ground level detail.
@Acetone: When placing buildings,, have you gotten familiar enough with which building is which that you can pull the correct match right away, or do you do trial and error until you find one that fits?
When working with buildings, I find the current names and selection process not very informative, so I wonder how the heck you do it!!
If you've learned them all by heart, you have even more admiration from me! =D
This video is incredible. But this video is uploaded one year ago. Where is this team now. I saw all of their videos. There is no info.
(http://i.imgur.com/vZRMx6Y.jpg)
Starting to look like a real city center.
I hope that it might be possible to place Tonywobs buildings among the class of objects where trees automatically don't grow, as at the tree densities I regularly use there can be significant "penetration" with buildings.
And yes, this scenery does seem to be expanding rapidly! Great job!
Nice job! I can't even imagine the required patience.......
Whoops, sorry. Couldn't not show off that I figured it out (though by accident).
I actually didn't even read your message before clicking on the image (to enlarge).
But again, it's just great to play around in this area. Don't know how you do it.
Some bldgs are sunk into the ground on some hills but that's to be expected with the Outerra engine, not bad enough to warrant a fix, just looks like some are built into sloping ground.
Still slight hesitations near Talkeetna.
By the way, in the full Talkeetna download, I think you may have missed this: World2XPlane > houses > EU > AT
If you take off heading south from the airport(near the big city), go past the lake there is a large hill to the south of the lake, on the other side of that hill is a road,look on that road( towards your front left front) there is another tower, not as tall. I Don't know how to take a picture of its location in the oculus.
Hopefully the issue of spikes is one of those attacked in the new road system.
Hopefully the issue of spikes is one of those attacked in the new road system.
Thanks :) These two are now kind of corrected, but I have to move some sections of the road which now don't follow exactly the real one.
Thanks :) These two are now kind of corrected, but I have to move some sections of the road which now don't follow exactly the real one.
I've been trying to drive on some of the roads near the dam, for instance, and vehicles get stuck in the air high above the roadway and can't be moved. Any suggestions?
(http://i.imgur.com/FvcYBKD.jpg) | (http://i.imgur.com/BkJC1HC.jpg) |
(http://i.imgur.com/hNt9JZd.jpg) | (http://i.imgur.com/ZlO9mKP.jpg) |
(http://i.imgur.com/dVCKNCD.jpg)
What do you think of this? Does it look like a plowed field?
How you made that piece of land?
Awesome, it looks great! I tried this method for fields and it looks great from the air. It would be awesome to do a large agricultural area using this method and the one you developed for grass fields, and in combination with no markings.
Cool! My eyes always get big when I think of all the fiddly work that must have gone into these sceneries. I've said it before but i'll say it again: you must be one patient guy!
Oh god, trying line those up?... It's enough just trying to make smooth intersections with curved corners at the moment. =D :facepalm:
In my head, I imagine the perfect (maybe) scenery creation scheme, where from an overhead view, a designer (maybe with a map overlay) could use a graphics tablet to simply draw roads and rivers, draw tree boundary lines and have them autofill: place houses with a tap of the pen.......
Unfortunately, I can't solve the spikes problem in the LFNA area. There are several of these in the lake and one in Gap, and there is no way to fix these. It's probably a road related problem, but even by deleting local roads I couldn't fix the issue :(
Unfortunately, I can't solve the spikes problem in the LFNA area. There are several of these in the lake and one in Gap, and there is no way to fix these. It's probably a road related problem, but even by deleting local roads I couldn't fix the issue :(
It seems to happen in the case when the road exits through the lowest terrain tile point (and it's not that unusual, the way roads are laid) and continues going down from there. Fixing ...
Are the alps scenery spikes on the radar for repair soon? (In the meanwhile, I'm thinking of them as being put there by a sorceror)
(http://i1287.photobucket.com/albums/a625/Multitesseract/screen_1443286614_zpsfge3omhh.jpg)
Do these still need to be remade from scratch? There was a fix and several ones that I tested back then just needed to be selected and built again, though in some cases you needed a restart for full effect.
Sounds like a lot of work........ =|
Think again about if it's worth it then, if so, take your time.
The good news is that it's a complete fix, I did several tests and the new roads don't generate bugs anymore, even here. So Cameni's fix is working, it's just that I was not able to locate the buggy/cloned roads creating the spikes here :)
Could you give me some campos for these ? :)
Could you give me some campos for these ? :)
Every photo sharing site I know of seems to strip the positioning data from a picture........ =|
Could you give me some campos for these ? :)
OK :)
Every photo sharing site I know of seems to strip the positioning data from a picture........ =|
Yep, you can send these directly by mail at acetone.ot at gmail.com :)
Download v4_update (http://www.mediafire.com/download/yhee73aaa13y9pc/Alps__scenery_v4_update.otx)
- Fixed some other spikes
- Remade the roads in Tallard
:)
Hey, just wondering if this still works ok? Is it for earth2? Maybe I am doing something wrong but it auto unpacks with Outerra but the Alps scenery isnt there :(