Outerra forum
Outerra Engine => Development screen shots and videos => Topic started by: cameni on October 25, 2013, 11:34:39 am
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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:
- masking out the colors of lakes - since the lakes aren't supported yet, these colors make blue and turquoise grass
- the same with the seas - since the color map is rough (500m), the blue color has a tendency to leak onto shores, giving the vegetation a bluish tint
- filtering square artifacts - especially visible on the vegetation growing along rivers flowing through otherwise dry land
- using a global rock map, changing the rock types to fit the surrounding environment
- distilling snow from the color map - snow needs to be applied dynamically. Also, it's currently applied in places considered freezing, but without looking at the precipitation values.
- using data from all seasons - currently it's using the data set from May
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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 ?
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Impressive results again ! congrats
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Man, I've got to get my main computer up and running again. I'm missing out on all the cool stuff!
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NOW we must put an end to the plague that is evergreen trees!
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Looks great so far! Great work.
Marko
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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
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Amazing, looking better and better!
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Just the thought, will it be compatible whyte the LotR World map, i imagine some stuff is location-based and so predefined ... ?
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That is so awesome!
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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.
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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
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Very very good.
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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.
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Very cool!
How long until we will get to see this in the development version?
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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)
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Look forward to it. :)
The way the different grass colours blend into each other in some of those shots looks really nice.
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While first looking at the center of the 2nd and 3rd pictures, it looks real...
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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
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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.
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Wow...that looks awesome! Looking forward to get the update. :)
Marko
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Amazing! :D
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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?
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:)
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well-done
:)
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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 ...
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Beautiful ::)
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Yess! Looking awesome guys, this has really moved the engine up a notch
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Wow, this looks amazing! Good luck with the debugging!
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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.
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There are many versions, we are using raw data (http://visibleearth.nasa.gov/view.php?id=73570).
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Oh my gosh... That's amazing! Very nice looking work. :)
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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?
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It's 86400 pixels around the 360° circle, so on the equator it's roughly 464m resolution.
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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
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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
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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.
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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 !
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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.