Outerra forum

Outerra Engine => News => Topic started by: cameni on May 25, 2010, 05:09:14 am

Title: Integrating Vector Data - Roads
Post by: cameni on May 25, 2010, 05:09:14 am
New update on integration of vector data, specifically the roads, can be seen here:

http://outerra.blogspot.com/2010/05/integrating-vector-data-roads.html

(http://www.outerra.com/thumbs/k248.jpg) (http://outerra.blogspot.com/2010/05/integrating-vector-data-roads.html)
Title: Integrating Vector Data - Roads
Post by: RaikoRaufoss on May 25, 2010, 01:21:47 pm
Looks amazing!  It's only getting better!
Title: Integrating Vector Data - Roads
Post by: Abc94 on May 25, 2010, 02:02:26 pm
Roads look great!  I really like the terrain deformation when the roads are placed.  I am going to make one of the images my desktop!  :D

I look forward to Angrypig's video with the air strips.  :)

I have a question though.  In the video, it looked like the trees were just one image being rotated to the view angle.

I'm just seeing things right?  Or is this just kind of like a placeholder until different trees are implemented?  :|

Anyways, the update was definitatly worth the wait!  I am excited to use the road tool!  Will the road tool be in the demo?
Title: Integrating Vector Data - Roads
Post by: RaikoRaufoss on May 25, 2010, 02:12:09 pm
A question just occurred to me: Is there any way that roads can be inserted into the terrain via the already existing connection with Google Maps?
Title: Integrating Vector Data - Roads
Post by: cameni on May 25, 2010, 02:38:30 pm
Quote from: Abc94
I have a question though.  In the video, it looked like the trees were just one image being rotated to the view angle.
I'm just seeing things right?  Or is this just kind of like a placeholder until different trees are implemented?  :|
Yes the trees are billboards, it wouldn't be possible to draw so many of them otherwise. But you are also right that there will be different trees - trees close to the camera will smoothly switch to models. It could be done even now, if we had an appropriate tree model. But we also want the transition to be smooth and thus we have specific requirements on the model, so we didn't actively follow this path yet.
Ultimately a tree generator or a tool will generate all required detail stages - models at various levels of detail and billboards for distant trees.

Quote from: Abc94
Anyways, the update was definitatly worth the wait!  I am excited to use the road tool!  Will the road tool be in the demo?
Yes the roads will be there, at least in its current form. Maybe some UI for setting road types and markings will make it too.
Title: Integrating Vector Data - Roads
Post by: cameni on May 25, 2010, 02:42:31 pm
Quote from: RaikoRaufoss
A question just occurred to me: Is there any way that roads can be inserted into the terrain via the already existing connection with Google Maps?
Yes, there are already functions in the engine to insert waypoints by latitude/longitude. The only thing needed is to code some JavaScript that will call the engine functions.
Title: Integrating Vector Data - Roads
Post by: Abc94 on May 25, 2010, 03:10:40 pm
Wow, thanks for the fast responce!

Glad to know that all trees won't be "billboards"! :P  It makes sence that it's the only way to do it.  And if there happens to be billboard trees in the demo, I will be ok with that. :)

And I am glad to hear roads will be in the demo as well.  Lots of potential already!  :D
Title: Integrating Vector Data - Roads
Post by: RaikoRaufoss on May 25, 2010, 03:12:29 pm
This is only getting better!  How much longer before we get 3D animated characters?
Title: Integrating Vector Data - Roads
Post by: angrypig on May 25, 2010, 03:34:48 pm
Quote from: RaikoRaufoss
This is only getting better!  How much longer before we get 3D animated characters?

Hard to say when but they are definitely in my plan. I already have character/animation system in old engine but Outerra deserves something better. :)
Title: Integrating Vector Data - Roads
Post by: RaikoRaufoss on May 25, 2010, 03:39:08 pm
Quote from: angrypig
Hard to say when but they are definitely in my plan. I already have character/animation system in old engine but Outerra deserves something better. :)
Yes, Outerra deserves better.  Glad to hear we'll get animated characters. =D
Title: Integrating Vector Data - Roads
Post by: Dunlop on May 26, 2010, 02:04:01 pm
Being only billboards these trees seem to work very well. Are they generated somehow or are they just prepainted images? Anyway if you can make 3d models that match these trees exactly and then replace the foreground trees to models with really smooth transition, then it will be godly. :)

The current road type seems to be too perfect, some bumps and visual imperfections are welcome so the Tatra will be of use.
Title: Integrating Vector Data - Roads
Post by: cameni on May 26, 2010, 02:25:23 pm
Quote from: Dunlop
Being only billboards these trees seem to work very well. Are they generated somehow or are they just prepainted images? Anyway if you can make 3d models that match these trees exactly and then replace the foreground trees to models with really smooth transition, then it will be godly. :)
It's actually just one image of an Austrian pine, but it's being randomly colorized and sized. It will be easy to generate the billboards from models, but the transition must work from any angle too, and that's the complication.

Quote from: Dunlop
The current road type seems to be too perfect, some bumps and visual imperfections are welcome so the Tatra will be of use.
Two things that will help - using fractals to generate cracks and patches on normal roads, and then additional road profiles. The profiles that define the desired "exactness" of computed surface elevation across road width. This way there could be forest roads with tracks after wheels, and the road overlay won't be able to eradicate protruding rocks entirely.
Title: Integrating Vector Data - Roads
Post by: andrej on May 28, 2010, 07:59:01 am
Suggestion: make a full center line in case of dangerous road.
Title: Integrating Vector Data - Roads
Post by: DieGrotgedrogte on May 28, 2010, 08:31:40 am
It's only getting better. Good job.
Title: Integrating Vector Data - Roads
Post by: maxter on September 10, 2010, 07:09:06 am
Quote from: Abc94

I look forward to Angrypig's video with the air strips.  :)


If you are going to give us the ability to create airstrips, then we really really need to have airstrips/runways that will have multiple elevation points along their length.

This looks wonderful (the roads)
Title: Integrating Vector Data - Roads
Post by: cameni on September 10, 2010, 09:41:17 am
That's no problem, runways are just a form of roads and the roads obviously copy the terrain. Only for runways it has to follow a coarser terrain resolution in order to filter out smaller unevennesses.
Title: Integrating Vector Data - Roads
Post by: Vicious713 on January 18, 2011, 12:53:43 pm
Say, will their be a road variant that has red and white rumble strip curbs as featured on race courses? It'd be great stuff to see something like the Nurburgring in Outerra? I wonder what kinda lap time the Tatra could make, haha.
Title: Integrating Vector Data - Roads
Post by: cameni on January 18, 2011, 01:01:57 pm
Vector data that define road segments also contain several flags and attributes determining various road properties; painting as well. I just have to come up with a universal system where all the types can be defined, for now the types are just hardcoded in.
Title: Integrating Vector Data - Roads
Post by: maxter on February 04, 2011, 05:01:08 am
One question, can you set a parameter for a maximum inclination for the roads so that when you lay it out, you wont necessarily get the road following terrain un-naturally and there will be more cuttings and fills.
Title: Integrating Vector Data - Roads
Post by: cameni on February 04, 2011, 05:15:42 am
At the moment there's no such constraint, although you can adjust elevation of individual nodes so that it does not follow the terrain exactly.

A parameter like that will be added there, perhaps not only to guard the local inclination but also being able to use a coarser detail level as the basis for node positioning. It should also better filter out the changes in elevation, leading to smoother roads.
Title: Integrating Vector Data - Roads
Post by: kcgb on February 07, 2011, 02:12:25 am
Will there be other road texture, like for asphalt, concrete, tarmac or even patches in the roads and will there be potholes :D  Good fun dodging potholes :rolleyes:
Title: Integrating Vector Data - Roads
Post by: cameni on February 07, 2011, 03:12:13 am
Road texture is associated with road type, and a fractal is modifying it as well. There will be multiple road types.

Fractals will be also used to deteriorate the road surface, with cracks and patches appearing. This could be gradual all the way to a complete disintegration of the road with vegetation overgrowing it in time.
Title: Integrating Vector Data - Roads
Post by: ZeosPantera on February 07, 2011, 04:13:22 am
I imagine the deteriorated surfaces would be the norm of road left from before the return of man.
Like this http://lh6.ggpht.com/_AgpoqapWxFw/RlBugNrxvGI/AAAAAAAAAY8/BUfry07kUhQ/0213+Didyma+Sacred+Road.jpg

Could the roads have marking on them indicating turns approaching and ... stuff. http://images.cheezburger.com/completestore/2009/8/24/128956131897538126.jpg

Also would Signage be manual or could it be integrated into the road builder. http://i1.trekearth.com/photos/78133/turn-the-road.jpg

Mile markers for one http://www.upstatenyroads.com/submit/region-8/17-mile-marker.jpg
I guess Kilometer markers if its the future.
Title: Integrating Vector Data - Roads
Post by: cameni on February 07, 2011, 08:47:48 am
Quote from: ZeosPantera
I imagine the deteriorated surfaces would be the norm of road left from before the return of man.
That quite depends on for how long it was left unmaintained. But the decay will be pretty quick. There's a documentary series Life After People (http://en.wikipedia.org/wiki/Life_After_People) that tries to show how it would go if people disappeared from the world.

(http://www.outerra.com/images/la-highway.jpg)

Automatic generation of markings/signage. I can imagine it could be automatic, but I'd leave it to someone toying with it and writing a script for it.

Quote
Mile markers. I guess Kilometer markers if its the future.
These probably should be automatic.
Though I don't think you'll switch to metric units anytime soon :)