Outerra forum

Outerra Engine => Development screen shots and videos => Topic started by: cameni on October 25, 2013, 11:34:39 am

Title: Preview screens of early biome support
Post by: cameni on October 25, 2013, 11:34:39 am
A couple of screens from the biome development branch. Uses colors from Blue Marble together with auxiliary data - vegetation density index that drives the fractal mixer controlling where trees and grass grow, and their ratio to the bare land.

Though not finished, it already makes the world much more interesting.

(http://i.minus.com/je5E2012ABA9E.jpg) (http://minus.com/le5E2012ABA9E)
(http://i.minus.com/jS8hmYsk9NcVb.jpg) (http://minus.com/lS8hmYsk9NcVb)
(http://i.minus.com/jboXXM6gHPLpk6.jpg) (http://minus.com/lboXXM6gHPLpk6)
(http://i.minus.com/jEr4UrnN08in1.jpg) (http://minus.com/lEr4UrnN08in1)
(http://i.minus.com/jbw0dt5Js88zde.jpg) (http://minus.com/lbw0dt5Js88zde)
(http://i.minus.com/jMealulR97CEC.jpg) (http://minus.com/lMealulR97CEC)
(http://i.minus.com/jburcSTG73scy.jpg) (http://minus.com/lburcSTG73scy)
(http://i.minus.com/jnyOpjNmcN4rU.jpg) (http://minus.com/lnyOpjNmcN4rU)
(http://i.minus.com/jyDnb7CiYjrIV.jpg) (http://minus.com/lyDnb7CiYjrIV)
(http://i.minus.com/jb0YeDfYU5WrIo.jpg) (http://minus.com/lb0YeDfYU5WrIo)

This is basically the first stage of the biome support, aiming to make the colors right from altitude and with vegetation density corresponding to the given biome type. It doesn't yet use different textures for different land types, nor different types of vegetation.

Things to do:

Title: Re: Preview screens of early biome support
Post by: PytonPago on October 25, 2013, 11:41:23 am
That looks really awesome, when more biotops are present. The sea tinting is a weird thing doe, is the grass getting the color from the ground-texture ?
Title: Re: Preview screens of early biome support
Post by: foxfiles on October 25, 2013, 12:01:36 pm
Impressive results again ! congrats
Title: Re: Preview screens of early biome support
Post by: C. Shawn Smith on October 25, 2013, 12:53:27 pm
Man, I've got to get my main computer up and running again.  I'm missing out on all the cool stuff!
Title: Re: Preview screens of early biome support
Post by: ZeosPantera on October 25, 2013, 01:10:52 pm
NOW we must put an end to the plague that is evergreen trees!
Title: Re: Preview screens of early biome support
Post by: Bartolomeus on October 25, 2013, 01:56:06 pm
Looks great so far! Great work.

Marko
Title: Re: Preview screens of early biome support
Post by: James on October 25, 2013, 02:45:32 pm
Looks amazing! And thanks for updating us!
Space views are going to look even more amazing, and sitting in a flat area that should be a desert but all I see it grass shouldn't disorient me anymore. XD
Title: Re: Preview screens of early biome support
Post by: Majority on October 25, 2013, 02:54:18 pm
Amazing, looking better and better!
Title: Re: Preview screens of early biome support
Post by: PytonPago on October 25, 2013, 04:11:32 pm
Just the thought, will it be compatible whyte the LotR World map, i imagine some stuff is location-based and so predefined ... ?
Title: Re: Preview screens of early biome support
Post by: Jonathan on October 25, 2013, 04:12:33 pm
That is so awesome!
Title: Re: Preview screens of early biome support
Post by: cameni on October 25, 2013, 04:36:25 pm
Just the thought, will it be compatible whyte the LotR World map, i imagine some stuff is location-based and so predefined ... ?
ME-DEM guys will have to update their datasets. The elevation data remain compatible, color & vegetation datasets are separate, but ME world used a special forest map texture that's not compatible with the new system.
Title: Re: Preview screens of early biome support
Post by: monks on October 25, 2013, 08:24:29 pm
Exquisite. This is one bad ass engine.

 Guys we have a make process which can spit out the various things we need. We can change what we output so we'll be able to adjust it. Would be amazing to see Mordor next to The White Mountains WOOO!

monks
Title: Re: Preview screens of early biome support
Post by: 7HUND3R on October 25, 2013, 09:59:58 pm
Very very good.
Title: Re: Preview screens of early biome support
Post by: Redrobes on October 26, 2013, 10:34:09 am
Exquisite. This is one bad ass engine.

 Guys we have a make process which can spit out the various things we need. We can change what we output so we'll be able to adjust it. Would be amazing to see Mordor next to The White Mountains WOOO!

monks
Ahhh , AWESOME ! Yes we have those files and we can put this together in no time at all. So we can have MeDem with proper M.E. forests now and set up some of the other notable areas like Mordor, Brown lands and the rocky or desert regions. Magic - I can see us attempting this real soon.
Title: Re: Preview screens of early biome support
Post by: Abc94 on October 26, 2013, 03:10:10 pm
Very cool!

How long until we will get to see this in the development version?
Title: Re: Preview screens of early biome support
Post by: cameni on October 26, 2013, 04:01:01 pm
I'd like to pre-release a new separate build in a week or so, after fixing the major issues. I'm still in process of tuning the mixer and filters, right now there are many places with wild colors and odd shapes.

Some more screens from the development:

(http://i.minus.com/j46it297zF2Kx.jpg) (http://minus.com/l46it297zF2Kx)
(http://i.minus.com/jPUyj1yC31LFA.jpg) (http://minus.com/lPUyj1yC31LFA)
(http://i.minus.com/jGrQMp0CFC45i.jpg) (http://minus.com/lGrQMp0CFC45i)
(http://i.minus.com/j0kSSC5is9YEP.jpg) (http://minus.com/l0kSSC5is9YEP)
(http://i.minus.com/jAQXT9awigRQ7.jpg) (http://minus.com/lAQXT9awigRQ7)
(http://i.minus.com/jbm8pzyfNk5pwX.jpg) (http://minus.com/lbm8pzyfNk5pwX)
(http://i.minus.com/j5A2LW9zYT5Yd.jpg) (http://minus.com/l5A2LW9zYT5Yd)
(http://i.minus.com/jvAEvnIwQ3DuH.jpg) (http://minus.com/lvAEvnIwQ3DuH)
Title: Re: Preview screens of early biome support
Post by: Abc94 on October 26, 2013, 05:40:25 pm
Look forward to it.  :)

The way the different grass colours blend into each other in some of those shots looks really nice.
Title: Re: Preview screens of early biome support
Post by: Jagerbomber on October 26, 2013, 07:59:01 pm
While first looking at the center of the 2nd and 3rd pictures, it looks real...
Title: Re: Preview screens of early biome support
Post by: PytonPago on October 26, 2013, 11:49:00 pm
Low tatras will be marvelous whyte those last screens colors ...

Could the colour/vegetation datasheets be "dynamic" in the further future ? I mean, if a simulation of climate-change in a certain region or globally could be done by lets just say making a set of datasheets, giving the program an order of them an it would over an predefined time adjust the biomes from one to another datasheet ? Can quite imagine, that certain people would like do some global weather simulations - maybe even if a certain mode would be possible, where some parameters could be user-changed (temparature, regional-based water waporisation or condensation in massive scales) and the datasheet would have some complex change functions (i dont mean you should do those (its a damn complicated thing to tamper whyte the weather), but i figure that many hydro-meteorological workers would be nicely appreciating this way of simming in the far future - maybe even whyte a way to change height-data and river vectors accordingly - just like simulating the creation of a canyon over centuries or water slip/weight erosion on certain areas - the different ground types whyte theyr own water absorbance, friction constants etc. have a nice potential to be used this way in it) way to adjust to such parameters ...

This way of weather/terrain change-visualization would be neat, even if the changing datasheets would possibly come from another computing unit (like one of those SuperComputers they run such things in realz, but just in numbers :D ) and OT would just visualize it.

For gamers, a lighter version of that would be interesting for terraforming or imagine just an computing script that changes a planets regional weather characteristics and accordingly its surface whyle you are traveling the space to AlphaCentauri and back on slower than light speeds. :D

Title: Re: Preview screens of early biome support
Post by: montieris on October 27, 2013, 04:58:43 am
Looks fantastic!

Could the colour/vegetation datasheets be "dynamic" in the further future ?

This. For example soil would become darker after rain. Or rocky terrain more glossy.
Title: Re: Preview screens of early biome support
Post by: Bartolomeus on October 27, 2013, 06:42:07 am
Wow...that looks awesome! Looking forward to get the update. :)

Marko
Title: Re: Preview screens of early biome support
Post by: SpaceFlight on October 27, 2013, 07:08:33 am
Amazing!  :D
Title: Re: Preview screens of early biome support
Post by: 2eyed on October 27, 2013, 11:16:24 am
That's nice!
Is  there a degradation of colormap resolution towards the poles? If so, can it be compensated?
The blue marble data I saw has darker shaded southern flanks in mountainous regions. How does that look in OT?
Title: Re: Preview screens of early biome support
Post by: pico on October 27, 2013, 12:30:32 pm
 :)
Title: Re: Preview screens of early biome support
Post by: aWac9 on October 27, 2013, 04:35:58 pm
well-done
:)
Title: Re: Preview screens of early biome support
Post by: cameni on October 27, 2013, 05:10:19 pm
Is  there a degradation of colormap resolution towards the poles? If so, can it be compensated?
The blue marble data I saw has darker shaded southern flanks in mountainous regions. How does that look in OT?
Input data are in sinusoidal projection, so the resolution remains the same. I did notice some odd dark spots on some mountains, not sure if that's what you mean. I had to clamp the luminance to suppress them.

Could the colour/vegetation datasheets be "dynamic" in the further future ? I mean, if a simulation of climate-change in a certain region or globally could be done by lets just say making a set of datasheets, giving the program an order of them an it would over an predefined time adjust the biomes from one to another datasheet ?
It is supposed to be dynamic ultimately, if for nothing else than to handle the seasonal changes. I guess it can be then extended to handle more radical changes ...
Title: Re: Preview screens of early biome support
Post by: foxfiles on October 28, 2013, 07:58:12 am
Beautiful  ::)
Title: Re: Preview screens of early biome support
Post by: Timmo on October 28, 2013, 04:38:19 pm
Yess! Looking awesome guys, this has really moved the engine up a notch
Title: Re: Preview screens of early biome support
Post by: DivineSense on October 28, 2013, 04:40:08 pm
Wow, this looks amazing! Good luck with the debugging!
Title: Re: Preview screens of early biome support
Post by: 2eyed on October 28, 2013, 05:15:09 pm
 What I meant was: the blue marble color data I have, has also height information imprinted, which may result in wrong colors due to shading.
Title: Re: Preview screens of early biome support
Post by: cameni on October 28, 2013, 05:19:50 pm
There are many versions, we are using raw data (http://visibleearth.nasa.gov/view.php?id=73570).
Title: Re: Preview screens of early biome support
Post by: Orion on October 28, 2013, 05:21:00 pm
Oh my gosh...  That's amazing!  Very nice looking work. :)
Title: Re: Preview screens of early biome support
Post by: foxfiles on October 29, 2013, 05:04:14 am
Hummm impressive !!!
They say " regular grid spacing of 0.004166667 degrees per pixel "  :o
I'm curious to have an idea of this grid size, Cameni, please can you tell us how much it is in meters, on the ground?
Title: Re: Preview screens of early biome support
Post by: cameni on October 29, 2013, 06:20:20 am
It's 86400 pixels around the 360° circle, so on the equator it's roughly 464m resolution.
Title: Re: Preview screens of early biome support
Post by: foxfiles on October 29, 2013, 06:45:29 am
Thank you Cameni,
this will be a quantum leap for OT !
adding the cloud rendering, FBX importer, cyl/spheric projections, etc, etc... = highly significant advances
Title: Re: Preview screens of early biome support
Post by: KelvinNZ on October 31, 2013, 04:06:59 am
Biomes looking much better than the original bland land. So, even with the imperfections in the Biomes it looks good enough to trial. Besides, I can then start mucking around with different textures to see how crazy or amazing an area can look   :o
Title: Re: Preview screens of early biome support
Post by: ZeosPantera on October 31, 2013, 04:18:30 am
We need new trees. I keep looking at this old gallery http://imgur.com/a/ZPZFk (http://imgur.com/a/ZPZFk) and saying how amazing it looks. THAT is what needs to be next. Just native 2d trees in biomes.
Title: Re: Preview screens of early biome support
Post by: PytonPago on October 31, 2013, 07:05:55 am
We need new trees. I keep looking at this old gallery http://imgur.com/a/ZPZFk (http://imgur.com/a/ZPZFk) and saying how amazing it looks. THAT is what needs to be next. Just native 2d trees in biomes.

That would be awesome till 3D trees come up !
Title: Re: Preview screens of early biome support
Post by: James on November 03, 2013, 01:40:58 am
I was just wondering if the to-do list is ever updated? Just wondering so I know if I should stalk this, and every other sneak peek thread, to see where it's at.