Outerra forum
Outerra Engine => News => Topic started by: cameni on August 18, 2010, 08:44:48 am
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The video from Himalayas is finally here.
[youtube2]gf8YQ9WSdiw[/youtube2]
Read more on the blog (http://outerra.blogspot.com/2010/08/himalayas-trip.html)
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Wow, soooo nice. 8-)
Looks like u hav Multipalyer aktivated.
Do u plan differnet FoV (Fied of View) Options? And another Idea, what about
Freetrack? http://www.free-track.net/english/
I love ur work. :)
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...sorry about my English i hope its understandable.
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WOW... this is awesome!!!
Even a night shot at the end. Great great work.
A few things i did notice, and i want to share them with you. You probably know about them already but whatever :), i'll say it anyway:
The lighting on buildings look very flat, i know it's programmer art, but the lighting has not much to do with programmer art or not.
The things i noticed:
No bump/normal maps on scenery?
The 'popping' on the switch between LOD-levels in scenery.
I notice the shadow's are still a little grainy? post-process blur not applied yet?
The popping in of the terrain LOD's is very disturbing in my opinion.
The lan lag when the two trucks are entering the sandpath (sure it's because lan is just implemented)
I know it's still an alpha but these where the things that came to my eye. Fix these issues and it's perfect!! I'm not bashing outerra or something, it's just positive critisism!
I reaaally like the video, it's just 100X sharper and better than any other planet renderer!
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Do u plan differnet FoV (Fied of View) Options? And another Idea, what about Freetrack? http://www.free-track.net/english/
FOV can be set, and there's also a zoom function mapped on the mouse wheel, but it wasn't used in the video.
And yes, head tracking would be very handy here.
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No bump/normal maps on scenery?
The 'popping' on the switch between LOD-levels in scenery.
I notice the shadow's are still a little grainy? post-process blur not applied yet?
No bump maps yet, and the shadow is not blurred either.
The popping is noticeable mainly on sharp slopes, basically where there is a wall in reality, that is now via terrain shape. And the main problem isn't so much the geometry change, but abrupt changes in generated textures. Two things will change that - terrain cannot be used to make such vertical features and there will have to be a wall model instead, and the transitions between LOD levels will be morphed.
The lan lag when the two trucks are entering the sandpath (sure it's because lan is just implemented)
Yes, there's no interpolation to hide the jitter of engine threads, it's not even a network problem but a problem of physics synchronization etc.
The networking is very crude, it was something patched up very quickly to liven up the scenes :)
Thanks!
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No bump/normal maps on scenery?
The 'popping' on the switch between LOD-levels in scenery.
I notice the shadow's are still a little grainy? post-process blur not applied yet?
No bump maps yet, and the shadow is not blurred either.
The popping is noticeable mainly on sharp slopes, basically where there is a wall in reality, that is now via terrain shape. And the main problem isn't so much the geometry change, but abrupt changes in generated textures. Two things will change that - terrain cannot be used to make such vertical features and there will have to be a wall model instead, and the transitions between LOD levels will be morphed.
The lan lag when the two trucks are entering the sandpath (sure it's because lan is just implemented)
Yes, there's no interpolation to hide the jitter of engine threads, it's not even a network problem but a problem of physics synchronization etc.
The networking is very crude, it was something patched up very quickly to liven up the scenes :)
Thanks!
Exactly the answers i was expecting :D! Well again: It looks marvelous!
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It looks like your engine is handling the vehicle details pretty well. How many polys is that Tatra truck? What kind of performance do you think you would get if there were 300 Tatras driving around?
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Hello, this Engine is absolut FANTASTIC!!!
I have never seen a better Game Engine till day. The Infinity Game Engine is not such good like your Engine.
Is it possible to make Caves? I mean like in the film Independence Day the Area 51?
Is it possible to make a Alienship in the Athmospheric like in Independence Day?
Can we import a helicopter Model for to fly like the Chessna?
Thanks in Advance for replay.
halobungie
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Is it possible to make Caves? I mean like in the film Independence Day the Area 51?
Is it possible to make a Alienship in the Athmospheric like in Independence Day?
Can we import a helicopter Model for to fly like the Chessna?
Though I don't remember caves in the movie, caves and tunnels will be supported later, I think I've been writing about that in some thread already.
Alien ships - of course, no problem with that if it's just a static model. With some physics defined it doesn't have to be static.
Helicopters will be supported too, once we get a working flight physics in JSBSim.
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Great video! I'd love to fly there already :)
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How many polys is that Tatra truck?
Tatra has around 40 000 faces.
What kind of performance do you think you would get if there were 300 Tatras driving around?
Performance will be much better when we implement LOD switching, we'll do some tests with similar scenario then.
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Wrong thread I know ... but what 3d app are you guys using for the models? I'm familiar with Lightwave 9.6, and might be interested in doing a few things for you guys in the near future as far as static models (houses, buildings, and such). Can someone post a more detailed post on your needs? Especially concerning file formats, normal/displacement mapping, UVs, etc? If I can find the time, I can do some "American-style" homes and such. :)
Tech looks great so far. I'm drooling :)
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Well I am done. There is nothing else to see on the internet.
I have literally plastered that link to everyone in my Google Talk. Excellent job of showing off the engines features (minus space) and the only disappointment is we didn't go to Fractalopolis!
Why not record these in 1080P if the engine can render and output without any issues?
Also Thank you for the sunset. Went a bit too fast but .. cry
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Well I am done. There is nothing else to see on the internet.
I have literally plastered that link to everyone in my Google Talk. Excellent job of showing off the engines features (minus space) and the only disappointment is we didn't go to Fractalopolis!
Why not record these in 1080P if the engine can render and output without any issues?
Also Thank you for the sunset. Went a bit too fast but .. cry
Thanks :)
We can record in 1080p, in fact we did some such clips, but there are two problems - editing such videos is rather slow (using Blender sequence editor), and we haven't had luck of getting it process correctly by Youtube - somehow it makes it uglier than 720p version. Hm, maybe it's a problem of 30fps we are using, not 24.
Fractalopolis was in fact not designed for visiting, looks good only from distance - there was no time for proper models etc. And, shame, it wasn't created by a fractal process either. But its time shall come :)
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Youtube - somehow it makes it uglier than 720p version. Hm, maybe it's a problem of 30fps we are using, not 24.
30 frames should be fine. May have to do with the Video Codec you use in the final rendering or the bitrate. I have done several tests with 1080P in YT and it can be finicky. http://www.youtube.com/watch?v=d-bP_5re0xo&fmt=37
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Great job, as always.
I have a few questions if you don't mind.
- How much of the landscape was hand-edited for the video, eg. did you do alot of "I want a forrest here" or did you pretty much leave it all to fractals?
- On the final into Lukla we can see a foot-path, and there is a tree that's almost on top of it. Do footpath not clear their path, in other words, is that intentional? (btw. the footpath kinda sticks out alot I think)
- The buildings...I won't critisice them again, but, well you know, it's been said before. Don't worry though, concentrate on code.
- Road markings seem to change to solid (from dotted) in corners, is that automatic depending on corner radius, or hand-edited?
- I assume road signs are placed manually?
- In a flightsim game responsive Instruments are key, even if the outside display can't be rendered quite as smooth. Simularly, some instruments are much more important than others. Please think about allowing driving instruments at higher priority and individual frame rates.
- Are you worried about MS Flight taking away your thunder?
- What are the next steps? Any plans to get the community involved in content creation (building models, tree models, road textures, etc.?)
Thanks, and as always, keep up the great work!
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(http://img.photobucket.com/albums/v504/F12Bwth2/Game%20Screens/Outerra-Himalayastripmp4_snapshot_0615_20100819_035926.jpg)
HA!
Also saw the sign leading up to Angrypig's cottage. Nice stuff.
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Forests are completely determined by fractal algorithm and terrain attributes. Only the roads and transitional areas on their sides will remove the trees now, and in the case of the foot path they are extremely narrow and sometimes the trees, which are displaced from their grid positions by random amounts, get misplaced into the roads.
Road markings can be assigned manually when placing way points, i.e. on each way point you can change marking style (and many other attributes). It's not automatic because rules for that are complex, need to consider lines of sight from both sides etc. There may be an automatic generator once, suggesting the markings to be optionally overridden.
Road signs are placed manually as well.
We can't be really worried about MS Flight, we never intended a sole flight simulator anyway and there's no reason to remove flight sim functionality from a global world+vehicle simulator just because there are specialized simulators, is there? We'd like to be appealing mainly for people who dream about a universal simulator, and neither MSF nor AFS will be one.
Next steps .. optimizing and solving several issues to release the demo. Custom content creation should come after the demo is out.
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Forests are completely determined by fractal algorithm and terrain attributes. Only the roads and transitional areas on their sides will remove the trees now,
That's awesome, it looks very natural. The second flying part after coming over that ridge and reveiling the vast forests beyond I went WOW :-)
and in the case of the foot path they are extremely narrow and sometimes the trees, which are displaced from their grid positions by random amounts, get misplaced into the roads.
I see, that makes sense, no biggie.
Road markings can be assigned manually when placing way points, i.e. on each way point you can change marking style (and many other attributes). It's not automatic because rules for that are complex, need to consider lines of sight from both sides etc. There may be an automatic generator once, suggesting the markings to be optionally overridden.
Road signs are placed manually as well.
I see what you mean, still I believe for roads coming from vector data perhaps it could be done automatically for narrow corners.
We can't be really worried about MS Flight, we never intended a sole flight simulator anyway and there's no reason to remove flight sim functionality from a global world+vehicle simulator just because there are specialized simulators, is there? We'd like to be appealing mainly for people who dream about a universal simulator, and neither MSF nor AFS will be one.
Makes sense, and it's not certain in any way what it will be anyhow. For all we know it might be an arcade shooter style game.
Next steps .. optimizing and solving several issues to release the demo. Custom content creation should come after the demo is out.
Sounds good. Any progress on the ATI driver side?
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You guys seem to have hit a chord across a wide gamut of imaginations, judging from reactions to the media you've released so far. May that be the key to your success!
Road signs are placed manually as well.
Would dynamic signage generation be an appropriate feature for the engine, or would you rather see that implemented on a per-project basis? (You're eventually going to be procedurally generating geometry and textures for flora, right?)
P.S. Major kudos for being so responsive to your community!
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Would dynamic signage generation be an appropriate feature for the engine, or would you rather see that implemented on a per-project basis? (You're eventually going to be procedurally generating geometry and textures for flora, right?)
Well, it probably depends on usage. For a simulator I imagine that eventually one would want to place the signs according to reality, but for a world building game you'd probably want to generate them automatically when you are placing a road. They will be also country-dependent. So probably engine should not deal with that.
And yes, the geometry and textures for flora should be generated procedurally one day, to both introduce a procedural variability and to allow for seamless generation of all detail levels.
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Wrong thread I know ... but what 3d app are you guys using for the models? I'm familiar with Lightwave 9.6, and might be interested in doing a few things for you guys in the near future as far as static models (houses, buildings, and such). Can someone post a more detailed post on your needs? Especially concerning file formats, normal/displacement mapping, UVs, etc? If I can find the time, I can do some "American-style" homes and such. :)
There should be some guidelines for that, I hope Angripig will provide it before the demo so we can include some of your creations within stock objects there.
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Congrats on the video...Amazing stuff!
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Your finest video yet! Nice to see human figures in the Tatra trucks! Also, is the view outside of the trucks towards the end where the Tatra comes toward us and then goes down the road from the point of view of a human?
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Your finest video yet! Nice to see human figures in the Tatra trucks! Also, is the view outside of the trucks towards the end where the Tatra comes toward us and then goes down the road from the point of view of a human?
Yes, there's a first person view controller already .. forgot to mention it in the blog :)
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I assume you cannot enter and exit vehicles yet. That will be needed before any demo.
I have an idea for the next video.
[Drive the tatra.. Down Mt Everest.]
A plane can do a fly-over. And actually what would the plane hitting the ground look like? I know there isn't a damage model but how does the physics handle the collision with the ground?
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I assume you cannot enter and exit vehicles yet. That will be needed before any demo.
You can enter/exit vehicles already.
I have an idea for the next video.
[Drive the tatra.. Down Mt Everest.]
Oh .. another one.
It won't work currently because the collision with displaced terrain slopes isn't correct yet. And we aren't rushing to implement it because somehow we don't feel the urge to drop things down the rocks :)
Colliding with the ground in a higher speed now means appearance of forces pushing the object back. These forces can be so high that they would damage the model if it was possible, but currently it just sinks underground until the forces push it back on the surface.
I think the plane physics will stop the simulation after reaching some critical values.
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Could I be more inspired? Probably not. Fantastic clip!
It's nice to be part of following something great!
edit: I've now trans-coded this clip to my phone and will be shamelessly showing people...
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From and VR Artists perspective, from a model makers perspective and a machinamists perspective, this is very very impressive.
I was so immersed I did not feel I was in a computer generated simulation. The flow/movement of the models/vehicles was 'natural', so was the look of the terrain, random like nature, not tiled textures etc. I can only imagine looking back in 6 months time, and being continuously impressed by the work and talent I am witnessing.
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Thanks everybody. The video seems to generate a lot of positive feedback, and that is quite encouraging.
I was so immersed I did not feel I was in a computer generated simulation. The flow/movement of the models/vehicles was 'natural', so was the look of the terrain, random like nature, not tiled textures etc.
Yes, and while there are lots of bugs and missing features, it begins to feel like a world to live in :)
I hope the the full climate support and additional vegetation will make it much better yet.
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the video looks great and i think this will be a very great game.
but i have two questions :
1) can you tell me when this will come out i know you are at the early stage but atleast can you estimate when it will be out ?
2)i saw in the video that you never move you view inside the plane or in the car so is this view static ?
i mean can i move the head inside the vechile and see all gauges .
and can you make a demo for us so we can fly(pleeeeeeeeeeeeeeease).
thanks for this great video and game.
and sorry for my english...
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Well it's not a game yet, just a terrain engine with simulator capabilities. Thus we can't possibly tell when a game using it will come out, but we ought to start working with some developers early in 2011. But the demo should be out this year for sure :)
2)i saw in the video that you never move you view inside the plane or in the car so is this view static ?
i mean can i move head inside the vechile and see all gauges .
Actually we are moving the head at 5:39 in Cessna and at 8:45 in Tatra. The lack of movement otherwise results from our inability to control both joystick and mouse at the same time - a head movement tracker would help greatly here.
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Actually we are moving the head at 5:39 in Cessna and at 8:45 in Tatra. The lack of movement otherwise results from our inability to control both joystick and mouse at the same time - a head movement tracker would help greatly here.
Please do get in touch with the TrackIR guys and enable it. From what I understand its quite easy to integrate.
It is seriously the best investment I have ever made for gaming. The difference is like playing with a keyboard vs a joystick. Or having 2d vs 3d graphics. I was very hesitant at first, but try it, but be warned, you can never go back to gaming without it. Seriously.
(I am not affiliated with them in any way)
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Yes, but free-track too ;) . Its easy to build this tracker by yourself.
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Well since were on a tear.. The FREE Face Tracking API works very well with the correct webcam. http://www.youtube.com/watch?v=GWFnYgdBWJM&fmt=22
**added the word FREE**
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Yes, but free-track too ;) . Its easy to build this tracker by yourself.
I'm sure it is, I'm just not good with....well, building stuff. So I took the easy way out :-)
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Purely amazing.
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Just got back from a trip to Belize. I also got to fly in a couple of Cessnas while I was down there and I have to say they are pretty nice planes.
Great 13 minute video! I laughed when I saw the fractopolis and Angrypig road signs! Also cool that you got a LAN going already. I do think though that you should have shown ground/space transition somewhere in the video.
Also are you planning on adding any more features before you release the demo? I think that trees becoming 3d models when close is a pretty important feature for the demo.
Anyways, as many others have said, keep up the good work!
By the way, what is the english translation for the sign underneath the Angrypig sign?
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So you are saying that demo should not be released until there's a switch to tree models when close? :)
The sign says хищник, a predator in Russian. It's a nickname our 3D artist got when I met him on a bus stop after my first lesson of Russian language back at high school, with an unpleasant and scary teacher who obsessed over pronunciation of щ letter (sh-tch), repeating the word several times while smiling dangerously (like I will get your щ to order by the end of the year!).
He later changed it to chyshney, removing the tch sound altogether, and so he's still known by that name after some looong years.
He's got unbelievable problems trying to spell his email address to others, and I'm still reminding him occasionally about the origins :)
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wow u know russian? i'm very impressed, now i think i will buy this game for certain :D (once i bought one...)
also the dirt road in the hills looks very natural with flat middle section covered with grass. hope the ground will be brown once (just like real) and we will see rails in the upcoming demo...
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We are from Eastern Block, Russian was mandatory back then. Being in the Slavic language group, it both helped the ability to understand it and hindered the ability to express ourselves in it :)
Too bad my skills in Russian are mostly gone nowadays, I'm only switching to reading it after English translator can't make sense :(
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i'm doing some "promotion" to ur engine here in russia :D can help with translation and some linguistics, if u need this, of course.
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i'm doing some "promotion" to ur engine here in russia :D can help with translation and some linguistics, if u need this, of course.
I just noticed that ddenn (http://www.outerra.com/forum/profile.php?id=293) is doing some active translation services for Outerra on x-plane.su (http://x-plane.su/forum/viewtopic.php?f=12&t=2975) forums too :D
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cool. ty for link. it's coming. i'm jumping in...
he's doing holywars about implementation in flightsims. that's not primary goal for outerra i know.
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I just noticed that ddenn (http://www.outerra.com/forum/profile.php?id=293) is doing some active translation services for Outerra on x-plane.su (http://x-plane.su/forum/viewtopic.php?f=12&t=2975) forums too :D
Yes, I'm very impressed with you work. Hoping for civil avsim in coming years on you engine :) Thanks for you work.
P.s. And I'm not doing any holywars, Blockaderunner.
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Sorry I haven't been doing too much promoting, it's just that I don't know much about the technical aspects of these engines, and thus I have a limited selection of places I can do promoting in. But I will try some more. :D
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Is there a Nocockpitview integreate in the Demo? The Camera is at the Front of the Vehikles in that case. Would be nice for a free View. ;)
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Is there a Nocockpitview integreate in the Demo? The Camera is at the Front of the Vehikles in that case. Would be nice for a free View. ;)
Can be added easily.
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Is there a Nocockpitview integreate in the Demo? The Camera is at the Front of the Vehikles in that case. Would be nice for a free View. ;)
Can be added easily.
Actually, One of the features I am trying to get them to incorporate into rFactor2 is the ability to move the camera's viewpoint and FOV (I use my analog joystick which is great) then save that view with a modifier and one of the Function keys. So Ctrl+F1 saves to slot one and to load you press F1. Kind of like radio presets. I imagine the view saves would be per vehicle type.
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Is there a Nocockpitview integreate in the Demo? The Camera is at the Front of the Vehikles in that case. Would be nice for a free View. ;)
Can be added easily.
Actually, One of the features I am trying to get them to incorporate into rFactor2 is the ability to move the camera's viewpoint and FOV (I use my analog joystick which is great) then save that view with a modifier and one of the Function keys. So Ctrl+F1 saves to slot one and to load you press F1. Kind of like radio presets. I imagine the view saves would be per vehicle type.
MSFS does that, I agree its very useful when ur in some heavy iron.
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I miss the sandy Areas on the Grassland from older Screenshots. It was a good Thing for a change.
Another Thing is, the Mountains have a bit to mutch rocky Areas for my Opinion.
(...cant wait for the Demo. I realy like ur work! :) )
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Ok, sorry i looked again. The sandy Areas allmost there, only a bit smaller or something.
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Yeah, the fractal distribution changed a bit. It will change many times yet :)
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It looks incredible!