Outerra forum
Outerra Engine => News => Topic started by: cameni on August 05, 2015, 02:46:50 pm
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Initial river support in Outerra, based on the road system. Meant mainly for smaller rivers, larger ones and lakes will be imported.
https://www.youtube.com/watch?v=Tba9l4LebTY
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Great! Can't wait to give it a try! :)
Kudos!!!
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zomg... The first good news I've had all day after a day of everything going wrong... (computer related)
Gotta get some flow direction in there :P
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Really amazing :) It's a small step but a huge improvement, I can't wait to place some rivers, the Talkeetna area will suddenly become a lot more interesting. Having real dynamic water will be a huge improvement !
Thanks a lot!
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just this afternoon was editing a video about the most interesting planet lake, and is so big that it was impossible to use the mesh kw71, and I had to raise the sea level .. something I do not like to do.
this makes a big difference ... although ideally the main rivers and lakes that are already listed in a different color outerra automatically incorporated.
although it is true that the compeljidad not know this goal.
We do not know if it's the right direction ... but we move.
thank you.
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What happens when you try that on a mountain? Does it keep the waters surface level or does it just "tilt" the water?
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What happens when you try that on a mountain? Does it keep the waters surface level or does it just "tilt" the water?
Water surface just follows the spline, as a road. It will happily hang uphill.
Ideally the slope will change the riverbed profile, adding rocks and making it less straight.
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Hi Brano,
could I know why you did not use the satellite data as an original replica of rivers?
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They will be imported, but that will take a bit longer. This is the rendering/generating back-end for it.
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Great News! Can the water color be changed or modified independently from sea color settings?
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Yes, I already changed it there independently. I'll be also changing how the control parameters are defined, to make them more useful - something like the amount of solid particles (dirtiness) and such. Some road node attributes aren't used by rivers so eventually these properties can be placed there and be altered per node.
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You mean no markers on the water? :P We need them lanes...
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Would be possible to add some noise and rocks, after placement of rivers / lakes to prevent uniform shores?
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Shores are already modulated by noise, otherwise they would be completely straight (like roads). I want to add rocks automatically as well, depending on the slope and some profile parameters.
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Not only you have met the expectations of those who waited with trepidation the rivers and lakes (almost all of us), but you did just fine!
Real water with transparency and reflections .... congratulations !!!
Only a few brief questions ...
You will be immersed in this water and get to the bottom of the river / lake (like the sea)?
If you build a river where there is a large difference in level there will be a waterfall or something?
The river water "flows" or is still early for this effect?
(Sorry, but I did not understand the answer you gave to Zeos on slope)
However again congratulations, really a beautiful realization !!! :)
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It does flow now (in the video it didn't yet), in constant speed. Waterfalls will have to be a separate implementation between vertically separated nodes, right now it would just create a water slide of sorts.
Immersion doesn't work yet, that will work after lakes and deferred water implementation.
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I'm not sure if it's the case, but in the video it looks like the river is going up when there is a small slope. Is it possible to make every new node automatically at the same level or lower than the ASL altitude of the previous one ?
Really nice to have water flow :)
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Yes it will go uphill if you place the nodes so, and a height limiter is a good idea. It will probably have to reevaluate the whole road in case you lower the leading nodes after the initial placement.
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it might be better to use physical models to simulate water.
water like clouds are tremendous value. :-X
https://youtu.be/GeKJ5BEXKoY
here the water runs down the rock
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Aquí el rio Lleva Mucho cuadal y Energía,, el agua se precipita. :-X :-X
https://youtu.be/qIKM7tFQqEQ
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That looks amazing!!!
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In my opinion the design of the rivers in outerra do not correspond with the high quality of the land and the sea. The rivers in outerra would give a significant added value to the engine, we know what the priorities of the OT team are now, and maybe what we have in outerra with respect to the rivers is provisional, I do not know, but persolmente I think we should give more Importance to that natural current of water that flows with continuity, its flow, its route its mouth.
https://www.youtube.com/watch?v=xysUQYfW29w
https://www.youtube.com/watch?v=UeOydMePgi4
:)
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Any news for a solution regarding the everywhere seem phenomena of rivers going up and down like rollercoasters? It isn't particularly realistic :D and make me feel odd (at least in vr).
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I'm assuming they just behave like roads, right? So they follow the additions in the ground (like rocks and such). :P
Are we even able to modify them yet, or no?...
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I'm assuming they just behave like roads, right? So they follow the additions in the ground (like rocks and such). :P
Are we even able to modify them yet, or no?...
You're right atm rivers are roads with a water texture - but uphilling? Pleeease!
Instead, water should flow to the lowest point of the terrain and not look like an artificial canal.
OSM doesn't seem right here.
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Yeah well, not only do OSM mistakes need to be fixed (by users? or some other system?) but the terrain isn't 100% accurate to real life, and can't really be, so there's gonna be weirdness with rivers, especially if the OSM data isn't accurate.
I'd think putting in a system to try to correct river weirdness would be rather challenging, and if individual segments were to be set as always flowing downhill, then you'd have rivers flowing in 2 different directions, changing by segment... unless.... something were implemented to delete upwards waypoints (and probably cut through the terrain), or average the point out so it's actually still there, just not upwards. I guess that's about the best way to do it, Wouldn't know what other weirdness would happen beyond that.
But actually, I haven't been around rivers very much in Outerra yet still, as I only have 1 large flat one miles away from me (from the data).
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Hello!
This is a good start. As I just mentioned to Monks rivers must follow the terrain, so the topography dictates the path, width, and speed. With the right algorithm all this can be done for you. The inputs need only be topo data, climate, and some hints along the way.
What you have is great for making canals. Berms and dikes are built up, which is what one would expect. And canals and man-made waterways should be expected even in Middle Earth.
Keep up the good work.
As also mentioned to Monks... I'm just coming into this project and I want to get started by installing the latest version of Outerra and start reading up on what developer documentation there is available. Not sure where to look or download, tho.
And advise would be appreciated
E