Outerra forum
Outerra Engine => Development screen shots and videos => Topic started by: angrypig on June 21, 2012, 01:52:03 pm
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Hi guys,
I just added new head simulation to cockpit camera (the old one was buggy and not plausible), please forgive me missing self-shadowing (new shadow mapping is the next task) and buggy object normals and propeller. :) Model is imported with new importer and is rendered with new object pipeline which is much faster than the old one (and is using much more complex shaders).
new features:
- physically based lighting model (realistic speculars, simpler material definition - just two parameters which can be provided by textures)
- normal mapping
- sky color reflections (this will be replaced by real-time generated environment map)
- new cessna interior
- fixed camera vs terrain collisions
- improved follow camera (video is coming)
- frustum culling is working for all objects dynamic and static
Outerra: cockpit head simulation (http://www.youtube.com/watch?v=00zWIs-bTik#ws)
(http://i.minus.com/jr9VoQ2zpLOYt.png) (http://minus.com/lr9VoQ2zpLOYt)
(http://i.minus.com/jboXYUErwA1mjX.png) (http://minus.com/lboXYUErwA1mjX)
(http://i.minus.com/jCXhONmfuig1V.png) (http://minus.com/lCXhONmfuig1V)
(http://i.minus.com/j8AXO1Tf3hOld.png) (http://minus.com/l8AXO1Tf3hOld)
(http://i.minus.com/jglzNGBo08Yta.png) (http://minus.com/lglzNGBo08Yta)
(http://i.minus.com/jbtYgV6DaNzinY.png) (http://minus.com/lbtYgV6DaNzinY)
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Hi guys,
I just added new head simulation to cockpit camera (the old one was buggy and not plausible), please forgive me missing self-shadowing (new shadow mapping is the next task) and buggy object normals and propeller. :) Model is imported with new importer and is rendered with new object pipeline which is much faster than the old one (and is using much more complex shaders).
new features:
- physically based lighting model (realistic speculars, simpler material definition - just two parameters which can be provided by textures)
- normal mapping
- sky color reflections (this will be replaced by real-time generated environment map)
- new cessna interior
- fixed camera vs terrain collisions
- improved follow camera (video is coming)
- frustum culling is working for all objects dynamic and static
* removed video and images
Wow it's looking really good, looks far more realistic although just one thing, the interior could use some ambient occlusion (it's lacking depth/shadow) the cockpit looks nice though :)
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Yea cool.
Will there be support for TrackIR? :D
That would be great.
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Yes Track IR support would be great. But the head camera is great and nice looking interior!
Marko
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Great news, can´t wait to test the importer ;D.
Is it limited to 64000 vertices per mesh like cryengine or is it possible to import complex assets in one go?
Is physicalise automatic, and materials/textures/uv maps?
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Looks very promising.
OFF-Topic: Ever thought of "copy pasting" the Outerra symbol on the fuselage of the plane, perhaps in black? It may give the plane a slightly more lively look :)
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Looking for very nice! Especially like the interior there.
monks
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Great news, can´t wait to test the importer ;D.
Is it limited to 64000 vertices per mesh like cryengine or is it possible to import complex assets in one go?
That limitation is 65536 vertices exactly and yes we have this limitation too, there is good reason for that. But if you have a larger mesh you can split it into smaller ones and the result will be the same...
Is physicalise automatic, and materials/textures/uv maps?
What do you mean with physicalise automatic?
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All is coming along swimmingly.
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Great news, can´t wait to test the importer ;D.
Is it limited to 64000 vertices per mesh like cryengine or is it possible to import complex assets in one go?
That limitation is 65536 vertices exactly and yes we have this limitation too, there is good reason for that. But if you have a larger mesh you can split it into smaller ones and the result will be the same...
Is physicalise automatic, and materials/textures/uv maps?
What do you mean with physicalise automatic?
I mean collission detection.
Hope some kind of group/layer is possible so complex objects can be imported/placed in an effective manner.
Since populateing a world this size needs effective tools, Cityengine/Cityscape/Ghosttown for 3ds Max are able to generate huge urban areas.
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I just added new head simulation to cockpit camera
very very cool and efficient !
question : could you add sounds based on the contact(s) and impacts with the ground? I imagine hearing the booms when you impact the GRD and the rolling noise also, ;D Might be difficult to find the good "believable" sounds for these behaviors but this would be more and more fun !
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I just added new head simulation to cockpit camera
very very cool and efficient !
question : could you add sounds based on the contact(s) and impacts with the ground? I imagine hearing the booms when you impact the GRD and the rolling noise also, ;D Might be difficult to find the good "believable" sounds for these behaviors but this would be more and more fun !
I plan to do that especially squeaking sounds on hard impact... :)
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[I plan to do that especially squeaking sounds on hard impact... :)
Super ! I'm already hearing them watching your video ;D not only very funny but very realistic too
( as you are in this, please leave some space for future D-BOX Motion Code in your algos :) )
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I´m a flightsim nut, so could go berserk in wet dreams for Outerra 8)
Still the importer is the tool that will get this wonderful engine rollin big time with all fans i think, and will infect other fans too ;)
I understand the complex parts of it, but if possible implement a robust pipeline ala Unreal SDK, not the joke Cryengine used to be before outsiders fixed it.
Then I suspect Crytek has a $ reason for it´s stupid official pipeline, as Dice.
Money.