Outerra forum
Outerra Engine => Development screen shots and videos => Topic started by: cameni on February 07, 2016, 03:40:57 pm
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https://www.youtube.com/watch?v=xmjd_H3Cpno
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Wow, beautiful.
Like you said, Youtube compression destroys the video quality. Would it be possible to download a higher quality (less compressed) version of the video somehow?
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So how does the river nile look? and does it flow the right way!
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Do toilets swirl the other way on the Northen Hemisphere? These are important details we must not omit! :P
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Awesome! But it makes me cry the video is so compressed. I will immediately do a 60fps one in 1080p whenever this is released. =D
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River data quality in OSM varies, some areas are good but some are very rough or missing. I haven't seen the Nile yet ... this here is Danube with Morava tributary.
Full video was 900MB, here's it on Gdrive (https://drive.google.com/file/d/0B2spgr2B2dvNQWVjQ1UzdkhqYjA/view?usp=sharing).
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Ah, that's much better. Really nice how gloomy/ the world becomes once it starts raining
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! well done ¡
:)
https://youtu.be/1Sumv_9u93E
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River data quality in OSM varies, some areas are good but some are very rough or missing. I haven't seen the Nile yet ... this here is Danube with Morava tributary.
Full video was 900MB, here's it on Gdrive (https://drive.google.com/file/d/0B2spgr2B2dvNQWVjQ1UzdkhqYjA/view?usp=sharing).
Too dang huge! Gotta use shadowplay! =D
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Finally!!!
Nvidia, fix your sh!t!...
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Damm.. This is so beautiful. River bed is almost perfect.
River color almost perfect too (while you know i am fussy with colors).
You should release all the osm river data even with some rivers being not perfect. Then we all the people can test and find the fails fast. With new 30m terrain same.
By the way. Did you change ilumination? I see the shadows places more iluminated now in this vid, compared with my outerra here.
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Just saw the video with full quality... Beautiful!!! The shores looks really nice!!
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wOw...sieht super aus!
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We are all very happy with this work,, but I feel a question.
for a flight simulator it is fine,, but for infantry, ,, ?? something in mind? when a soldier crossing the river,, as he will?
::) :-X
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We are all very happy with this work,, but I feel a question.
for a flight simulator it is fine,, but for infantry, ,, ?? something in mind? when a soldier crossing the river,, as he will?
::) :-X
Well, if they get the depths right, a tank or soldier going too deep will go burbble burbble........ gluck! =D
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"Pues bien, si se ponen las profundidades derecha, un tanque o un soldado que va demasiado profundo irá burbble burbble ........ Gluck! = D"
how is that not occur to me? :facepalm:
I thought as reinforce the view over the water that is actually raining.
..jejej is an idea. ^-^
https://youtu.be/XGnGt86vFm4
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"Pues bien, si se ponen las profundidades derecha, un tanque o un soldado que va demasiado profundo irá burbble burbble ........ Gluck! = D"
how is that not occur to me? :facepalm:
I thought as reinforce the view over the water that is actually raining.
..jejej is an idea. ^-^
I thought of that too, but wasn't sure if it might have a bad impact somehow on frames. I posted this video here a while ago when I was thinking about rain.
https://www.youtube.com/watch?v=-L_C3VMt4wM
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Really nice. But over all the progress is slow
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Really nice. But over all the progress is slow
Youtube reactions are interesting
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Too dang huge! Gotta use shadowplay! =D
I tried, but could not get the damn thing to work under Win10. Google full of complaints too.
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Too dang huge! Gotta use shadowplay! =D
I tried, but could not get the damn thing to work under Win10. Google full of complaints too.
:o Thats hilarious! =D
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The stability of Shadowplay has always been hit and miss... and then crash. It's a hell of a lot more stable than it used to be and when it worked it was pretty nice for the small performance hit. But I haven't used it in a long time. I tried out Nvidia's broadcasting to Youtube, which is pretty new, but it was hugely crashy. They might have improved it in the last Experience update, but I'm pretty much good with with OBS right now for the most part. Even if streaming and being lazy about it is lower quality than recording since it's restricted to much lower bandwidth.
But again, when Shadowplay is stable, it is pretty nice, if you don't REALLY want the losslessness of FRAPS (or maybe even OBS recording set up properly).
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Yup, I guess I thought it was kind of funny cause' I just assumed no program would dare not work right when an actual programmer was around, for fear of being summarily decompiled. :))
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I admit that afterward I looked into libraries that can be used to access the hardware video encoders on the GPU :D
As if I had nothing better to do.
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I admit that afterward I looked into libraries that can be used to access the hardware video encoders on the GPU :D
As if I had nothing better to do.
I'm not a bit surprised...... :))
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Can't wait to experience this for myself! I can already imagine taking a slow drive in the rain wearing my oculus rift. So the big question is everybody's mind: when? :D
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Those water edges are amazing.
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A nice stream I found in the forest (tweaking OSM import and river rendering).
(http://i.imgur.com/kJSjz8A.jpg)
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Looks awesome.
I know that lakes are a whole different can of worms, being based on variable sea level while this shares more with roads, but how does this impact areas where lakes connect with rivers? Do the rivers just end where the lakes begin? And for that matter, can these smoothly connect with other rivers and/or the ocean? I'm sorry if I seem inquisitive, I'm just curious as to how much is happening here.
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I like very nice.
It will not be useful if,,
Corps of Engineers US Army has made available to users a spreadsheet program on courses of rivers, etc .. cuadal HEC-RAS download is free and can help solve some calculations that may be necessary in outerra ..
http://www.hec.usace.army.mil/software/hec-ras/downloads.aspx
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I know that lakes are a whole different can of worms, being based on variable sea level while this shares more with roads, but how does this impact areas where lakes connect with rivers? Do the rivers just end where the lakes begin? And for that matter, can these smoothly connect with other rivers and/or the ocean? I'm sorry if I seem inquisitive, I'm just curious as to how much is happening here.
Lakes and large rivers will use a different system (even though currently large rivers are done with vectors as well), where the water height is stored in terrain data. Smaller rivers (<50m or so) will be just vector data that connect to water surface of lakes and seas.
River data do not have to end when they encounter lakes, because they tend to describe ship paths. Lakes will likely override any rendering effects though.
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I like very nice.
It will not be useful if,, Corps of Engineers US Army has made available to users a spreadsheet program on courses of rivers, etc .. cuadal HEC-RAS download is free and can help solve some calculations that may be necessary in outerra ..
http://www.hec.usace.army.mil/software/hec-ras/downloads.aspx
Thanks for an interesting link. If I understand it correctly, this is only for water simulation. In general, in OT we aren't simulating these things, but using data that describe existing water paths and their parameters. OSM isn't the best quality and consistency, so we have to apply tons of filtering and heuristics ...
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A nice stream I found in the forest (tweaking OSM import and river rendering).
(http://i.imgur.com/kJSjz8A.jpg)
Looking cool.
Those can be TORRENTS!
Usually empty of water and made from grey/white rocks and sediments.
With some tweaks you can use this algorithm for them. Saying average deep, wide, and changing the bed with some rock maybe.
A Torrents tool was always in my suggestions list. (some day i will post propperly if have some time).
And also tracks tool. Those little "roads" we see in the mountains. Sometimes natural by animals and sometimes by man.
My idea should be a tool modified from road (This you show can be a perfect begining for torrents and paths both), where you draw them using the real map superposition in Outerra. You can fill manually any mountain with paths and torrents (because this data is not avaible in osm or other vector source).
A system for upload this vector data from users would be covering more areas of the world step by step. Data can have divisions by areas, so a user can fill a total area which system can recognyze, without duplicating job between users.
Dont know if its dificult to implement upload data systems like that. But can be useful for more things in the future.
I say paths and torrents because they are a very important part of how some mouintains area look in real... If you imagine outerra big area with those accidents draw on them, the change in realism is dramatic.
PD: You can make torrents having the ability of transport water after a time raining.. )
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A really fast tool, with one trace only which you just follow through the accidents with all the parameters setup previously. So you can fill a big area mountain really fast. Maybe with the ability of change wide in the mouse wheel for change wide of actual accident you are drawing without needing quit the draw for re-setup anything..
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Like I mentioned on twitter, it needs dark mud and half buried rocks at the bottom of the banks. Maybe even a little bit of lighter spots of sand in places as well.