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Alaska test scenery
New dataset (earth2) version, Talkeetna airport only:
[Download full version] (http://www.mediafire.com/download/xefi317za2zmg5b/Talkeetna_earth2_v2.otx) v2 - 97mb
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Old dataset (earth) versions:
[Download update version - from 0.7 or 0.8] (http://www.mediafire.com/download/u3c1apuhw3u0m18/Alaska_pack_v.9_update.otx) v0.9 - 3mb
[Download full version] (http://www.mediafire.com/download/knt4qfk9cm2oaif/Alaska_pack_v.9_full.otx) v0.9 - 461mb
Full package includes models, with the agreement of their creators.
Presentation
This is a work-in-progress test scenery on Alaska.
Two main airports are included :
- Ted Stevens, with a fairly low detail level. No surroundings, only the runways and taxiways layout and some placeholder buildings. I have created this basic airport for Levi's A380 (http://forum.outerra.com/index.php?topic=2827.0). Since Anchorage is a very dense scenery, working on it with current tools will be really hard so I'm just gonna keep this basic version for big airliners, and will focus on smaller density airports.
- Talkeetna is one of these. More detailed, located in a fairly nice landscape, not far away from Denali park. There is a lot of smaller airstrips around this airport.
I have started to create this scene mostly because I was under the impression that, without human made landmarks, it was really hard to get a true perspective of distances in Outerra. The engine only allow for the moment creation of roads and buildings placement. There is no terrain modification tool, no possibility to modify the vegetation distribution. Everything is hand made. As a result, you can expect a more accurate rendition of this area than you can have with any autogen system.
Even limited, the current tools are extremly powerful : Ted Stevens scenery was made in less than 3 hours. I hope you will enjoy it, this is a work in progress and updates will come!
Installation
The .otx file is an auto-installer for Outerra mods.
Warning!
Please note that the included cache folder will erase all roads and object placement you may have done in this specific area of the world. Files included are : cache/earth/object/+z/11, 12 and 13. I included a map in the .zip wich show what region of the world is modified. I strongly recommend to make a backup of you own cache/earth folder before installing this scenery.
I will try to update this scene when I have time, so I don't recommend you to add your own roads in this region, any new update using my cache will erase them.
Requirements
This folder only contains roads data and buildings position data.
It does not however, come with these buildings. I have listed below all the models used in this scene. You can install them and thanks their creators :) .
Most of the models use the .otx format. You just need to click on the file, follow the instructions and the content will be installed in the proper location.
If you load the scenery without having installed these buildings, the console will pop-up and show a wild number of red errors (and these models won't be here, of course). You can close the console using the "p" key. Even with all the models installed, you will still get errors messages, from a broken model. This is gonna be corrected in the future.
Most used models are in bold. KW71 water mesh should be considered as mandatory for this scene (http://forum.outerra.com/index.php?topic=3104.0).
Buildings and objects list (v0.6)
- NewS's awesome Scandinavian houses pack : http://forum.outerra.com/index.php?topic=1546.0 (http://forum.outerra.com/index.php?topic=1546.0)
- Murkz's hangar type k: http://forum.outerra.com/index.php?topic=2050.0 (http://forum.outerra.com/index.php?topic=2050.0)
- Murkz's Outerra Billboard http://forum.outerra.com/index.php?topic=1561.0 (http://forum.outerra.com/index.php?topic=1561.0)
- NewS's locomotive pack (with a few buildings): http://forum.outerra.com/index.php?topic=1536.0 (http://forum.outerra.com/index.php?topic=1536.0)
- Mori's models : http://forum.outerra.com/index.php?topic=2065.0 (http://forum.outerra.com/index.php?topic=2065.0)
- Planets's radio telescopes : http://forum.outerra.com/index.php?topic=2655.0 (http://forum.outerra.com/index.php?topic=2655.0)
New in 0.3 :
- Levi's Basler : <http://forum.outerra.com/index.php?topic=2539.0 (http://forum.outerra.com/index.php?topic=2539.0)>
- Levi's Illushin: <http://forum.outerra.com/index.php?topic=2753.0 (http://forum.outerra.com/index.php?topic=2753.0)>
- Levi's wind turbine : <http://forum.outerra.com/index.php?topic=2884.0 (http://forum.outerra.com/index.php?topic=2884.0)>
- Levi's (this guy is awesome) World2Xplane buildings : <http://forum.outerra.com/index.php?topic=2888.0 (http://forum.outerra.com/index.php?topic=2888.0)>
and more precisely, are used in this scene :
- World2XPlane > Blacky75 > Frm-Bld
- World2XPlane > houses > EU > GB
- World2XPlane > supermarkets
- World2XPlane > agriculture - M7's church : <http://forum.outerra.com/index.php?topic=2889.0 (http://forum.outerra.com/index.php?topic=2889.0)>
- M7's Blue house : <http://forum.outerra.com/index.php?topic=2877.0 (http://forum.outerra.com/index.php?topic=2877.0)> (generate some texture errors message, you can close this window with the "p" key) (with interior)
- M7's Victorian house : <http://forum.outerra.com/index.php?topic=2863.0 (http://forum.outerra.com/index.php?topic=2863.0)> (with interior)
ProfessorX package is no longer required.
New in 0.4 :
- Levi's World2Xplane buildings (see above for the link)
- World2XPlane > houses > EU > PL
- World2XPlane > houses > EU > AT - Levi and Bomber's Schleicher ASK-13 : http://forum.outerra.com/index.php?topic=2862.0 (http://forum.outerra.com/index.php?topic=2862.0)
New in 0.5 :
- Paul Moffat's crate : http://forum.outerra.com/index.php?topic=2444.0 (http://forum.outerra.com/index.php?topic=2444.0)
- NewS'trucks : http://forum.outerra.com/index.php?topic=1525.0 (http://forum.outerra.com/index.php?topic=1525.0)
New in 0.6 :
/!\ Mandatory : KW71's water mesh : <http://forum.outerra.com/index.php?topic=3104.0 (http://forum.outerra.com/index.php?topic=3104.0)>
- Levi's World2Xplane buildings : <http://forum.outerra.com/index.php?topic=2888.0 (http://forum.outerra.com/index.php?topic=2888.0)>
and more precisely, are used in this scene :
- World2XPlane > houses > EU > GB (updated)
- World2XPlane > agriculture (updated)
- World2XPlane > churches
- World2XPlane > industrial > EU
- World2XPlane > commercial > carwash
- World2XPlane > commercial > fastfood - AnimatedSyn's Appartement building : <http://forum.outerra.com/index.php?topic=2966.0 (http://forum.outerra.com/index.php?topic=2966.0)> and Split level house : <http://forum.outerra.com/index.php?topic=2968.0 (http://forum.outerra.com/index.php?topic=2968.0)>
- And Levi's Corby Starlet CJ-1 : <http://www.outerramods.com/mods/corby-starlet-cj-1 (http://www.outerramods.com/mods/corby-starlet-cj-1)>
New in 0.7 :
Talkeetna airport now use Rudeboy's buildings. You can check Rudeboy website here: http://rdesignx.weebly.com/. Please consider leaving a donation :)
New in 0.8 :
Several new Rudeboy's buildings and objects. I have also updated and fixed some of the airport roads.
New in 0.9 :
Extended area to the north area including several new airfields
- Extended roads network, railways and rivers
- AK, Denali airport + campos
- Added Summit airport + campos
Note: tree were not removed in some water area. Too much work for a temporary solution.
(http://i.imgur.com/tyfZzhD.jpg) | (http://i.imgur.com/Xj0mx5S.jpg) |
(http://i.imgur.com/kJSGLwk.jpg) | (http://i.imgur.com/w2vnzmg.jpg) |
Videos: A tour of Talkeetna (by HiFlyer) (http://www.youtube.com/watch?v=tEWz1JcwTZU#ws) - Airbus380 squadron takeoff (by M7) (http://www.youtube.com/watch?v=2L4XNZoYUIQ#)
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Awesome!
You placed a lot of roads there! especially around Talkeetna airport! very nice job!
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Awesome!
You placed a lot of roads there! especially around Talkeetna airport! very nice job!
Thanks!
I will probably post an update today. It will improve the Talkeetna buildings density and add a whole area in the west side of the river (well, the river bed ;D). Mostly farms, fields and a small airstrip!
(http://i.imgur.com/lwJSVlg.jpg)
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Well done Acetone. It looks awesome. The visibility gives it more realism, especially mountains. Your placement of objects are really good. At first i thought it is a real picture then saw outerra logo. Great work
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That's some very nice and detailed work! It does point out the need for better tools in Outerra though, like maybe some flattening brushes, tree brushes, road merging tools, etc.
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That's some very nice and detailed work! It does point out the need for better tools in Outerra though, like maybe some flattening brushes, tree brushes, road merging tools, etc.
Yep. It's pretty hard to combine multiple roads layers (road on a field for example) and get a nice result. However, roads merge nicely if you understand the logic : you have to make the last section go directly inside of the other road vector. That way (if the terrain is flat), the two roads will be perfectly merged together. Last updated road always go under the other one by the way :)
Biggest problem ATM is transition between two close parallels roads vectors. There are conflict between them at transitionnal level, so you end up having huge "steps" wich doesn't look nice. You can tweak that by reducing borders and transitionnal for the two roads but it's a lot af work to do :(
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v0.2 - 26mb [Download] (http://www.mediafire.com/download/jj1vzbjugntllmr/Alaska_pack_0.2.zip)
Talkeetna modfications
- Improved roads and additional buildings.
- Added a few missing locations at the east of the city.
- Added roads, buildings and fields on the west bank of Chulitna River
- Two dirt runways on the west bank of Chulitna River
- An easter egg
(http://i.imgur.com/vJBzNL4.jpg) | (http://i.imgur.com/8M6znwF.jpg) |
Please note that Planets's radio telescopes are now required too : http://forum.outerra.com/index.php?topic=2655.0 (http://forum.outerra.com/index.php?topic=2655.0)
That's all for today :)
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For me, the installation went fine except i dont get professorx buildings to show, except one. The outerra building are fine though. I tried to copy professorx content to C:\Program Files (x86)\Outerra\Anteworld\packages\m7c7 and to C:\Program Files (x86)\Outerra\Anteworld\packages
Looking at the pic, it looks like the path to the object is not correct with that way of installing.
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Awesome work! and so much patience considering the available tools!
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For me, the installation went fine except i dont get professorx buildings to show, except one. The outerra building are fine though. I tried to copy professorx content to C:\Program Files (x86)\Outerra\Anteworld\packages\m7c7 and to C:\Program Files (x86)\Outerra\Anteworld\packages
In my install, ProfessorX buildings are located in Acetone/Outerra/packages/ProfessorX. If Outerra use an absolute path for these packages, it is possible they cannot be located if you put them in the installation directory (Program Files/Outerra) and not in the data directory (Your_name/Outerra) :)
Looking at the pic, it looks like the path to the object is not correct with that way of installing.
It seems that none of the other packages (NewS, Morikubo, etc...) are found by the program. Have you tried to install them already?
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I just downloaded News scandinavian buildings directly from his thread and drop it in the package folder and it worked. So what is missing from the professorx_pack.rar is the name of the user that created these buildings in the path. It's not a big deal to download them directly from their respective thread but i would be cool if we could install eveything at once with these packs.
Oh and thanks for starting what maybe a new trend in outerra... location sharing ;D
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So what is missing from the professorx_pack.rar is the name of the user that created these buildings in the path.
But... It's in! If you open the .rar file you'll see that all the buildings folders are inside a ProfessorX folder. You just have to copy this main folder inside your package directory :)
It's not a big deal to download them directly from their respective thread but i would be cool if we could install eveything at once with these packs.
I agree, but I don't really want to distribute all these files if they are avaiable directly since they are not my creation. If model creators want to team up to make such a thing it would indeed make things a lot easier :) And not just for me, if anyone want to work on an other location, it would be way more simple to say: "to use my Ireland scenery, please install Ultimate_Outerra_community_model_pack.zip v.1.38". One package for all the locations !
Oh and thanks for starting what maybe a new trend in outerra... location sharing ;D
Thanks :) And I hope other people will join in, even if the current system is not really perfect. It's just a temporary solution while waiting for an OSM import tool :D
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My bad, i just failed to properly read the instructions :-[ Everything works as intended now.
But yeah i think you could include all models you use in your scenery so that the lasy like me could have everything in one clic :P Or have all models on a separate zip to make it a 2 clics process :D People would just have to merge folders if they already have models from a specific user.
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No problem, my original instructions were not completly clear about this point, I have updated them :)
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Awesome work! and so much patience considering the available tools!
Thank you Levi ! I noticed you are using the airport for the glider preview, it's awesome :D
I will be away from my main computer for the next couple of weeks, so there will unfortunately be no update for a (limited) moment.
A small snapshot of the work done today : more roads, more farms, more (buggy) fields ;D
(http://i.imgur.com/979ZhgB.jpg)
By the way, if anyone is interested to work on some additionnal buildings, he will be welcome ! NewS's Scandinavian houses are great but I'm afraid this little town in Alaska is starting to look like a remote Norway village ;D
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Acetone, I wish I had a clone available to help you with this project. Stunning work. I'd love to fly over this sort of thing all the time, and Alaska is one of my favorite places to fly in X-Plane. Here's to hoping it will be that for me in Outerra as well!
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Awesome work! and so much patience considering the available tools!
Thank you Levi ! I noticed you are using the airport for the glider preview, it's awesome :D
I will be away from my main computer for the next couple of weeks, so there will unfortunately be no update for a (limited) moment.
A small snapshot of the work done today : more roads, more farms, more (buggy) fields ;D
By the way, if anyone is interested to work on some additionnal buildings, he will be welcome ! NewS's Scandinavian houses are great but I'm afraid this little town in Alaska is starting to look like a remote Norway village ;D
Of course I'm using your airports :) they looks beautiful :D
Don't worry, until you're away from your main computer, I'll hopefully be porting some models/buildings/houses from World2XPlane (http://world2xplane.com) (by request from AVSIM (http://forum.avsim.net/) member tonywob (http://forum.avsim.net/user/261893-tonywob/)). Yep, I can port all of them, there are like 3.000 models :o Maybe not so high quality for close up views, but from above, those buildings looks pretty nice, isn't it? ;D
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Very nice first scenery, excellent work. All is OK.
Thanks 8) ferda
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Acetone, I wish I had a clone available to help you with this project. Stunning work. I'd love to fly over this sort of thing all the time, and Alaska is one of my favorite places to fly in X-Plane. Here's to hoping it will be that for me in Outerra as well!
Thanks! Building this kind of scenery in Outerra require free time indeed (and a good music playlist ;D). Even if they are very basic, the tools makes it really simple. For the record, the "basic" version of Ted Stevens airport was done in less than two hours :)
Don't worry, until you're away from your main computer, I'll hopefully be porting some models/buildings/houses from World2XPlane (http://world2xplane.com) (by request from AVSIM (http://forum.avsim.net/) member tonywob (http://forum.avsim.net/user/261893-tonywob/)). Yep, I can port all of them, there are like 3.000 models :o Maybe not so high quality for close up views, but from above, those buildings looks pretty nice, isn't it? ;D
I've seen that (I keep an eye on the AVSIM topic), it's really cool! I don't think we'll have a more direct in-engine solution for buildings before a few years. For a flight-sim oriented scenery these models will be perfect :) However, don't try to port everything Levi, between this and your various planes convertions, you need to rest a bit ;D
Very nice first scenery, excellent work. All is OK.
Thanks ferda !
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Acetone, you must be one tireless, no-sleeping son of a gun!! ;D
I keep flying over your Takeeltna area and finding more and more roads and paths and houses, and......
Knowing how coarse the current placement tools are, and how frustrated I got when trying to put together a similar area (I gave up) I'm very appreciative of the amount of work involved.
Very very nice job!!
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Acetone you are a beast ! Amazing work.
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I've seen that (I keep an eye on the AVSIM topic), it's really cool! I don't think we'll have a more direct in-engine solution for buildings before a few years. For a flight-sim oriented scenery these models will be perfect :) However, don't try to port everything Levi, between this and your various planes convertions, you need to rest a bit ;D
Yep, you're right, and I may need some rest, but what else can I do in my free time if this is my new hobby now? :D ;D
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Acetone, you must be one tireless, no-sleeping son of a gun!! ;D
I keep flying over your Takeeltna area and finding more and more roads and paths and houses, and......
If you want to do some landmarks flights, there is an interstate going to the south/south-east of Talkeetna. If you follow it, you may find a small gravel runway at some point (Willow airport). Perfect for the Cessna and I think the Basler could land on it :). There is also a road going straight to the west, really far away. I don't really know why I have kept building it, but it's a good landmark too ;D
Have you found the radar station? The vacation center (hidden in the trees, direct view on Mt McKinley), the not-so-well hidden easter egg? ;)
Knowing how coarse the current placement tools are, and how frustrated I got when trying to put together a similar area (I gave up) I'm very appreciative of the amount of work involved.
Very very nice job!!
Thank you! It's not that hard once you get used to it, and a bit addictive too. I can't wait to be able to go back to work on it, especially after having such a good feedback from the community :)
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I can't believe I have forgotten the small village strip in Talkeetna ;D
It is visible here, right in the middle of the town :
(http://salt.uaa.alaska.edu/kath/flying/TalkeetnaFlight/DowntownTalkeetna3.jpg)
Well, an other thing on my TODO list ::)
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Rivers!! We need rivers and lakes so bad!! ;D
Acetone, keep up your road digging! Fantastic!
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Acetone, you must be one tireless, no-sleeping son of a gun!! ;D
I keep flying over your Takeeltna area and finding more and more roads and paths and houses, and......
If you want to do some landmarks flights, there is an interstate going to the south/south-east of Talkeetna. If you follow it, you may find a small gravel runway at some point (Willow airport). Perfect for the Cessna and I think the Basler could land on it :). There is also a road going straight to the west, really far away. I don't really know why I have kept building it, but it's a good landmark too ;D
Have you found the radar station? The vacation center (hidden in the trees, direct view on Mt McKinley), the not-so-well hidden easter egg? ;)
Knowing how coarse the current placement tools are, and how frustrated I got when trying to put together a similar area (I gave up) I'm very appreciative of the amount of work involved.
Very very nice job!!
Thank you! It's not that hard once you get used to it, and a bit addictive too. I can't wait to be able to go back to work on it, especially after having such a good feedback from the community :)
There are some role-playing games I frequented that gave players the opportunity to build their own little mini domains (in RIFT they're called dimensions) and decorate them as they liked. It wasn't my cup of tea, but I saw there were some people who just went wild and built these huge, elaborate worlds that must have taken forever, and they took lots of pride in inviting other players to visit and take a look.
You must have some of that in you. ;)
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Rivers!! We need rivers and lakes so bad!! ;D
Acetone, keep up your road digging! Fantastic!
Thanks!
The v0.2 easter-egg is rivers-related ;)
(http://i.imgur.com/csURyC7.jpg)
I should try an experiment later, in september, and see if i can come up with some decent river banks using the gravels roads. It's probably too complex but I will test it :)
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Apparently I'm a bit anal retentive, as I have spent some quality time grounding (slightly) floating buildings, lifting wheels a fraction of an inch so they are not embedded in concrete and pulling a half-buried chicken restaurant back out of the ground. :lol:
Its interesting you were able to get actual writing into the ground using the available tools; that must have been time consuming! I'm hoping that at some point things like that become much easier so that people can do customized taxiway markings, parking lot markings, street markings, crosswalks and etc.
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Did anyone also notice a inconsistant frame rate when rendering the scene?
I get uneven frames, kind of stuttering when travelling at or near ground level. It's more pronounced in stereoscopic mode (which I run mostly) of course. Grass distance is at 90m. Wonder how it would work with even more buildings, props.
How can my poor Gtx770/4gb cope with required 75hz for Oculus DK2 (in the near, bright future)?
It seems, that a full populated world with fsx like scene density is too taxing for the engine until now.
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Grass is the single most taxing thing there is, and stretching it further than default won't help it either. Also, didn't you boost requests-per-frame?
If it's about inconsistent frame rate, I guess the problem is in the generator. Roads currently sometimes cause syncs on the GPU, caused when one road has to be flushed before the other can be processed for programmatic blending. Currently it's flushed after each road, regardless of whether the road segments intersect or not. With many roads in one place it may cause a non-optimal GPU utilization, which may be more prominent with high requests-per-frame values. Note this only affect stuttering when moving, when many new tiles have to be generated. Obviously it will have to be optimized, along with other things in the road system, but it's something I'm postponing until the road system upgrade.
However, the changes that Oculus brought in with DK2 leave us with mixed feelings. Expecting that anything other than simple demos will be able to reach consistent 75 or later even 90 fps in stereoscopic rendering mode is kind of crazy. Things like portrait displays requiring locked vsync make it hard. I hope they manage to get a low persistency freesync panel instead; the whole vsync thing is a bad heritage from CRT monitors anyway and should have been eradicated a long time ago.
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You leave CRT's out of this!
(http://i.imgur.com/ZD6iOt1.jpg)
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You leave CRT's out of this!
Srsly? :D That is ancient! Cool 2d cat though.
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That L for Lube?
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Grass is the single most taxing thing there is, and stretching it further than default won't help it either.
Well I must admit, grass rendering is the frame rate killer No 1. FR drops from around
90( no grass) below 60fps with grass(90m). And without grass I get smooth frames.
In stereoscopic mode I see no way to get constantly 75+ fps with my system even with grass disabled.
Btw: the Watch Dogs engine renders grass for quite a distance without visible pop up. May be some GameWorks(nvidia) stuff is applied here.
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Lotion actually. I have another with A for Alcohol. Can't think of a third use for those bottles.
The CRT is a GDM-Fw900 which was the best CRT ever made. $2500 when new, I got three of them used over the last few years for under $300 each. 1920x1200@85Hz and PIN sharp into the corners. Magical colors and no lag. I can't use anything else.
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Grass is the single most taxing thing there is, and stretching it further than default won't help it either.
Well I must admit, grass rendering is the frame rate killer No 1. FR drops from around
90( no grass) below 60fps with grass(90m). And without grass I get smooth frames.
In stereoscopic mode I see no way to get constantly 75+ fps with my system even with grass disabled.
Btw: the Watch Dogs engine renders grass for quite a distance without visible pop up. May be some GameWorks(nvidia) stuff is applied here.
On my system, the easiest way to drop the framerate very noticeably is Anti-aliasing. Maybe after that might be shadows. Grass is not even a concern. However, I remember back in the day, the original Outerra had a very nice ground texture (daisy's) that while flat was more than acceptable, and might be a good fallback mode for those with weaker systems.
Plus, I have never liked the rocks scattered everywhere and would love to get rid of them!
If you do turn the grass off, be sure to leave the terrain normal maps on or horrible things will happen! :o ;D
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I've been wandering the Talkeetna area and doing little housekeeping tasks like grounding anything that's floating slightly and making sure road-joins are as seamless as I can get them. I'm also toying with creating my own area, and seeing how the developers did the default airports and etc is informative as well.
The big issue is intersecting runways, which seem to always create huge height differences that I can't seem to fix. Still working on it!
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I've been wandering the Talkeetna area and doing little housekeeping tasks like grounding anything that's floating slightly and making sure road-joins are as seamless as I can get them. I'm also toying with creating my own area and seeing how the developers did the default airports and etc things is informative as well.
The big issue is intersecting runways, which seem to always create huge height differences that I can't seem to fix. Still working on it!
Yeah, objects placed from top-map view are sometimes a bit higher than the terrain. I have a lot of clean-up to do with that.
Runways are complex since we don't have a tool to flatten perfectly the terrain. Since they don't follow the terrain profile, making them intersect is really hard... I have tried to do Kodiak (Alaska) but with the terrain curve in this place and the three runways crossing, it was an impossible nightmare ;D
Picture for reference:
(http://kadiak.org/adq/kodiak3.jpg)
I'm happy to see someone potentially doing an other area, the more we have, the better it will be! :)
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I've been wandering the Talkeetna area and doing little housekeeping tasks like grounding anything that's floating slightly and making sure road-joins are as seamless as I can get them. I'm also toying with creating my own area and seeing how the developers did the default airports and etc things is informative as well.
The big issue is intersecting runways, which seem to always create huge height differences that I can't seem to fix. Still working on it!
Yeah, objects placed from top-map view are sometimes a bit higher than the terrain. I have a lot of clean-up to do with that.
Runways are complex since we don't have a tool to flatten perfectly the terrain. Since they don't follow the terrain profile, making them intersect is really hard... I have tried to do Kodiak (Alaska) but with the terrain curve in this place and the three runways crossing, it was an impossible nightmare ;D
Picture for reference:
(http://kadiak.org/adq/kodiak3.jpg)
I'm happy to see someone potentially doing an other area, the more we have, the better it will be! :)
Wow.
Still trying, but Outerra absolutely desperately needs a road merge tool, as well as some sort of roadway rotational placement tool.
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Hey Acetone, don't forget the truck and trailer pack from NewS. Those would probably look very good out on the roads, etc.
Too bad you can't drive them!
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Hey Acetone, don't forget the truck and trailer pack from NewS. Those would probably look very good out on the roads, etc.
Too bad you can't drive them!
Yes, forgot about this one! I will add them as soon as I'm back to work on the scenes. I have a lot of parkings lots to fill ;D
About the road tools :
Personnaly, I consider what we have for the moment to be enough, considering the current state of the engine. I have started to create these scenes mostly because I was under the impression that, without human mades landmarks, it was really hard to get a real perspective of distances in Outerra.
Making a scenery based on the real roads and buildings pattern was really hard using only the minimap version of OSM or google map, so the sole addition of the full map overlay is in my opinion one of the best achievement the devs have made on the scenery creation side. It's only when you use this tool that you trully realize that Outerra have, even with it's current limited range of features, an absolute level of precision when it comes to the recreation of an accurate earth environnement, even by using some procedural refinements.
I agree with you, we are quite limited by the current capabilities of these tools. But hell, it's probably better since we will have to tweak or remake the scenes when Cameni is gonna release the advanced roads tools or when the OSM importer will be unveilled ;D
I have noticed that the most important thing for scene construction (with the current state of the tools) is more about the terrain itself rather than everything else.
- No direct coastal scenes (roads near water often end-up under water)
- Avoiding urbanised areas in steep terrain (dealing with a dense network of roads vector on a slope terrain is a nightmare)
- If an airport is required, always select a scenery only if the said airport surface is perfectly flat in Outerra
- Some places have a more natural terrain color than others. It can have a huge impact on your perception of the final result :)
- Trees. Do you get a good repartition by default or by toying with the parameters? Outerra handle really well forest surfaces, less when terrain have trees, but in a more sparse/lower density.
On a side note, I realised I have an other scenery that I have never shared. It will require additionnal work but will probably be cool for Levi/Bomber and their new project since it's a place really popular among gliders pilots :) I will improve it and release it when I'm back on my desktop computer. Here is a screenshot of the place. No roads or buildings are visible and it's from an old build of Outerra but you can make an idea of what the terrain look like.
(http://cloud-4.steampowered.com/ugc/595904521156678611/E0312BC9527482B0D3E8CEB046227041381B7A83/)
(http://4.bp.blogspot.com/-2d4gG6P39yM/UadTS5uPcoI/AAAAAAAAAtM/fJBq_aDw-Ow/s1600/winter_lure_alps.jpg)
Same mountain, different POV (second one is a real picture, of course)
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Not surprisingly, I suspect the devs had more precise tools even a long time ago when making their demo airports. Looking at some of the road joins makes me jealous.
I tried to do some "corrections" on Ted Stevens and it was a symphony of frustration. Correcting the road joins on one section of the runway would mysteriously mess up a road far away at the other end. Running back and forth trying to "fix" them was futile.
If I do an airport (and maybe some surroundings) it will have to be a "fantasy" airport that takes into account the current state of the tools.
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Not surprisingly, I suspect the devs had more precise tools even a long time ago when making their demo airports. Looking at some of the road joins makes me jealous.
Nope. Though I think some stuff broke there over time. What you wrote - correcting a runway would mess up another road - I noticed the other day that the preservation of order in which the road segments are applied doesn't seem to work sometimes. The ordering matters, because the blending of transitional areas obviously produces different results when swapped. So if you edit a runway, and the operation moves it to the end of the queue, suddenly it gets a lower priority than the roads that were supposedly added later.
Lukla, on the other hand, was indeed done by a script. Mainly because the tools didn't allow to move it around when we needed to adjust it, and I was able to better create it parametrically. That sure means the back-end is more powerful than tools.
We are getting a new UI coder who's going to completely overhaul the editor tools. Suggestions collected here (http://forum.outerra.com/index.php?topic=2661.0).
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The ordering matters, because the blending of transitional areas obviously produces different results when swapped. So if you edit a runway, and the operation moves it to the end of the queue, suddenly it gets a lower priority than the roads that were supposedly added later.
From my own experience, transitionnal areas and most specificly conflicts betweens transitionnal areas are the first source of bugs/bad results when using the terrain tool. I will add some suggestions in the editor tool thread, completly forgotten about that one :)
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We are getting a new UI coder who's going to completely overhaul the editor tools. Suggestions collected here (http://forum.outerra.com/index.php?topic=2661.0).
great news !
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Hey Acetone, despite loading all the recommended objects, I continue to get errors about missing textures. Just curious if its possible to locate what package(s) is causing the errors.
Thanx!!
ERROR: Texture file "10_14_Metal_Grate_Crossing.dds" doesn't exists!
ERROR: Texture file "1_13_IMG_0156dds" doesn't exists!
ERROR: Texture file "7_23_GEI95A9.dds" doesn't exists!
ERROR: Texture file "6_plastic_windows_side_1_NMR.dds" doesn't exists!
ERROR: Texture file "18_4_IMG_0156.dds" doesn't exists!
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Hey Acetone, despite loading all the recommended objects, I continue to get errors about missing textures. Just curious if its possible to locate what package(s) is causing the errors.
Thanx!!
ERROR: Texture file "10_14_Metal_Grate_Crossing.dds" doesn't exists!
ERROR: Texture file "1_13_IMG_0156dds" doesn't exists!
ERROR: Texture file "7_23_GEI95A9.dds" doesn't exists!
ERROR: Texture file "6_plastic_windows_side_1_NMR.dds" doesn't exists!
ERROR: Texture file "18_4_IMG_0156.dds" doesn't exists!
Yep, completely forgot to talk about these ones :(
They are from one of the proffessorX package models, probably one of the fast-food buildings. If there is a good alternative in the future (World2Xplane library port, maybe), I will stop using these models, they have some native placement problems and texture issues.
Better than nothing, at least :)
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Yes they are! ;D
I was more worried about Outerra getting a slowdown from repeatedly looking for missing textures. I know things like that can happen in other programs, but not sure about Outerra.
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Yes they are! ;D
I was more worried about Outerra getting a slowdown from repeatedly looking for missing textures. I know things like that can happen in other programs, but not sure about Outerra.
Outerra only display these error when the model is loaded, so I think it won't be a problem here :)
The sole blocking bug I have managed to create is to make a very long road (hundreds of nodes and kilometers), and trying to do small ajustements on it (elevation of a single node), wich makes the engine crash sometimes. It's kind of random.
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Since some simmers where worried about the lack of "real areas" on Outerra, I have created a specific thread on the brand new Outerra unofficial AVSIM forum. Thread can be found here : http://forum.avsim.net/topic/450850-scenes-for-outerra/ (http://forum.avsim.net/topic/450850-scenes-for-outerra/). I will mostly use it for updates notifications or to respond to the AVSIM members questions, if necessary.
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Wish we could find whats causing the errors though, and get rid of whatever's causing it.
Anyway, a very quick vid of the area. The ride was butter smooth while actually flying, but I'm having trouble with stutters appearing afterward in the recording.
www.youtube.com/watch?v=Dwl1aUZmN9E&feature=youtu.be (http://www.youtube.com/watch?v=Dwl1aUZmN9E#ws)
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Wish we could find whats causing the errors though, and get rid of whatever's causing it.
Anyway, a very quick vid of the area. The ride was butter smooth while actually flying, but I'm having trouble with stutters appearing afterward in the recording.
www.youtube.com/watch?v=Dwl1aUZmN9E&feature=youtu.be (http://www.youtube.com/watch?v=Dwl1aUZmN9E#ws)
wow that is amazing. what a beautiful scenery. Yes the video stutters.
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Anyone else seeing this error?
ERROR: Cannot find geometry "SketchUp" in package "G:/Outerra/Terrain/packages/adriaan/t-47/t-47.pkg"!
ERROR: Cannot find geometry "House" in package "G:/Outerra/Terrain/packages/m7c7/House/House.pkg"!
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Guess not! Anyway, the main culprit seems to be the Chicke'n drive in. Once that building is deleted, all errors but one disappear.
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Plz add some more videos of that scenery. It looks so much real. HiFlyer your last video was incredible.
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Soooo, I'm back at work. Kind of. ;D
Sometimes, Outerra do weird things with object placement, and I thought sharing this one would be cool. I was working on Talkeetna, remplacing an old model with one of the new World2Xplane when things... well, screenshots explains it better:
(http://i.imgur.com/wDON0Eu.jpg)
Building for scale
(http://i.imgur.com/QIj0zb7.jpg)
It looks cool
(http://i.imgur.com/ci8OsKx.jpg)
Shadow of the colossus, 4km above the ground
What happened is that for some reason, the road vector used to level the terrainunder the building have been placed a bit more higher than the ground...
I'm uploading a video of a brave mercenary jumping off the cliff right now (not on youtube, if anyone want to make it, feel free) but I thought some of you would like to test it, so here is (http://www.mediafire.com/download/jprpqi85b5c492u/The_unexpected_tower_of_Talkeetna_(buggy_cache).zip) a link to the cache data ;)
Have fun!
Edit: The video can be found here (http://www.mediafire.com/watch/a5952xc33dn6fjw/The_great_jump.webm)
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The crystals at the base of the structure clearly identify it as a Kryptonian Artifact. ;)
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The pillar of Alasca ... like how he flaps his legs in the winds ... :D
... doe, i like the free fall. Maybe a Parachute-jumping mod would be good ... we need some parachute simulator ! ;)
www.youtube.com/watch?v=Cln_dECmBEY (http://www.youtube.com/watch?v=Cln_dECmBEY)
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[Download] (http://www.mediafire.com/download/b9qziqd0ldowaow/Alaska_pack_0.3.zip) v0.3 - 4mb
Changelog:
Talkeetna modfications
- *Increased buildings density and placement in center Talkeetna
- *A lot of roads corrections and buildings
- *Added the Talkeetna village strip
- *Added additional roads, buildings and fields on the west bank
- *Basic road layout of the south-east zone
Other
New buildings requirements in 0.3 :
ProfessorX package is no more required.
(http://i.imgur.com/BAfBCRu.jpg) | (http://i.imgur.com/AWBAt40.jpg) |
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Acetone plz make a video of this area with newer changes and use different vehicles based on land and air vehicles. That would be awesome.
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Acetone plz make a video of this area with newer changes and use different vehicles based on land and air vehicles. That would be awesome.
Unfortunately my system is not enough powerful to ensure a smooth video with a good image quality. Some users are more into video making, one of them could do something like that. In the same time, you could take a look at this video from Hiflyer :
The potential of Outerra: A tour of Talkeetna (http://www.youtube.com/watch?v=tEWz1JcwTZU#ws)
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Great work Acetone!
Thank you for using my mods for your scenery :)
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Great work Acetone!
Thank you for using my mods for your scenery :)
Well, thank you for making them :)
World2Xplane library may be low in detail, it's a really nice addition, especially in terms of diversity !
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Very nice work! Some notes on model errors -
ProfessorX\DummyVan_snow\ - model is still required (I never had it and couldn't find on the forum, found on Avsim in 0.2 version of scenery)
m7c7\House\ - file House.objdef should be edited, line "obj" : "House" should be changed to "obj" : "House_blue"
morikubo\rural_house_1b\MORI_House_Rural_1.mtl - texture name in the mtl file 6_plastic_windows_side_1_NMR.dds is wrong, should be changed to 6_plastic_windows_side_1_NRM.dds
Fixing these errors removes error popup screen
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I checked in my blue house folder and i had house.objdef and blue_house.objdef. I think i imported the house twice with different names, my bad. I deleted the house.objdef and I updated the download link for the blue house. If you already downloaded the blue house, you can go to the package/m7c7/house folder and delete the house.objdef.
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Very nice work! Some notes on model errors -
ProfessorX\DummyVan_snow\ - model is still required (I never had it and couldn't find on the forum, found on Avsim in 0.2 version of scenery)
m7c7\House\ - file House.objdef should be edited, line "obj" : "House" should be changed to "obj" : "House_blue"
morikubo\rural_house_1b\MORI_House_Rural_1.mtl - texture name in the mtl file 6_plastic_windows_side_1_NMR.dds is wrong, should be changed to 6_plastic_windows_side_1_NRM.dds
Fixing these errors removes error popup screen
I forgot one of the ProfessorX items? ;D I have hunted them a few hours, but seems like one of the van is still here !
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Bald Mountain airport, east of Talkeetna.
(http://i.imgur.com/WtZx1ms.jpg)
(http://i.imgur.com/HOLqH7c.jpg)
Hard to make. Big slope, small strip. The radio telescope is not suposed to be here, it's a private owned airstrip, probably but the place was looking like a perfect scientific station so... :)
According to FAA informations, this place is a bit dangerous : "COURSE GRVL SFC CONTAINING ROCKS UP TO 4 INCHES / BEAR & MOOSE OCCASIONAL ON & INVOF ARPT". In fact, even for the Cessna, it's a short runway ;D
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This is an awesome job, Acetone! So many places to go and see, now. I can't imagine all the work you must have put into this. Thank you. :)
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Just awesome, i have strong feeling that if Brano decide down the line to go for a fligh simulator, he would make a shit load of money, just saying
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(http://i.imgur.com/kKHzYeI.jpg) | (http://i.imgur.com/BJvdrEW.jpg) |
(http://i.imgur.com/5z8UwfT.jpg) | (http://i.imgur.com/NxD94Uo.jpg) |
(http://i.imgur.com/Mrpubt7.jpg) | (http://i.imgur.com/7cKN8lz.jpg) |
(http://i.imgur.com/02qdml4.jpg) | (http://i.imgur.com/KyKxOOF.jpg) |
Some new spots (except last picture). A bunch of cool strips close to the Mc Kinley natural park for air simmers and a long winding road for those who want to explore Alaskan wilderness with the T817. Places are Petersville airport, Nugget Bench Airstrips, Songlo vista airstrip and Mt McKinley Princess Wilderness Lodge.
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Some new spots (except last picture). A bunch of cool strips close to the Mc Kinley natural park for air simmers and a long winding road for those who want to explore Alaskan wilderness with the T817. Places are Petersville airport, Nugget Bench Airstrips, Songlo vista airstrip and Mt McKinley Princess Wilderness Lodge.
Keeps getting better. ;D
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This is just very beautiful.
(http://i.imgur.com/GByTzHL.jpg)
Nice, a Swedish shop in Alaska. They are lying about the height above sea level, though. :P
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Acetone beautiful shots.
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Well, procedural ones could have some nice tables in right languages, right scripts and maybe even some local slogans from script. :D
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Nice, a Swedish shop in Alaska. They are lying about the height above sea level, though. :P
Good catch for the height :) And I don't see the problem here : Sweden is cold, Alaska is cold, it's the same thing! Well, ok, Sweden never had Sarah Palin ;)
***
A morning flight around the Alaska scene album here (http://imgur.com/a/8BKfQ#0). I posted it in the Screenshot forum too :)
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No problem :). Just funny.
By the way, I've seen this Bald Mountain strip a few times now in your screenshots but I didn't get it in v0.3. Did you not include it on purpose?
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It was created after 0.3 release :) It will be present in 0.4.
***
Interesting test today : not exactly the same perspective (different FOV, probably slightly different datasets), but it's a good illustration of why autogen, even being an usefull tool, is also a really crappy form of road/buildings placement (excepting the river, of course ;D).
(http://i.imgur.com/7yNf75a.jpg)
(http://i.imgur.com/pbN5KBd.jpg)
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[Download] (http://www.mediafire.com/download/08l1bugb7bwuwhq/Alaska_pack_0.4.zip) v0.4 - 4mb
Well, that's a big one. A lot of new airstrips and more locations in the north and the west of Talkeetna.
Have fun !
Changelog:
New
- *Added Bald Mountain airport (east of Talkeetna, on the top of a mountain)
- *Added Songlo vista airport
- *Added Mc Kinley country airport
- *Roads layout and buildings placement for Mt McKinley Princess Wilderness Lodge and surroundings.
- *More fields and locations in the west of Talkeetna
- *Petersville road (West of Talkeetna) improved.
- *Added Petersville airport
- *Added Nugget Bench Airport (three airstrips in this sector)
- *Added roads layout for south Talkeetna area
- *An "it's-here-but-it's-not-so-great" Kodiak airport (runways only, warning : some of the junctions are not at the same level!)
Fixed
- *Major improvements for all fields and some roads using the "lead-in" "lead-out" vector property.
- *Deleted a lot of buggy buildings hidden under the ground (around 50 of them... whoops :( ).
- *Improved Parks Highway
Other
- *Campos for the new locations
- *Updated Talkeetna and Ted Stevens campos, please delete the old ones
New buildings required for 0.4 :
- Levi's World2Xplane buildings (see above for the link)
- World2XPlane > houses > EU > PL
- World2XPlane > houses > EU > AT
- Levi and Bomber's Schleicher ASK-13 : http://forum.outerra.com/index.php?topic=2862.0 (http://forum.outerra.com/index.php?topic=2862.0)
(http://i.imgur.com/IEwyziT.jpg) | (http://i.imgur.com/IaUTS8w.jpg) |
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Whoops, I have forgotten the Shavrov (see picture 1 - last post) in the middle of the Nugget Bench airstrip ;D
No worries if you don't have the plane installed (you will have an error message though) but the others may have a bad surprise on final at this airstrip ::)
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Very nice work! Some notes on model errors -
ProfessorX\DummyVan_snow\ - model is still required (I never had it and couldn't find on the forum, found on Avsim in 0.2 version of scenery)
m7c7\House\ - file House.objdef should be edited, line "obj" : "House" should be changed to "obj" : "House_blue"
morikubo\rural_house_1b\MORI_House_Rural_1.mtl - texture name in the mtl file 6_plastic_windows_side_1_NMR.dds is wrong, should be changed to 6_plastic_windows_side_1_NRM.dds
Fixing these errors removes error popup screen
Done!
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By the way (not sure what your method is) if you go into the world menu and significantly change the settings , like changing terrain quality settings and texture resolution from default to max, all the terrain will vanish, leaving a white screen you can move around in with only houses and other artificial structures visible.
These structures can be seen from ridiculous distances, and its obvious that many have no LOD to speak of, with unknown effects on performance when there are many of them.
Also in this mode, the intermittent "hitch" I mentioned before becomes very evident on my machine.
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By the way (not sure what your method is) if you go into the world menu and significantly change the settings , like changing terrain quality settings and texture resolution from default to max, all the terrain will vanish, leaving a white screen you can move around in with only houses and other artificial structures visible.
Yes, it's the method I have used, as well as the object dev tool who makes models even more visible :)
These structures can be seen from ridiculous distances, and its obvious that many have no LOD to speak of, with unknown effects on performance when there are many of them.
Also in this mode, the intermittent "hitch" I mentioned before becomes very evident on my machine.
Blame M7 ;D : it's mostly because of the "appartement building", the "church" and probably the "blue house". These three ones have probably a too high detail for this kind of purpose but I couldn't resist to add them :). The appartement building will probably be removed if I find a model suited for this location, it's already a bit weird to see this big thing in a remote Alaskan location.
Can you do a quick framerate test by removing temporary M7 models from your package directory?
I have a really less powerfull computer than yours and get 34fps with all the models on Talkeetna base campos (12:00), and 45fps without M7 buildings. That's a huge difference... (and the cam is not even close, I lower framerates when I'm close to the buildings).
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Side note:
I also found a way to increase the height of the objects window, wich is more practical with the number of buildings I have (thanks World2Xplane!). However, Outerra display the modification but the window keep the same size, with two sliders, wich is even less practical than the original layout ;D.
So, it seems that the window size is hardcoded somewhere, but I couldn't find where it is.
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Side note:
I also found a way to increase the height of the objects window, wich is more practical with the number of buildings I have (thanks World2Xplane!). However, Outerra display the modification but the window keep the same size, with two sliders, wich is even less practical than the original layout ;D.
So, it seems that the window size is hardcoded somewhere, but I couldn't find where it is.
Nah, its not M7's stuff. By the way, I love that church! Have you been inside? Paintings on the walls etc. Its super detailed!
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i suppose, taking just the outer walls and copy them into a LOD4/3/2 and the model itself as LOD1 would be enough to conserve the PC.
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Nah, its not M7's stuff. By the way, I love that church! Have you been inside? Paintings on the walls etc. Its super detailed!
Really? The church is the only empty M7's building for me :( a big grey square and nothing else.
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I meant the ruined church
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I meant the ruined church
Oh, ok, ProfessorX's one. Yep, it was the best model in his package :)
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Yeah the models i download from the sketchup warehouse are all pretty high in poly. Not too good to place too many of them near by. I tried to make LODs for the church. I had 3 LOD that seems to work perfect, then on the last version, all textures went blank once in Outerra, all white. Did quite a few reimports with different setting to no avail. :'(
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Yeah the models i download from the sketchup warehouse are all pretty high in poly. Not too good to place too many of them near by. I tried to make LODs for the church. I had 3 LOD that seems to work perfect, then on the last version, all textures went blank once in Outerra, all white. Did quite a few reimports with different setting to no avail. :'(
just for them, or for other models too ?
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Yeah the models i download from the sketchup warehouse are all pretty high in poly. Not too good to place too many of them near by. I tried to make LODs for the church. I had 3 LOD that seems to work perfect, then on the last version, all textures went blank once in Outerra, all white. Did quite a few reimports with different setting to no avail. :'(
You did an amazing job with them, I think it's really cool to have such high quality models ! But, yeah they can be a bit heavy for a scenery building purpose.
What you are doing with your factory model is also really interesting and I'm really looking forward to test it. It looks really good even with a limited number of polygons :)
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I did LOD just for the church.
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Increadible
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Next update will be focused on the south Talkeetna area, wich is... huge (https://www.google.fr/maps/place/Alaska,+%C3%89tats-Unis/@62.2251391,-150.0377049,33905m/data=!3m1!1e3!4m2!3m1!1s0x5400df9cc0aec01b:0xbcdb5e27a98adb35). A ton of roads, remote locations, farms and houses everywhere. I freak out a bit when I see the work left to do ;D. I could focus only on big roads, placing buildings here and there randomly, but I think it would not feel right. Sure it's not hight precision mapping, but by using satellite view, I can set even private roads, or small trails, and houses, where they belong :)
(http://i.imgur.com/DemAIhu.jpg)
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Hmmmmmm.... to have any chance of taking off from those smaller fields, we're probably going to need a Carbon Cub.......
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Hmmmmmm.... to have any chance of taking off from those smaller fields, we're probably going to need a Carbon Cub.......
I had the same reaction while testing these fields :)
You can manage to land and take-off on them with the Cessna but a Super Cub would be safer (and it's exactly the kind of plane these fields have been build for). Even better would be this (http://en.wikipedia.org/wiki/Cessna_180).
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Great work Acetone !!
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Great work Acetone !!
Thanks ! Had a few hours this morning to keep working on it, the south area is slowly starting to look good :)
(http://i.imgur.com/0P8zehg.jpg)
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Just messing around.......
(http://i1287.photobucket.com/albums/a625/Multitesseract/screen_1411734170_zpsc752d609.jpg)
(http://i1287.photobucket.com/albums/a625/Multitesseract/screen_1411732101_zps7912a0c0.jpg)
(http://i1287.photobucket.com/albums/a625/Multitesseract/screen_1411732020_zps6b2c5d54.jpg)
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Cool shots :)
I have a nice picture of Denali :
(http://i.imgur.com/KwsZ7UY.jpg)
Did the snow on the left side trick your mind too ?
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Alaska
Alaska - Outerra (http://www.youtube.com/watch?v=7igVhauZl34#ws)
Greetings
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Nice video! I just hope we can kick that recording stutters butt one day, cause' its seriously affecting the ability to make smooth videos.
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Beautiful pictures!
@aWac9: The video is not available in my country (The Netherlands) :(. Did you restrict it on purpose?
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Damn.
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Beautiful pictures!
@aWac9: The video is not available in my country (The Netherlands) :(. Did you restrict it on purpose?
youtube video blocked by IP. You can use a poxy another country to view it. there are many tricks you can download ProxTube (look for it in google) which was devised by a young German of 17 years to watch videos from proxy USA.
or you can enter the TOR network.
anyway I'm not allowed on this website to facilitate this type of information so I will try to upload it to vimeo which is free from censorship.
note: It is impossible to put fences around the meadow.
HiFlyer: I knew it was a risk,,, record in Alaska too many conflicts with my ram, but despite the cuts of the video,,,,did you intentarlo..es amazing scenery.
::) writer is google translator :)
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Great video aWac9. You are also now a member of the really small club of people who attempted (and succed) at landing the A380 on Talkeetna (wich is'nt even supposed to accept things bigger than a Cessna Caravan) ;D
About the restriction, it mostly have to do with the music. Pink Floyd use here is a great idea but I think youtube may apply limitations for some countries depending of the diffusions agreement with the copyrights holders.
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uploaded to vimeo
Alaska outerra (http://vimeo.com/107317206#ws)
confirm that you can see .. thanks
I'm glad everyone can see.
the video has a lot of jumping but I think my graphics card no longer works.
with such difficulty in the video, it comes to mind this phrase:
" undress ...... we need to talk. "
desnúdate ..... tenemos que hablar
Alaska outerra (http://vimeo.com/107317206)
:)
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Yes, this one I can view. Thanks.
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I frickin' love Vimeo's player. It just works... and looks great. (Unlike the multiple troublesome Youtube players...)
But you may need to watch out... I think they have some Terms against posting video game footage for some reason... :o
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I frickin' love Vimeo's player. It just works... and looks great. (Unlike the multiple troublesome Youtube players...)
But you may need to watch out... I think they have some Terms against posting video game footage for some reason... :o
Vimeo's rules for video game content are pretty random. It seems that the don't remove games videos that have an artistic production value. So this video may not have problems :)
***
Meanwhile, in Alaska...
(http://i.imgur.com/VGUGWAu.jpg)
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Can you do Twin Peaks next time? :D
http://flavorwire.files.wordpress.com/2011/08/twin-peaks-map.jpg
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Can you do Twin Peaks next time? :D
http://flavorwire.files.wordpress.com/2011/08/twin-peaks-map.jpg
We will need a dwarf (http://lcbr.files.wordpress.com/2012/06/le-nain.jpg) model for that :)
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Also, I'm surprised by the impact a small mention can have.
Someone posted a link to my morning tour around the 0.4 version (http://imgur.com/a/8BKfQ#0) album, wich skyrocketed from 34 views to 581 in two days ;D.
Link to the reddit thread : http://fr.reddit.com/r/flightsim/comments/2hgrjs/outerra_a_flight_around_alaska/ (http://fr.reddit.com/r/flightsim/comments/2hgrjs/outerra_a_flight_around_alaska/).
The fact that despite having attracted a small attention (6 comments, including mine pointing to this topic), the post have generated so much views is interesting...
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Can you do Twin Peaks next time? :D
http://flavorwire.files.wordpress.com/2011/08/twin-peaks-map.jpg
We will need a dwarf (http://lcbr.files.wordpress.com/2012/06/le-nain.jpg) model for that :)
Hey! I think he prefers the term "creepy midget". Twin Peaks would be awesome nonetheless.
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Yeah, but it would be hard to find a good location, half of the outdoor scenes have been shot in Washington state (various locations), the other half... in California ;D
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(http://i.imgur.com/smyio5R.jpg) | (http://i.imgur.com/vFgKf2m.jpg) |
(http://i.imgur.com/DGE1CuN.jpg) | (http://i.imgur.com/nKhpZdB.jpg) |
(http://i.imgur.com/58UpM08.jpg) | (http://i.imgur.com/MA5NQsK.jpg) |
(http://i.imgur.com/TaIE7Kf.jpg) | (http://i.imgur.com/94o1xDi.jpg) |
SoonTM
(Full album (http://imgur.com/a/GGYtP))
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(http://i.imgur.com/sKkgLs0.jpg)
After the remote locations and the multiple airstrips of 0.4, I hope you will enjoy this different type of urban landscape !
This update mostly add a large area in the south/south-east of Talkeetna. I was not planning to go so far away, but I got more free time than expected and have been able to make a full 10*20km zone. To be honest, I'm not sure that I will go much more deeper in this direction. It just takes too much time to build semi-urban areas, and fairly monotonous to work on these.
(http://i.imgur.com/RkJqMbS.jpg)
Full release album (http://imgur.com/a/GGYtP)
I'm still happy with it, because despite the time spend on it, the result is really cool and makes the Talkeetna approach by the south far more interesting :)
[Download] (http://www.mediafire.com/download/1mhdco31n7i25ii/Alaska_pack_0.5.zip) v0.5 - 4mb
Changelog :
New
- *Road layout and building placement for a really large area of the south of Talkeetna
- *Fields placement in the south-east of Talkeetna
- *Added a few missing buildings and fields on the west bank of the river
- *Added Carl's Landing Airstrip (south of Talkeetna)
- *Added a cool spot for testing cars and trucks
Fixed
- *Some improvements on Talkeetna (city and airport)
Other
- *Campos for Carl's Landing
Trivia
- *You may find a peace sign and a smiley in a field. This is not an easter egg but a real thing :)
New models required in 0.5 ! :
- Paul Moffat's crate : http://forum.outerra.com/index.php?topic=2444.0 (http://forum.outerra.com/index.php?topic=2444.0)
- NewS'trucks : http://forum.outerra.com/index.php?topic=1525.0 (http://forum.outerra.com/index.php?topic=1525.0)
I'm not exactly sure of what will come next. The 1.0 is supposed to cover the whole Talkeetna area but it's almost the case right now. The city is done (some adjustments are still needed), the east is a completely wild zone, the west is done from the fields near the bank of the river to the remote airports near Denali park, the north area go up to Princess Lodge and the south is now way less empty with this update.
Maybe am I gonna work expand the scene to the north :)
Side question: Cameni, do you know at this point if the future roads update could break the roads already made?
Not that I will complain, it's an Alpha, everything can change (for the best) but I should stop working on this scene it it's gonna be broken in a near future :D)
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Its pretty nice !
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Side question: Cameni, do you know at this point if the future roads update could break the roads already made?
Not that I will complain, it's an Alpha, everything can change (for the best) but I should stop working on this scene it it's gonna be broken in a near future :D)
Enhanced road format will be a superset of the existing one, with an automatic conversion. There should be only small differences in quantization of individual road parameters.
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Enhanced road format will be a superset of the existing one, with an automatic conversion. There should be only small differences in quantization of individual road parameters.
Thank you, that's a really good news :)
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New screen shots and video request for the update version.
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New screen shots and video request for the update version.
There is an album link in the announcement post.
Direct link. (http://imgur.com/a/GGYtP)
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Very nice. ;)
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Ok outerranauts,
Can anyone test this version of the scenery packed in .otx : http://www.mediafire.com/download/iwsxbjg63n6d1zm/Alaska_pack-0.5.otx (http://www.mediafire.com/download/iwsxbjg63n6d1zm/Alaska_pack-0.5.otx) ?
Be carefull : make a backup of your cache/earth folder before installing it.
I want to know if someone have a problem with it (except missing buildings if they are not installed yet).
Thanks :)
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I like Outerrans. But maybe that only applies to the people of the earth. The people in the sky may well be Outeranauts.
What are the under the sea residence called?
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I like Outerrans. But maybe that only applies to the people of the earth. The people in the sky may well be Outeranauts.
What are the under the sea residence called?
Antemarines
AquaOuterrans
Oceanic Outerrans
SeaTerrans.......
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http://www.outerramods.com/mods/alaska-scenery-talkeetna (http://www.outerramods.com/mods/alaska-scenery-talkeetna)
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I like Outerrans. But maybe that only applies to the people of the earth. The people in the sky may well be Outeranauts.
What are the under the sea residence called?
... there is only one underwater man !! ....
(http://торфильм.рф/%D0%BA%D0%B0%D0%B4%D1%80%D1%8B/1961/%D0%A7%D0%B5%D0%BB%D0%BE%D0%B2%D0%B5%D0%BA-%D0%B0%D0%BC%D1%84%D0%B8%D0%B1%D0%B8%D1%8F_382635.jpg)
www.youtube.com/watch?v=_uBnuvyiI6U (http://www.youtube.com/watch?v=_uBnuvyiI6U)
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Enough for today
(http://i.imgur.com/qUuv08O.jpg)
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Looks much more lively now. The only thing it needs is bridges :)
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OK : some info.
The next version will probably released in January. I will be AFK for two weeks and I still have a lot of things to do on this scene.
Water mesh placement is really hard but it brings so much to the scene that it's worth it. I've still a lot of adjustments and corrections to do (I've spend around 10-15 hours on it this week-end, and I'm not yet really OK with the result).
Also, Levi had to update the World2XPlane > houses > EU > GB package with renamed objects. As a result, I had to delete all the old GB houses on the scene first, and have now to place them back (don't worry Levi, I don't hate you :P). Since around 30% of the buildings in the scene where from this package, well, this will take a lot of time :'(
I will use this opportunity to improve some places and maybe extand a little bit the scene to the north.
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OK : some info.
The next version will probably released in January. I will be AFK for two weeks and I still have a lot of things to do on this scene.
Water mesh placement is really hard but it brings so much to the scene that it's worth it. I've still a lot of adjustments and corrections to do (I've spend around 10-15 hours on it this week-end, and I'm not yet really OK with the result).
Also, Levi had to update the World2XPlane > houses > EU > GB package with renamed objects. As a result, I had to delete all the old GB houses on the scene first, and have now to place them back (don't worry Levi, I don't hate you :P). Since around 30% of the buildings in the scene where from this package, well, this will take a lot of time :'(
I will use this opportunity to improve some places and maybe extand a little bit the scene to the north.
Sorry Acetone, it wasn't in my plans to give you even more work. I really had to rename those objects in order to update the package. :( I imagine how painful is it to search for every house and then replace it...
Keep up the great work Acetone! You're a very patient guy. :D ;D
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No worries ! I will only be angry if you do the same thing with the barns (they are all over the scene).
I hunt the GB houses with the alt+7 tool :)
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No worries ! I will only be angry if you do the same thing with the barns (they are all over the scene).
The barns are OK, don't worry. :)
I hunt the GB houses with the alt+7 tool :)
Lol!
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I'm an idiot. But sometimes big mistakes can be a good solution for problems people (including me) may encounter in the future :
After spending around an hour hunting the last GB house, I realized that I could simply cut and past out of the outerra folder all the packages except the one I'm trying do delete. That, way, when I load the scene, all the buildings except the GB one are gone, and can simply delete the problematic ones. Then, I just had to put back the packages where they belong...
Hope it will be usefull for someone at some point :P
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Acetone ... help
suppose is a known issue
I do not know how to remove stretch without affecting anything else.
thx
http://youtu.be/cMdg60hQF-Q
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Acetone ... help
suppose is a known issue
I do not know how to remove stretch without affecting anything else.
thx
That's not a common one, but it's easy to fix :)
Sometimes, when you place roads in map overlay mode, Outerra fails to place some nodes at the ground level and set them way higher than they should be. It can also happen in normal mode, but it's more rare.
To fix it, simply select the road with the road tool, select the misplaced waypoint(s) and remove them individualy (Delete key) or correct their elevation (using the "v" key). You don't need to delete the whole road, just to correct the few waypoints that are too hight.
Also, there is something strange with the original material section at the end of your airport, is this angle normal?
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Thanks Acetone
The angle is intentional, this is the real picture of the airport, McBride-" Canada."
although the terrain deformation is inevitable when they collide roads
working with the data from these sites.
http://skyvector.com/
http://myflightbook.com/logbook/Public/ViewPublicFlight.aspx/566289
http://www.flightradar24.com/UAL1104/5471d4b
(https://www.imageshost.eu/images/2015/01/14/McBrideairportCanada.jpg)
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I suspect when the guys finally perfect auto-merging roads (and especially bridges and rivers and etc) there will be an explosion of modding/scenery design.
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The angle is intentional, this is the real picture of the airport, McBride-" Canada."
Cool location :)
I suspect when the guys finally perfect auto-merging roads (and especially bridges and rivers and etc) there will be an explosion of modding/scenery design.
Bridges? Rivers? We can already do that!
(http://i.imgur.com/c1A89YX.jpg)
:))
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I was thinking, as soon as there is collisions between statics and vehicles, I can model some bridges. Right now terrain deformed bridges are obviously the only think which works.
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I was thinking, as soon as there is collisions between statics and vehicles, I can model some bridges. Right now terrain deformed bridges are obviously the only think which works.
Yep, was thinking about that. It will require an extremely precise placement, vehicules in Outerra can reach orbit if they get stuck in the terrain at full speed ^-^
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Precisely, then we no longer need rockets, just vehicle launching bridges ;)
The water mesh really adds to the overall quality of the scenery, nice work.
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By the way, I thought it might be possible to use the gravel road to create river banks. It would allow you to lay out a road, adjust the profile to match the river, adjust height, border and transition as necessary, and it would eliminate trees growing in the water. Just a thought, you might have already tried this technique.
Regards,
Uriah
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By the way, I thought it might be possible to use the gravel road to create river banks. It would allow you to lay out a road, adjust the profile to match the river, adjust height, border and transition as necessary, and it would eliminate trees growing in the water. Just a thought, you might have already tried this technique.
Regards,
Uriah
I've already tested it, unfortunately it doesn't look good. I was expecting to have a nice river bank effect with the blending between grass and gravel. However, most of the surface is in fact covered by the transitionnal area so there was only a small visible patch of grey in the middle of the river and nothing around it, because the border area is restricted to a small parameter. I'm using a simple original material large road for the river bed/tree cleaning :)
Gravel can work with small rivers (less than 10 meters) but even in this case, Outerra's stock texture does not really feel natural.
BTW, I didn't forgot you, I have still some stuff to do in Talkeetna before looking at your test site scenery :)
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I see that makes sense.
No worries, I am modeling, texturing and scripting three big projects. I will send you a PM with an update. Aiming to begin work on Cape Canaveral by next week.
Let me know if you ever need any custom modeling for your scenery!
Regards,
Uriah
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(http://i58.tinypic.com/2jg2ozs.png)
Any ideas?
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(http://i58.tinypic.com/2jg2ozs.png)
Any ideas?
You need to install all Morikubo's models : http://forum.outerra.com/index.php?topic=2065.0 (http://forum.outerra.com/index.php?topic=2065.0)
There are 4 .otx files listed in his first post (each one with a thumbnail) :)
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God, I thought that it's one image with one hyperlink...
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(http://i.imgur.com/tyfZzhD.jpg)
SoonTM
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Here we go!
[Download] (http://www.mediafire.com/download/ga76bcdr9s2lj3u/Alaska_pack-0.6.zip) Alaska Scenery v0.6 - 4mb
Album (http://imgur.com/a/s6amD)
This one should be called "the KW71 update", because of his incredible contribution. Soon after the release of his Chapala lake mesh, he was kind enough to make a smaller version for scenery making purposes (http://forum.outerra.com/index.php?topic=3104.0). Muchas gracias!
It's a great addition but it's far from an optimal solution for inland waters. You may see strange reflections and visible overlapping between some meshes. To keep the river at the same level, I had to carve river beds using fake original material roads. The result is sometimes weird, but I've tried to keep it the most natural possible.
To deal with the natural river slope, I had to create at some points artificial dams using roads to make transition between two mesh less visible.
It was a lot of work, especially because we had to do a lot of initial testing. I also had to delete and re-add all the World2Xplane GB buildings (wink wink Levi =D). Please, be sure to update these ones too.
New in 0.6 :
/!\ Mandatory /!\ : KW71's water mesh : <http://forum.outerra.com/index.php?topic=3104.0 (http://forum.outerra.com/index.php?topic=3104.0)>
- Levi's World2Xplane buildings : <http://forum.outerra.com/index.php?topic=2888.0 (http://forum.outerra.com/index.php?topic=2888.0)>
and more precisely, are used in this scene :
- World2XPlane > houses > EU > GB (updated)
- World2XPlane > agriculture (updated)
- World2XPlane > churches
- World2XPlane > industrial > EU
- World2XPlane > commercial > carwash
- World2XPlane > commercial > fastfood - AnimatedSyn's Appartement building : <http://forum.outerra.com/index.php?topic=2966.0 (http://forum.outerra.com/index.php?topic=2966.0)> and Split level house : <http://forum.outerra.com/index.php?topic=2968.0 (http://forum.outerra.com/index.php?topic=2968.0)>
- And Levi's Corby Starlet CJ-1 : <http://www.outerramods.com/mods/corby-starlet-cj-1 (http://www.outerramods.com/mods/corby-starlet-cj-1)>
Changelog :
/////////////////////////////////////////////////////////////////////////////////////
v0.6
New
*Water. Everywhere.
*To fix water elevation problems at some specific locations, I've created few fictional roads wich are used to hide transition between some water meshes.
Fixed
*Improved few roads
*Updated World2Xplane GB buildings, please make sure to update that package (see changelog for download link)
Other
*I need a life
(http://i.imgur.com/jNGfZOT.jpg) | (http://i.imgur.com/ffwc3nS.jpg) |
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Outerra is love. Outerra is life.
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(http://i.imgur.com/pTZfyQA.jpg)
(http://i.imgur.com/FOuBSxq.jpg)
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Outerra is love. Outerra is life.
+ Outerra is late =D
Amazing pictures! I'm impressed, I've never managed to take good pictures at dawn, river reflections were weird. What are your atmo settings?
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Great work Acetone, keep it up!
P.s. Very nice shots there Uriah509. ;)
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I just turned the scattering and ground reflection way up, and everything else way down, basically. I've found that different settings are required for realistic sky at different times of day and at different altitudes. I could record my these settings at intervals in time and altitude, every hour and maybe every 5000 meters, and create a look-up table of optimal realistic environment settings, it might be a good reference for rendering videos, or maybe it could be plugged in to OT, to interpolate between the intervals based on the current time of day and altitude and automatically adjust the settings. Especially when going from sea level to a very high altitude, the desired settings are very, very different. Scattering is good at sea level, it makes all the atmospheric settings enhanced, but when viewed from space, Earth is shrouded in a uniform haze which is inpenetrable. Also, if you change the time of day in space you will notice the settings need to change slightly, although not as much as is needed to account for change in altitude.
Here is a screenshot with the environment settings I used, and a sunset time lapse video. (I preemptively apologize for the glitch-y audio and poor quality encoding, it is my first video attempt) 8)
Outerra Anteworld - Sunset Timelapse Over Talkeetna Alaska
https://www.youtube.com/watch?v=9cgGoJ_nDlI (https://www.youtube.com/watch?v=9cgGoJ_nDlI)
Regards,
Uriah
(http://i.imgur.com/Ccuhm5I.jpg)
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It's possible to upload update for another hosting?
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Uriah, these setting are so perfect for sundown, it's so beautifull!!!. I'm really curious to see some more setting for middle of the day and at alt. It would be amazing if it was possible to program or script these setting.
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(http://i.imgur.com/Jq55bRb.jpg)
(http://i.imgur.com/Nvt5kCU.jpg)
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http://youtu.be/R28OmfHogzI
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Oooohhh! Feels so alive!
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Oooohhh! Feels so alive!
+1
Very nice video Acetone!
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Oooohhh! Feels so alive!
+1
Very nice video Acetone!
Thanks guys! I managed to get mostly acceptable framerate videos, so I've started to test some stuff. This one was mainly intented to be transformed into a gif for a future series of screenshots about the cloud on the Avsim screenshots forum.
BTW, if you have cool pictures you want to share, I can add these :)
I am uploading a new video, a short base flight around Talkeetna airport, it will be up in a few hours :)
Edit:
https://www.youtube.com/watch?v=PxI10VBzptY
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Warning:
Seems like the latest Outerra update (0.8.4.5323) creates some problems with Talkeetna.
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Warning:
Seems like with the latest Outerra update (0.8.4.5323) creates some problems with Talkeetna.
I was wondering about that.......
Total crash for me, but when I read the update note, I was half expecting an issue, since I have been wondering about things like mipmaps on the buildings, and other possible problems that might have been contributing to my rhythmic pauses in the area.
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Warning:
Seems like with the latest Outerra update (0.8.4.5323) creates some problems with Talkeetna.
I was wondering about that.......
Total crash for me, but when I read the update note, I was half expecting an issue, since I have been wondering about things like mipmaps on the buildings, and other possible problems that might have been contributing to my rhythmic pauses in the area.
Cameni is testing some stuff on it, seems like the crash is related to Morikubo's houses (you will probably be able to load the scene if you rename/delete his package). I'm currently AFK so I will test it as soon as I'm back.
I'm using a lot of models on the scene and some of them don't have mipmaps (KW71 water mesh for example) so the scene will probably be look broken until these models get updated.
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Many models are missing mipmaps, especially the normal maps.
5233 should fix the crash, but Talkeetna is full of warnings.
Water meshes are missing the mipmaps as well:
(http://i.minus.com/jAgUGxTB3IC3j.jpg) (http://minus.com/i/AgUGxTB3IC3j)
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I'll save the .dds with mipmaps next week end.
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Hi! I had time today!
https://www.dropbox.com/s/2dqqbl2b0ry7uzv/WATER.KW71.otx?dl=0
Could you give it a try, Acetone, before I update my related topic?
Thanks!
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Levi's Basler is PINK!!!! :o :o :'(
(Curls into fetal ball and begins to suck thumb) =|
THATS MY FAVORITE PLANE!!! :'( :'( :'(
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Levi's Basler is PINK!!!! :o :o :'(
(Curls into fetal ball and begins to suck thumb) =|
THATS MY FAVORITE PLANE!!! :'( :'( :'(
It seems that the textures for John514's liveries doesn't have any MIP maps. Also, those textures were saved as DTX5 instead of DTX1.
Give me a couple of minutes, and I'll fix them.
Edit: Textures fixed. Check the main thread (http://forum.outerra.com/index.php?topic=2539.msg34223#new).
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Why mip maps must have option?
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(http://i.minus.com/jAgUGxTB3IC3j.jpg) (http://minus.com/i/AgUGxTB3IC3j)
Locusts are planned for the next update? ;)
Hi! I had time today!
https://www.dropbox.com/s/2dqqbl2b0ry7uzv/WATER.KW71.otx?dl=0
Could you give it a try, Acetone, before I update my related topic?
Thanks!
Thanks a lot! :D
Unfortunately, I can't test this right now, maybe a fellow Outerran can confirm this is working?
Levi's Basler is PINK!!!! :o :o :'(
(Curls into fetal ball and begins to suck thumb) =|
THATS MY FAVORITE PLANE!!! :'( :'( :'(
So it's now a stealth plane? (http://io9.com/5872484/why-world-war-ii-spy-planes-used-pink-camouflage)
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Unfortunately, I can't test this right now, maybe a fellow Outerran can confirm this is working?
Tested, and it works perfectly. ;)
(http://i.minus.com/ikWWXQN2gHrtr.jpg)(http://i.minus.com/ikf0rfwL1Vc0R.jpg)
And because of this:
- fixed deformed reflections on objects
Now the artifact that were showing before on the water-mesh at certain angles/distance, are gone! ^-^
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Unfortunately, I can't test this right now, maybe a fellow Outerran can confirm this is working?
Tested, and it works perfectly. ;)
(http://i.minus.com/ikWWXQN2gHrtr.jpg)(http://i.minus.com/ikf0rfwL1Vc0R.jpg)
And because of this:
- fixed deformed reflections on objects
Now the artifact that were showing before on the water-mesh at certain angles/distance, are gone! ^-^
Nice! Thanks Levi :)
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Haven't installed Talkeetna with all the packs till now. Great and huge work, Acetone!! Thanks!!
(Where is the "endorse" button? :D)
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Would it be possible to replace the Morikubo houses with maybe some "Dummy" stuff that looks to Outerra like the houses are available, but is really a correctly mipped replacement, at least temporarily?
Just to get rid of all the warnings?
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Would it be possible to replace the Morikubo houses with maybe some "Dummy" stuff that looks to Outerra like the houses are available, but is really a correctly mipped replacement, at least temporarily?
Just to get rid of all the warnings?
I will try to do it with an other model, renaming stuff to create a "false" Mori house set. Not sure if it will work, main problem will be that it will overide Mori's buildings in any case.
The other solution would be to find a way to manually edit all the hex Objects.bix files of the scene. But the first solution will probably be easier, so I will try to do this tomorrow :)
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It was an experiment I was about to try, but didn't want to continue until I had confirmation that the idea even made sense. :facepalm:
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It was an experiment I was about to try, but didn't want to continue until I had confirmation that the idea even made sense. :facepalm:
No, it's a good idea!
Only thing to do is to take an other set of models (Scandinavian houses for example), replace names of the different element to match the Mori's houses ones and see if it works. I will do a test tomorrow if I manage to find one minute or two :)
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Thanks for the scenery.
Really enjoying this amazing engine.
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Thanks for the scenery.
Really enjoying this amazing engine.
Thanks Celis!
You can download this version (http://www.mediafire.com/download/938gvnzjfideofx/Alaska_pack_0.6full.otx). It's the latest one (not released yet, still in testing) with a lot of fix for buggy textures, and including all the models used in the scene :)
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You can download this version (http://www.mediafire.com/download/938gvnzjfideofx/Alaska_pack_0.6full.otx). It's the latest one (not released yet, still in testing) with a lot of fix for buggy textures, and including all the models used in the scene :)
Oh, yay.
Until that moment, I thought that there was only the pack containing the coordinates and other technical information about buildings, except for the models themselves, and I was too lazy to download each piece separately. But now, having this, I will definitely give it a shot, thank you!
Did you previously post such a "all-in-one" pack?
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Oh, yay.
Until that moment, I thought that there was only the pack containing the coordinates and other technical information about buildings, except for the models themselves, and I was too lazy to download each piece separately. But now, having this, I will definitely give it a shot, thank you!
Did you previously post such a "all-in-one" pack?
Nope, this thing is new, to make installing the scenery easier :)
I'm just waiting a bit before making it a bit more official, to have the greenlight from all the models creators to include their work in the .otx. All of those who responded so far were ok with it :D
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Thanks for the scenery.
Really enjoying this amazing engine.
Thanks Celis!
You can download this version (http://www.mediafire.com/download/938gvnzjfideofx/Alaska_pack_0.6full.otx). It's the latest one (not released yet, still in testing) with a lot of fix for buggy textures, and including all the models used in the scene :)
Thanks Acetone, please add to your tutorial, how to share a specific area. I do know how to export a model, but havent found how to share a scenery... :o
hoping that openstreetmap data will be added to import roads information :'( I'm newbie using outerra sry...
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Thanks Acetone, please add to your tutorial, how to share a specific area. I do know how to export a model, but havent found how to share a scenery... :o
hoping that openstreetmap data will be added to import roads information :'( I'm newbie using outerra sry...
Will do but since it's simple, I will give you a small how to first :)
- Make a backup of your cache folder in your Outerra user folder (C:/yourname/Outerra)
- Go to your Outerra user folder, open eng.cfg. Set the value for "debug_keys =" to "true"
- Open Outerra, go to the location where the roads and buildings you want to share are.
- Press Alt+i. Some informations will be displayed on the ground, you are looking at the coordinates, wich will look like "+x/47/6F/E7/00". This is exactly where the location cache data is stored in your cache folder.
- Explore your scenery to see what cache files are needed. Generally you will not need to go deeper than "+x/47/6F" for example.
- Go to your cache folder and copy it somewhere else. Delete all the folders and files that are not a part of the data you are using (the logic path you identified above)
Now you have isolated the cache data of your scenery. Don't forget to identify precisely where the scenery is if you share your data, because it will overwrite anything other users may have done in this area if they install it. It's currently not possible to merge two cache datasets.
To share it? Simply create an .otx file!
- Make sure your data is organised in the same logic path than in your Outerra user folder: cache/earth/object/+x/etc.
- Use 7zip or any other compressing software to zip this package. Rename the pack to scenery_name.otx (default is scenery_name.zip) before compressing
Voilà! You have a ready to share single package of your scenery. Just remember to make a backup of your cache data before testing it!
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Thank you very much for your time and patience to create and share this sceneries and tutorials; and to Outerra developers to keep this growing... kudos
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[Download full version] (http://www.mediafire.com/download/938gvnzjfideofx/Alaska_pack_0.6full.otx) v0.6 - 250mb
Since the few remaining mipmaps issues are not really a problem, here is a first version of the new full package of the scenery, including all the buildings (easier to download).
Thanks a lot to all the models creators who accepted to share their work on this single package:
Levi, NewS, KW71, M7, AnimatedSyn, Mori and Planets !
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[Download full version] (http://www.mediafire.com/download/938gvnzjfideofx/Alaska_pack_0.6full.otx) v0.6 - 4mb
Since the few remaining mipmaps issues are not really a problem, here is a first version of the new full package of the scenery, including all the buildings (easier to download).
Thanks a lot to all the models creators who accepted to share their work on this single package:
Levi, NewS, KW71, M7, AnimatedSyn, Mori and Planets !
Didn't you mean to post the larger version............? with all the buildings included? =D
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Didn't you mean to post the larger version............? with all the buildings included? =D
Arhh, it's the good one in fact, but I inverted the file size info :facepalm:
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Didn't you mean to post the larger version............? with all the buildings included? =D
Arhh, it's the good one in fact, but I inverted the file size info :facepalm:
Yup, I tested the links and realized what had happened after I posted that.
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Acetone, the links at Outerramods and OuterraModels should probably be updated with the new complete download, as well.
http://www.outerramods.com/
http://outerramodels.com/2015/03/alaska-scene/
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Acetone, the links at Outerramods and OuterraModels should probably be updated with the new complete download, as well.
http://www.outerramods.com/
http://outerramodels.com/2015/03/alaska-scene/
Outerra mods set a 100mo limit per package, I've only included the link to the full package in the description page.
I can't post stuff on outerra models (I'm already using a wordpress account for pro work, can't really use it for this and don't really want to create an other one), but I've already gave them authorization to post my work on the site if I'm credited.
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Hi, Acetone!
Awesome work!
Now I working on PATK for XPlane10. And if You want I can send you some hangars and airport buildings models. You can see some pics here http://rdesignx.weebly.com, but they are outdated...
If you interested I make a few screenshots of new models tomorrow.
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Hi, Acetone!
Awesome work!
Now I working on PATK for XPlane10. And if You want I can send you some hangars and airport buildings models. You can see some pics here http://rdesignx.weebly.com, but they are outdated...
If you interested I make a few screenshots of new models tomorrow.
Hey Rudeboy!
These models are fantastic!
I'm using some default buildings for PATK right now, so custom buildings would be great. I would be really happy to work with these models, thanks a lot :)
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Great, thanks! 8)
I need a few days (maybe a week) because some new models are untextured right now.
In which format should I save models and textures?
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Nice work! Those will be a great improvement for Talkeetna.
Outerra uses FBX format for models, and DDS format for textures, see http://xtrac.outerraworld.com/wiki/material
Regards,
Uriah
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I`m almost done, but have a question. When I try to import FBX to Outerra my objects appear with a very small size. Whats happened?
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I`m almost done, but have a question. When I try to import FBX to Outerra my objects appear with a very small size. Whats happened?
It's a common scale problem, last time I checked in Sketchup, the best unit for the model before import was the centimeter (I think).
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Hi! This is alredy imported models. Please try it.
https://drive.google.com/file/d/0B_w7u7F4T3YDaVJnUlB4MDQ1OGc/view?usp=sharing
I can send you a FBX, but you need do some work with them.
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Wow, these are really great. Work really well with Outerra AO. I still need to fix several roads here.
Some shots:
(http://i.imgur.com/34sUH3m.jpg)
(http://i.imgur.com/sO7ZedX.jpg)
(http://i.imgur.com/HcE6cY9.jpg)
I will improve the airport layout using these models :)
Thanks a lot Rudeboy!
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Looks great! I know you've been wanting to do fixes there for quite some time.
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Looks great! I know you've been wanting to do fixes there for quite some time.
Yep, but for various reasons I'll only work on buildings + some airports modifications. Everything else is on hold ATM.
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good job
:)
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Yep! Looks very cool!
Please rotate "k2aviation" and "hangar 5" on 90 degrees clockwise.
Like on photo below...
New models coming soon after texturing :)
Thanks!
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and
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Nice models, Rudeboy!!! More toys, more toys!!!
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Thanks rudeboy, that's fixed now.
Also, did anyone noticed that many buildings are no longer here in Talkeetna? Am I crazy? All the packages are installed yet the city is almost empty...
Edit:
(http://i.imgur.com/2yeD2D4.jpg)
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Thanks rudeboy, that's fixed now.
Also, did anyone noticed that many buildings are no longer here in Talkeetna? Am I crazy? All the packages are installed yet the city is almost empty...
Your own screenshots on the first page of the thread show that Talkeetna remains about the same as always.....
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Well I looked again, and I'm certainly not missing all that you seem to be.......
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Hi, Acetone!!
There seems to be nothing missing on my side. The only thing that could be considered strange, is a group of three buildings (and one more a little bit farther) and five blue trucks right in the middle of a street, but perhaps that's meant to be.
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Also, did anyone noticed that many buildings are no longer here in Talkeetna? Am I crazy? All the packages are installed yet the city is almost empty...
http://i.imgur.com/2yeD2D4.jpg (http://i.imgur.com/2yeD2D4.jpg)
Hmm, hadn't they all sank underground a bit?
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Also, did anyone noticed that many buildings are no longer here in Talkeetna? Am I crazy? All the packages are installed yet the city is almost empty...
http://i.imgur.com/2yeD2D4.jpg (http://i.imgur.com/2yeD2D4.jpg)
Hmm, hadn't they all sank underground a bit?
I long ago did a hunt for underground stuff and deleted all I could find.
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Hmm, hadn't they all sank underground a bit?
Nope. I've reinstalled the latest public release of the package and it seems to fix the problem. I only need to re-add Rudeboy's buildings, so it's not really a big problem. I must have messed up with the objects.bix at some point ::)
The only thing that could be considered strange, is a group of three buildings (and one more a little bit farther) and five blue trucks right in the middle of a street, but perhaps that's meant to be.
This is the parking lot of a logging company, next to the railroad (the long gravel road following the river bank) :)
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"This is the parking lot of a logging company, next to the railroad (the long gravel road following the river bank)"
Oh, ok. Thanks!!!
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Also, did anyone noticed that many buildings are no longer here in Talkeetna? Am I crazy? All the packages are installed yet the city is almost empty...
http://i.imgur.com/2yeD2D4.jpg (http://i.imgur.com/2yeD2D4.jpg)
Hmm, hadn't they all sank underground a bit?
interesting .. Outerra underground, discover a new world under the skin of Outerra.
great idea
(https://www.imageshost.eu/images/2015/06/04/1300017175_mulu-caves.jpg)
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interesting .. Outerra underground, discover a new world under the skin of Outerra.
great idea
(http://i.imgur.com/ZmwJUbB.jpg)
If you have time, the crater gun can give you nice vertical caves :D
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I do not remember the name of the partner that the forum had already placed several of these craters. one was located north of nepal,, China near Yarangu
Lat.
+ 28º 40' 04.391¨
Lon.
+ 87º 37' 17,512
https://youtu.be/dDV260UsXfw
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Wow!!! Someone actually dug to trip to China!!!
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Hey aWac, how was the trip...? =D
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I do not want to talk about this place. :-X
but I've had nightmares and perhaps need to talk about it.
I will tell my story
near there are other craters,,, but there is one very deep.
One day into it, to find out its length and by going down began to notice strange things in the image of my computer,,,, appeared rotros shadows and then disappeared. I came out of that place so fast that I have not re-entered
The truth is that I got out a couple of snapshots,,
I do not advise visiting this place,, it is dangerous
(https://www.imageshost.eu/images/2015/06/05/mysteri2.jpg)
=|
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Lumpmen!!!! (Shiver)
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Just a quick update: Buildings are placed and correctly set but I can't really release the scenery at the moment because the road selection bug makes it impossible to fix several issues with the ground leveling. I don't really like the idea of releasing an airport with such nice buildings but some crappy/broken asphalt/dirt surfaces around. :)
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Don't you have duplicated roads?
Let's say you reinstall an .otx over an scenery with modified roads. Are those replaced after the reinstall? Or are there two sets of roads?
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Don't you have duplicated roads?
Let's say you reinstall an .otx over an scenery with modified roads. Are those replaced after the reinstall? Or are there two sets of roads?
No, there is only one set of roads (and cache file) loaded at the same time. When you install an .otx, the content replace the one already installed. The problem here is not the old roads, I tried to modify these to get something more close of the real airport (mostly replacing some asphalt surfaces by their dirt counterpart) but the select bug makes it impossible to adjust these once created, so you end up with bad merging between different surfaces, and I don't like it, navigating in my airports must be as smooth as possible :)
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Don't you have duplicated roads?
Let's say you reinstall an .otx over an scenery with modified roads. Are those replaced after the reinstall? Or are there two sets of roads?
No, there is only one set of roads (and cache file) loaded at the same time. When you install an .otx, the content replace the one already installed. The problem here is not the old roads, I tried to modify these to get something more close of the real airport (mostly replacing some asphalt surfaces by their dirt counterpart) but the select bug makes it impossible to adjust these once created, so you end up with bad merging between different surfaces, and I don't like it, navigating in my airports must be as smooth as possible :)
Perfectionist! =D
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Hello Acetone,
maybe you'll be interested and that someday you build the after.
Since giving a good useful site plan, that can be used...
http://www.hangar7.org.au/
BR. :)
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Hello Acetone,
maybe you'll be interested and that someday you build the after.
Since giving a good useful site plan, that can be used...
http://www.hangar7.org.au/
BR. :)
Hey AH-DG !
Is the Eagle Farm Airfield a part of your project? It seems like the airport don't exist anymore.
Do you want the actual Hangar 7 or the full airport, because the second option will require precise informations (Lat/Long + width, length of each runway).
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Hi Acetone,
it was only to info there. If interest have, can do so. As for me,
I currently do not plan anything, because I'm busy with SO.
But when time comes, then I want dear FW-Works Marienburg,
or our Wiesbaden-Erbenheim have.
(http://skaterbilder.de/Montage_Pferderennbahn_Erbenheim_a.jpg)
But I must first gain a lot of info, I will have a detailed Flugplatz with all buildings etc.
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Gentlemens, I really wanted you to be able to see Rudeboy's buildings live, because they are awesome, so here is a preview version :
Download (http://www.mediafire.com/download/8bwja5juw1j5qhk/Alaska_pack_0.7full_test.otx) (271 mb)
(http://i.imgur.com/HcE6cY9.jpg)
As you may note, the roads (taxiways and the airport main area) are completely broken because I can't update these ATM. So only install this version if you want to see Rudeboy work, but the airport by itself is pretty much impossible to use. I will post a full and fixed version when the road selection bug is fixed :)
You can check Rudeboy website here: http://rdesignx.weebly.com/ (http://rdesignx.weebly.com/). Please consider leaving a donation :)
Edit: Crap, seems like paypal is blocking payments to Ukrainia :(
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Acetone than good,,, they want to see outerra with night lights, lamps and interior of houses.
Note: As soon as I bought the external HD for backup I will send the theater to look and fix what you can.
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Acetone than good,,, they want to see outerra with night lights, lamps and interior of houses.
I think pretty much everyone is waiting to see that!
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Acetone than good,,, they want to see outerra with night lights, lamps and interior of houses.
I think pretty much everyone is waiting to see that!
Everyone... Except your framerate :D
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Acetone than good,,, they want to see outerra with night lights, lamps and interior of houses.
I think pretty much everyone is waiting to see that!
Everyone... Except your framerate :D
My framerate is fine. I do worry about Outerra lighting, though. If just the forerunner can cause such a hit, one wonders what the hundreds, or many thousands of lights of a city will do. =|
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Gentlemens, I really wanted you to be able to see Rudeboy's buildings live, because they are awesome, so here is a preview
Crap, seems like paypal is blocking payments to Ukrainia :(
Thank You so much! :)
Oh... no... :( I just thought nobody likes my work. PayPal makes me mad... there are no other options. There are only WebMoney, but I do not think they are for other countries.
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I do worry about Outerra lighting, though. If just the forerunner can cause such a hit, one wonders what the hundreds, or many thousands of lights of a city will do. =|
Distant (city) lights aren't the same as area lights up close, that are actually lighting some objects and terrain. You can have thousands of light points with halo etc, but only tens of lights that are computed as sources for scene lighting. The latter are only used up to certain distance. From some distance the scattering effect of light takes over the light reflected from objects and terrain (take into account that only 4-8% of light is reflected from common materials) so it's not really an issue, assuming we will also raise the ambient light level in urban areas.
I'm more concerned about how to handle the transitions, and how to define the lights so that all kinds of necessary optimizations are possible without constraining the design process.
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My framerate is fine. I do worry about Outerra lighting, though. If just the forerunner can cause such a hit, one wonders what the hundreds, or many thousands of lights of a city will do. =|
Normally, buildings light should be made as emissive textures (that's the name, I think), like the one there was on the Outerra billboard. It has a really low impact on perfs, it's not even a real light, just a texture parameter. Most of the fligh sims handle lights this way, you can also add simple area lights which only illuminate an area and don't produce shadows.
If we start to add dynamic lights everywhere, yeah, Outerra's framerate will go down. But not a single engine in the world would handle that :)
Oh... no... :( I just thought nobody likes my work. PayPal makes me mad... there are no other options. There are only WebMoney, but I do not think they are for other countries.
I hope you'll find an alternative, your creations seriously deserve it :(
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I do worry about Outerra lighting, though. If just the forerunner can cause such a hit, one wonders what the hundreds, or many thousands of lights of a city will do. =|
Distant (city) lights aren't the same as area lights up close, that are actually lighting some objects and terrain. You can have thousands of light points with halo etc, but only tens of lights that are computed as sources for scene lighting. The latter are only used up to certain distance. From some distance the scattering effect of light takes over the light reflected from objects and terrain (take into account that only 4-8% of light is reflected from common materials) so it's not really an issue, assuming we will also raise the ambient light level in urban areas.
I'm more concerned about how to handle the transitions, and how to define the lights so that all kinds of necessary optimizations are possible without constraining the design process.
Ok, I was hoping it was something like that. Otherwise I couldn't understand how X-Plane X had so many night lights.
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Finally managed to clean up Talkeetna airport. You can now see Rudeboy's buildings in all their glory :)
[Download basic version] (http://www.mediafire.com/download/j14napo4vd8sk6k/Alaska_pack_0.7_light.otx) v0.7 - 1mb
[Download full version] (http://www.mediafire.com/download/0y07ylv57n7u7eh/Alaska_pack_0.7_full.otx) v0.7 - 432mb
(http://i.imgur.com/hUgRnuw.jpg)
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Cool!!! Thanks a lot, Acetone!!! :)
If I install the Alaska_pack_0.7_full.otx, will it overwrite correctly all the previous stuff, or should I delete something before?
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Been waiting on this a while. :)
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Awesome! Thanks!
I send you a few new models of Talkeetna airport today.
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Awesome Work!!!
Now I play Outerra every day just for your scenery! :D
But......I'm a little bit lazy... :facepalm:do you have anything like update patch from 0.6-0.7
or I have to download the full version again?
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Awesome Work!!!
Now I play Outerra every day just for your scenery! :D
But......I'm a little bit lazy... :facepalm:do you have anything like update patch from 0.6-0.7
or I have to download the full version again?
Here you go:
http://www.mediafire.com/download/wmp7kw72wv0sn9d/Alaska_pack_0.7_update_from_0.6.otx (http://www.mediafire.com/download/wmp7kw72wv0sn9d/Alaska_pack_0.7_update_from_0.6.otx)
Package update from 0.6 to 0.7 with Rudeboy's buildings only ;)
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Awesome Work!!!
Now I play Outerra every day just for your scenery! :D
But......I'm a little bit lazy... :facepalm:do you have anything like update patch from 0.6-0.7
or I have to download the full version again?
Here you go:
http://www.mediafire.com/download/wmp7kw72wv0sn9d/Alaska_pack_0.7_update_from_0.6.otx (http://www.mediafire.com/download/wmp7kw72wv0sn9d/Alaska_pack_0.7_update_from_0.6.otx)
Package update from 0.6 to 0.7 with Rudeboy's buildings only ;)
wow!! Thank you very much!!! :D
can't imagine you finish it so quick!!!
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Knock-knock... New models here :)
https://drive.google.com/file/d/0B_w7u7F4T3YDenRYX0UwTGpyakU/view?usp=sharing
And some pics where they placed
And if you can, please remove trees near wr and ws1 models
(http://i67.fastpic.ru/big/2015/0828/0b/64e8c23880136b89030a53e5ba450d0b.jpg) (http://fastpic.ru/)
(http://i67.fastpic.ru/big/2015/0828/a1/aefebdda1e58b4ce7c55ed656fac18a1.jpg) (http://fastpic.ru/)
(http://i67.fastpic.ru/big/2015/0828/eb/0c57dc449063285a2ca437746de09aeb.jpg) (http://fastpic.ru/)
(http://i67.fastpic.ru/big/2015/0828/44/b6d8263a18a6d8ae175047b22d728f44.jpg) (http://fastpic.ru/)
(http://i67.fastpic.ru/big/2015/0828/ed/da784ff270496490e9a6550fd38641ed.jpg) (http://fastpic.ru/)
(http://i67.fastpic.ru/big/2015/0828/e1/aef4f01d0d3eb96dd60ba0dae3c3b7e1.jpg) (http://fastpic.ru/)
(http://i67.fastpic.ru/big/2015/0828/3a/773c938b5e8b2a53dd4e60e79635ef3a.jpg) (http://fastpic.ru/)
(http://i67.fastpic.ru/big/2015/0828/e3/db86f9a203a17f6bc5e7d396190d53e3.jpg) (http://fastpic.ru/)
(http://i67.fastpic.ru/big/2015/0828/01/49112ce52a0932615ebd8dbe9c893d01.jpg) (http://fastpic.ru/)
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"And if you can, please remove trees near wr and ws1 models"
Hi, Ruderboy!!! The trees are placed by the engine itself. Try modifying your trees settings.
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It would be cool if the object placement tool, had an adjustable encasement feature. Something like the road tool has, in essence, an adjustable exclusion zone around each model. I wonder if this is a feature Cameni could implement in the future?
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Whats that half-ski plane, looks georgeous !
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Whats that half-ski plane, looks georgeous !
This is DHC-2T Turbo Beaver
http://airlinersgallery.smugmug.com/Airlines-UnitedStates-2/Airlines-UnitedStates-2/K2-Aviation/i-BGkGFrx/0/L/K2%20Aviation%20DHC-3T%20N929KT%20(Grd)%20TKA%20(ND)(46)-L.jpg
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Thanks Rudeboy! Don't worry for the trees, a simple road leveling under the buildings remove these.
I will try to add these new buildings today :)
This is DHC-2T Turbo Beaver
http://airlinersgallery.smugmug.com/Airlines-UnitedStates-2/Airlines-UnitedStates-2/K2-Aviation/i-BGkGFrx/0/L/K2%20Aviation%20DHC-3T%20N929KT%20(Grd)%20TKA%20(ND)(46)-L.jpg
Yep a really nice plane. Too bad there is no bush flying plane in Outerra for the moment...
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Download update version (from 0.6 or 0.7) (http://www.mediafire.com/download/q4hkto6bzs9hsj7/Alaska_pack_0.8_update.otx) v0.8 - 98mb
Download full version (http://www.mediafire.com/download/4s807kxhn501kt6/Alaska_pack_0.8_full.otx) v0.8 - 449mb
New Rudeboy's buildings and improved airport roads.
(http://i.imgur.com/SSoqz1S.jpg)
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Download update version (from 0.6 or 0.7) (http://www.mediafire.com/download/q4hkto6bzs9hsj7/Alaska_pack_0.8_update.otx) v0.8 - 98mb
Download full version (http://www.mediafire.com/download/4s807kxhn501kt6/Alaska_pack_0.8_full.otx) v0.8 - 449mb
New Rudeboy's buildings and improved airport roads.
(http://i.imgur.com/SSoqz1S.jpg)
Your wind are very strong :)
You did a huge job! Thank you so much!
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Just to see what would happen I tried switching some of your river paths near talkeetna into actual rivers with the new river tool, and the result was Outerra crashing quicker than a thing that crashes quickly! :facepalm: :D
Have you tried anything like that? Any luck?
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Just to see what would happen I tried switching some of your river paths near talkeetna into actual rivers with the new river tool, and the result was Outerra crashing quicker than a thing that crashes quickly! :facepalm: :D
Have you tried anything like that? Any luck?
Roads over roads, especially when they have exotic parameters (which is the case with the river preset) and large width can generate problems. Try removing some of the original material roads I used here (for my river "bed") before laying down some roads, you may have better results (I think I did a quick test near Talkeetna, and the river was fine).
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(http://i.imgur.com/diCOyZz.jpg)
(http://i.imgur.com/ODeefMJ.jpg)
Talkeetna will extend to the north :)
(not a lot of things here, but it's a nice area).
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Very Cool!
-
(http://i.imgur.com/pztOOZG.jpg)
The next version of Talkeetna will add 3 airfields in the north of the area, including Denali airport (2nd picture).
ETA: today or tomorrow, need to fix some stuff and add some buildings.
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Looks good! I was just thinking that I needed someplace else to explore.
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Cool! You are unstoppable, Acetone! :)
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Great!
Waiting for updates.
BTW now i working on Wrangell airport. I hope you will help me to build it in Outerra someday...
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Great!
Waiting for updates.
BTW now i working on Wrangell airport. I hope you will help me to build it in Outerra someday...
PAWG?
(http://i.imgur.com/sM8MpvX.jpg)
I love that location :)
It will probably be better to wait for the 30m dataset for this area. With the current dataset and you end up (like here) with a runway at the level of the sea, because both ends of the terrain are lower than the middle section (would be cool to have runways generated at exact camera elevation rather than the terrain one).
I can fix this by manually adjusting each node of the runway to a higher elevation, but it's probably wise to wait a bit more.
But yeah, I'm all in for Wrangell. Considering the quality of your buildings, you can pick any location you want and I will help you to build it for OT :)
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Thank You!
Yes it`s PAWG.
Just a "work in progress", but i hope i finish it before X-mas :)
(http://i76.fastpic.ru/big/2015/1210/b0/eae1fdbb1d9484deb1fb7e7fee525ab0.jpeg) (http://fastpic.ru/)
(http://i76.fastpic.ru/big/2015/1210/69/9552ce88f9185558f1828429cfa6f969.jpeg) (http://fastpic.ru/)
(http://i76.fastpic.ru/big/2015/1210/9c/40381fc45c6b94cb946cd60eb81b4d9c.jpeg) (http://fastpic.ru/)
(http://i76.fastpic.ru/big/2015/1210/9b/814394ad98d43e8e25ac0c76b495809b.jpeg) (http://fastpic.ru/)
(http://i76.fastpic.ru/big/2015/1210/80/5facb3a172682bcebf958034dd344780.jpeg) (http://fastpic.ru/)
(http://i76.fastpic.ru/big/2015/1210/31/53dc82329af2c39e1261732c104a5b31.jpeg) (http://fastpic.ru/)
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great job, congratulations,, do not forget to add that beautiful lamp.
thanks
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Wow, really nice buildings :)
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[Download update version] (http://www.mediafire.com/download/u3c1apuhw3u0m18/Alaska_pack_v.9_update.otx) v0.9 - 3mb
[Download full version] (http://www.mediafire.com/download/knt4qfk9cm2oaif/Alaska_pack_v.9_full.otx) v0.9 - 461mb
Update version includes roads and buildings position only, choose full package for a complete install if the models were not installed in your OT data directory from a previous version of the scenery.
New in 0.9 :
Extended area to the north area including several new airfields
- Extended roads network, railways and rivers
- Denali airport + campos
- Added Summit airport + campos
Note: tree were not removed in some water area. Too much work for a temporary solution.
(http://i.imgur.com/pQLZBra.jpg)
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Once again, a great addition to Outerra! You can really see the work and patience that went into this. It shows what sort of beautiful scenery can be created with Outerra, and once roads auto-join with each other, I think your work can only become more awesome!
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great job. Acetone only think has the nerve to do it.
Lately I tend to look for small airports and forgotten, and found one in Alaska that was not modeled in the impressive theater created by acetone.
I mean :
Unalaska Airport airport Hasbot
AK 99692 USA
IATA: DUT
airport in Unalaska in the Aleutian Islands in the state of Alaska
It is an airport that serves commercial a subsidiary of Alaska Airline (PenAir) company,
The Aleutian Islands were invaded by Japan in the II WW, the June 3, 1942, there were bombardments and landing troops.
the 06/06/1942 Kiska Island was invaded and the next day the Attu
the May 22, 1943 US they recovered.
Today is a mystery strategic intent of the Japanese occupation in the II WW.
https://youtu.be/UNiIS0C4QLE
Note: outerra in the environment I miss the green grass
I was watching videos to get a better idea of the airport environment, and in truth there is to be a good pilot, flying so close to these mountains in bad weather must be very complicated.
https://youtu.be/7nkHq8BE6HM
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This territory is only for very experienced pilots., and gives a lot of respect flying in bad weather so we chose a sunny day with some clouds we have done to ourselves track,,,, wear seat, going to land on islands Aleutian .. thank you for flying with Outerrair, wishing them a good landing... :)
https://youtu.be/IIxS4qVyx7E
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Really nice work Awac9 :)
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Only those who try to recreate a small village realize the magnitude of Alaska, when it recreates a large area is all ... you have to have patience and even temper and do not know how you do it ..
Now I have much more careful,, I know the Cracken is under outerra and attack me at any time .. so I try not to abuse the broad highway and avoiding collision models
when the plane lands, you'll set that tends to the left,,, that is correct and is a credit to schedule flight dynamics (FDM) implemented (JSBSim). That was a breakthrough.
now we need the lights of the night just over vegetation with color depending on the meridians. It is a good order for PapaNoel.
thanks
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Is this working with the latest Outerra update? (16.6601)
I haven't used the engine in years (I paid $15 for something in 2012) and I can get aircraft addons to work, I can place roads/runways, etc. but I can't figure out how to get this Alaska package to work. I renamed the .zip file to .otx and tried running that but nothing shows up in Talkeetna but a big river. I tried manually copying stuff, reinstall the game... just can't figure it out. Sorry about the noob question.
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Is this working with the latest Outerra update? (16.6601)
I haven't used the engine in years (I paid $15 for something in 2012) and I can get aircraft addons to work, I can place roads/runways, etc. but I can't figure out how to get this Alaska package to work. I renamed the .zip file to .otx and tried running that but nothing shows up in Talkeetna but a big river. I tried manually copying stuff, reinstall the game... just can't figure it out. Sorry about the noob question.
Hello!
Here is the .otx for the latest version:
[Download full version] (http://www.mediafire.com/download/knt4qfk9cm2oaif/Alaska_pack_v.9_full.otx) v0.9 - 461mb
Please note that old scenery only work in the original earth dataset (so earth, not earth 2 in the startup menu). You are probably seeing this big river because you are using the new dataset (earth 30m + rivers = earth2) and not the old one (earth 75m = earth). I'm not sure if it's bundeled with the new version, so you can still find it here: http://forum.outerra.com/index.php?topic=2396.0
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(http://i.imgur.com/FEhxOvn.jpg)
PAKT PATK will be back
(That time I won't place all the roads, you'll have to wait for OSM roads for the full scenery)
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PATK :) Ketchikan very very far away... Good job! I`m waiting for Alaska for new Outerra.
I don`t finish PAWG at this time, cause I`m working on payware airports now. But when I find a time I`ll send you a models.
I want to upgrade my Talkeetna models (My skills grow up so fast :) ). If you wait a few days they will come)))
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(http://i.imgur.com/FEhxOvn.jpg)
PAKT will be back
(That time I won't place all the roads, you'll have to wait for OSM roads for the full scenery)
YAY!!! :))
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But it occurs to me that it would be kind of a shame to have to hand-make all those roads yet again. Is it possible the devs might give you some OSM support for that?
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PATK :) Ketchikan very very far away...
:facepalm: Indeed, but hey, PAKT and PATK, it's pretty close :D
Good job! I`m waiting for Alaska for new Outerra.
I don`t finish PAWG at this time, cause I`m working on payware airports now. But when I find a time I`ll send you a models.
I want to upgrade my Talkeetna models (My skills grow up so fast :) ). If you wait a few days they will come)))
In fact your models are the reason I'm remaking the airport. Figured out it would be stupid to let those take the dust. Happy to see your work is starting to pay, LEGE looks really good :)
(http://store.x-plane.org/LEGE--Girona-Costa-Brava-Airport_p_468.html (http://store.x-plane.org/LEGE--Girona-Costa-Brava-Airport_p_468.html) for those using x-plane here).
But it occurs to me that it would be kind of a shame to have to hand-make all those roads yet again. Is it possible the devs might give you some OSM support for that?
Someone didn't read the 6pts text in my post ::)
But yeah, I will only do the airport, the roads will wait for OSM, no need to spend hours and hours when there is a global solution coming at some point. The OT team will have some fun time again, they already tested the importer by the fire with the rivers, but I guess they still have a lot of work to do with the roads.
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Hmmmmmmm........ I don't know what your monitor is set at, but on mine, ants could barely read that! =D
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Hmmmmmmm........ I don't know what your monitor is set at, but on mine, ants could barely read that! =D
That was the idea, secret text :)
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Thanks!
Be in touch in few days.
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New dataset (earth2) version, Talkeetna airport only:
[Download full version] (http://www.mediafire.com/download/xefi317za2zmg5b/Talkeetna_earth2_v2.otx) v2 - 97mb
Here is Talkeetna airport for earth2. I hope to be able to work on this area again later, but I will wait for OSM roads for that :)
I'm really with this version of the airport, way cleaner than the previous one.
(http://i.imgur.com/In5ZaIH.jpg)
(http://i.imgur.com/Up42c06.jpg)
(http://i.imgur.com/amyxRJv.jpg)
This packages only includes the fantastic models made by Rudeboy, check his website here : http://rdesignx.weebly.com/ (http://rdesignx.weebly.com/).
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Nice!! Someplace nostalgic to compare with earth!
(I suggest though, that to avoid confusion, you might want to start a specific Earth2 Scenery thread and maybe rename this thread explicitly to mention that its for Earth1)
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Also, while wandering around ohhhh-ing and ahhh-ing, I bumped into some hidden anti-gravity experiments and thought you should know before the aliens come to check it out. ;)
(http://i1287.photobucket.com/albums/a625/Multitesseract/screen_1461703304_zpsnxaiqjkd.jpg)
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Some new shots of the progress made, featuring KW71's seasons tree textures:
(http://imgur.com/OB815pA.jpg)
(http://imgur.com/RZfmb2k.jpg)
(http://imgur.com/vYdOiya.jpg)
(http://imgur.com/m5iJzai.jpg)
(http://imgur.com/U3nAApq.jpg)
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That looks promising! Can we adjust seasons via time scale?
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My only caveat would be that the red trees are a bit unnaturally rectangular.
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The red, could be a mistake in Alaska ... I find species as well.
the only biome red is low-growing vegetation beyond the northern boundary of the wooded area. far north, the tundra.
https://youtu.be/zCHhuVZnN_I
thanks for everything,,, is just an observation
http://myslide.es/documents/arboles-de-alaska.html
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My only caveat would be that the red trees are a bit unnaturally rectangular.
Yes... When I have some time I'll re-render those from a different angle.
The red, could be a mistake in Alaska ... I find species as well.
the only biome red is low-growing vegetation beyond the northern boundary of the wooded area. far north, the tundra.
https://youtu.be/zCHhuVZnN_I
thanks for everything,,, is just an observation
http://myslide.es/documents/arboles-de-alaska.html
The distribution of the species still lacks some parameters, but for include that we need more billboards, so for now we are using trees from all around the globe in all locations. Even so, I think a perfect match would be a real challenge, because, beside temperature and precipitation, there are too many factors that determine a specie can or can not grow in a specific location: soil, size os seeds (to be carried by the wind), water underground, insects (to pollinate), plagues... etc., etc.
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The distribution of the species still lacks some parameters, but for include that we need more billboards, so for now we are using trees from all around the globe in all locations. Even so, I think a perfect match would be a real challenge, because, beside temperature and precipitation, there are too many factors that determine a specie can or can not grow in a specific location: soil, size os seeds (to be carried by the wind), water underground, insects (to pollinate), plagues... etc., etc.
+ the human impact, very important in some areas (single species for paper/construction wood), it's impossible to reproduce that with biomes.
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Yes... When I have some time I'll re-render those from a different angle
Could you shed a light on how the trees are rendered? What kind of tree generator?
What do you think of photo derived textures? In my opinion, synthetic textures can't easily reach the look of real trees, often they look a bit lifeless.
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In my opinion, synthetic textures can't easily reach the look of real trees, often they look a bit lifeless.
Yes, they can, but for that they would need a different lighting setup; make a photorealsitic render is not that hard, but in this case the ilumination must look as neutral as possible, so they fit under any lighting conditions inside the game as better as possible. Is tricky make look good a static texture on a dynamic environment.
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In my opinion, synthetic textures can't easily reach the look of real trees, often they look a bit lifeless.
Yes, they can, but for that they would need a different lighting setup; make a photorealsitic render is not that hard, but in this case the ilumination must look as neutral as possible, so they fit under any lighting conditions inside the game as better as possible. Is tricky make look good a static texture on a dynamic environment.
I agree with you, lighting and shaping of billboard trees is tricky for getting convincing results. More variants could help to avoid a repeating patterns look. Better scaling (some trees are huge, leaves and trunks way too big compared to human) could help also. Resolution is not high enough for ground level without 3d trees. Dont' know what OT engine is capable of (how many individual instances). Is the strelizia tree also rendered? It looks more realistic.