Outerra forum

Outerra Engine => Development screen shots and videos => Topic started by: angrypig on January 27, 2012, 09:37:41 am

Title: New builder
Post by: angrypig on January 27, 2012, 09:37:41 am
 Hi guys, it is some time we have shown a video from the development. It is because we are working hard towards the release. One of the major tasks is the user interface, all our beta testers know that working with the scene editor in current version is pain. Still i was very surprised that even with this let say "very limited" functionality, some people were able to build a pretty scenery or record a beautiful video. So here are two short videos that show the latest version of the user interface for scene editing. It is not finished yet, i am currently working on the road editor and after i finish it, i'm going to make a video with road editing too.

sbox02.avi (http://www.youtube.com/watch?v=UDz2-Jiygrg#ws)
sbox03.avi (http://www.youtube.com/watch?v=Fy6RBx5aetM#ws)
Title: Re: New builder
Post by: [deleted] on January 27, 2012, 10:10:35 am
The user interface is already cool, let us play it =_=
Title: Re: New builder
Post by: TheSquiffy on January 27, 2012, 10:20:03 am
damn.....  this is killing us ...... :-)

you're coding really cool stuff guys.

sq.
Title: Re: New builder
Post by: monks on January 27, 2012, 11:25:40 am
Great job guys! looking awesome.

monks
Title: Re: New builder
Post by: DoobZilla on January 27, 2012, 11:36:21 am
I've been following this for quite some time and I must say that you guys continually amaze me with everything that you are doing. Keep up the fantastic work, and here's to hoping that you guys get filthy rich off of this!
Title: Re: New builder
Post by: Flavien on January 27, 2012, 12:36:49 pm
Damn ! You're playing us :p
It's so hard to wait :D
It will be the better game of the year, even without being a game >.<
Title: Re: New builder
Post by: Jagerbomber on January 27, 2012, 01:29:57 pm
Oh wait... The new trees aren't ready yet?  Aw oh well.  Still can't wait for a usable UI.  ;D
Title: Re: New builder
Post by: Matt6767 on January 27, 2012, 01:42:50 pm
It looks great!
Title: Re: New builder
Post by: Spudly on January 27, 2012, 03:21:31 pm
Wow, this is epic! Well done!
Title: Re: New builder
Post by: rubbish on January 27, 2012, 08:50:55 pm
I. Want. To. Plaaaay wiiith iiiiiit  :(
Title: Re: New builder
Post by: ZeosPantera on January 28, 2012, 01:47:21 am
Good Work!

Now we just need more stuff to spawn.

EDIT.. I'm a bit confused to whether the exit on top closes that toolbar or the entire game. Will that menu be persistent on top or will it autohide or be toggle-able with a keybind?

I also put in my vote for some sort of picture taking mode. Hiding all Hud elements and even if it brought up DSLR style options for white balance, Fstop, focal length and shutter speed. It could be a photography simulator on top of everything else!

Chopper up to the top of Everest to setup a tripod and snap some lovely sunset shots. Screenshot keys are soooooo last decade.
Title: Re: New builder
Post by: PytonPago on January 28, 2012, 06:30:19 am
I also put in my vote for some sort of picture taking mode. Hiding all Hud elements and even if it brought up DSLR style options for white balance, Fstop, focal length and shutter speed. It could be a photography simulator on top of everything else!

Chopper up to the top of Everest to setup a tripod and snap some lovely sunset shots. Screenshot keys are soooooo last decade.

Just thinking, having with the photo-capability to enhance it by the capability to do snapshots in :"normal screen", "widescreen", "panorama" from 2 frames to full 360 degrree and an "panoramio" 360 in all three axis ... Would be an interesting feature in Outerra, as in its explore-capabilities for gamers, and/or presentation for game-modellers and developers.

P.S.: Werry nice progres, I like the editor. Will there be ewen an option to change the scale of modells (with showing the actual ratio of the scale to orginal one| ?
Title: Re: New builder
Post by: Jagerbomber on January 28, 2012, 02:17:41 pm
Nope.  :-\
Title: Re: New builder
Post by: DarkDXZ on January 28, 2012, 03:36:05 pm
Oh. My. Unholy. Lord.
Now THAT is fucking awesome!

Let's be honest - the GUI seems pretty easy to use, which is the big part of the fun.
The other, equally big part of the fun is THE DETAIL - wow, Skyrim can now [...]...

Thank you for giving me yet another sleepless night - although, a REALLY sleepless night has yet to come with public demo...
Title: Re: New builder
Post by: angrypig on January 29, 2012, 06:14:45 am
Oh wait... The new trees aren't ready yet?  Aw oh well.  Still can't wait for a usable UI.  ;D

Trees are not ready yet but i am thinking about to put them into final release version anyway but you will have to enable them in options as WIP stuff. I am still not satisfied with the performance, but I have a few ideas how to improve it, it should add 20-30% in theory.

Now we just need more stuff to spawn.

Importer is not ready yet and won't  be finished to release. But it should be available in one of the next updates. This is important feature for us but it also puts some requirements on the engine that we have to solve first, like the package management and texture management which is not very efficient now.

EDIT.. I'm a bit confused to whether the exit on top closes that toolbar or the entire game. Will that menu be persistent on top or will it autohide or be toggle-able with a keybind?

This exit closes the game. There is missing button, something like a resume game. This toolbar window is open only when you are in editing mode. It is our sandbox editor but in this case the sandbox word is not very appropriate. :)

I also put in my vote for some sort of picture taking mode. Hiding all Hud elements and even if it brought up DSLR style options for white balance, Fstop, focal length and shutter speed. It could be a photography simulator on top of everything else!

Just thinking, having with the photo-capability to enhance it by the capability to do snapshots in :"normal screen", "widescreen", "panorama" from 2 frames to full 360 degrree and an "panoramio" 360 in all three axis ... Would be an interesting feature in Outerra, as in its explore-capabilities for gamers, and/or presentation for game-modellers and developers.

Hmmm, such simulator/features need a lot of stuff we don't have yet, like depth of field, for example. But it is very good idea, such features can be reused in the video recorder later and used to improve our presentation videos. :)

Let's be honest - the GUI seems pretty easy to use, which is the big part of the fun.
The other, equally big part of the fun is THE DETAIL - wow, Skyrim can now [...]...

That is exactly what we want and main reason of release delay. I don't want to scare people with a terrible UI in the first public version....

Thank you for giving me yet another sleepless night - although, a REALLY sleepless night has yet to come with public demo...

I so sorry for your insomnia, we probably should not have published anything until release. ;)
Title: Re: New builder
Post by: PytonPago on January 29, 2012, 07:04:34 am
Quote
I so sorry for your insomnia, we probably should not have published anything until release. ;)

Its good for critics and improwement, just do your fun work and dont mind us going crazy about. Going to sleep into the Outerra and getting waked up, in the middle of orbit re-entry, or caucasus mountain fly-by, trying figure out, where the hell that ringing clock just spawned is our chalenge to fight. : P 
Title: Re: New builder
Post by: DarkDXZ on January 29, 2012, 07:49:19 am

I so sorry for your insomnia, we probably should not have published anything until release. ;)

NAH!
Sleep is for pussies. I do not tend to sleep a lot anyway. (at least now)


Will these props be destroyable in real-time sometime in the future?
I think I saw that you said the engine allows for something like that...
Title: Re: New builder
Post by: pico on February 05, 2012, 06:16:20 am
I would find it very useful to have a Grid. Once for move a Object and for turn it around.
Title: Re: New builder
Post by: cameni on February 05, 2012, 07:30:24 am
The grid would have to be oriented first, probably by specifying two points.
And for the rotation - you mean to rotate in fixed steps (like 45° or 90°)? For that there could be a modifier key.
Title: Re: New builder
Post by: pico on February 05, 2012, 07:45:12 am
Yes, another interesting thing is to copy a whole villages and paste it to another place.
Title: Re: New builder
Post by: angrypig on February 05, 2012, 07:47:10 am
Yes, another interesting thing is to copy a whole villages and paste it to another place.

We plan group selection/operations but it won't be in first release...
Title: Re: New builder
Post by: Abc94 on February 05, 2012, 07:37:58 pm
Wow!  I really like the look of the new GUI!

It's exceptionally good for two people who aren't GUI artists... :P
Title: Re: New builder
Post by: Jagerbomber on February 05, 2012, 08:55:32 pm
Hmm... copying and pasting multiple objects could have some issues (understatement lol).  Probably the best and most commonly used way (by the player) would be to have the pasted objects be the same, as the crow flies, distance apart while being placed on the new ground without modifying the new ground surface so you don't have stuff dug into the ground or have ground spiking upwards at all.  But some people might also want to copy the elevation changes that are in the selected area (for what reasons exactly, I'm not sure yet), but when that gets pasted, that pasted selected area still might need to be adjusted to the elevation of the new location so again it doesn't drastically dig into the ground or pop way out above the ground.  So somehow the engine would have to save the elevation changes in the selected area without pasting at the same elevation as the original.  I'm not a programmer, so I don't know how hard that would be to do of course, nor if the engine is currently capable of doing that. I'm thinking it can though.  I guess this having 2 (or more) options for copying and pasting multiple things is just an idea/suggestion really. :P
Title: Re: New builder
Post by: BlankCache on February 05, 2012, 11:47:07 pm
Just wondering if any of you guys who are testing this ever tried to put the red barrels into the back of the truck? Just a thought...
Title: Re: New builder
Post by: Jagerbomber on February 06, 2012, 01:14:40 am
Not sure that's really possible at the moment since I believe you can only place them on the ground.  Haven't tried to do that though.  I'm pretty sure there aren't any physics for the barrel anyways.
Title: Re: New builder
Post by: C. Shawn Smith on February 06, 2012, 02:23:16 am
Just wondering if any of you guys who are testing this ever tried to put the red barrels into the back of the truck? Just a thought...

Barrels are static, vehicles (unless you choose the static models) are not.  To my knowledge, you can't place a "static" Tatra in the engine, though you can with the Cessna, Apache, and ISS.

Theoretically, you can put a barrel on the solar panel of the ISS ... but I'd fear for the astronaut's lives :D
Title: Re: New builder
Post by: BlankCache on February 06, 2012, 04:58:21 pm
Just wondering if any of you guys who are testing this ever tried to put the red barrels into the back of the truck? Just a thought...

Barrels are static, vehicles (unless you choose the static models) are not.  To my knowledge, you can't place a "static" Tatra in the engine, though you can with the Cessna, Apache, and ISS.

Theoretically, you can put a barrel on the solar panel of the ISS ... but I'd fear for the astronaut's lives :D

  Darn . I was thinking it would be cool to load up something and take it along for the ride to make it all a little "simmy" , thanks for the input fellas.
Title: Re: New builder
Post by: AnonImplied on February 07, 2012, 10:35:18 pm
Whoa! This is starting to shape up very nicely! Long time lurker first time poster here. I'm sorry if this is a bit off topic but has you guys released a video on terrain editing? Is it WYSIWYG? or do you have to re-calculate? I'm not sure that's the right word for it in this instance. I've seen the road editing videos and the terrain reshapes it's elevation to the angle and sometimes height of the road.

It would be nice to see a video of the terrain editing tools(if they are too early to be shown I can understand). I know you guys know about Eric Bruneton's engine that is supposed to be based on the same papers but leans towards the more realistic. Thanks for your time and keep up the awesome work!  :D
Title: Re: New builder
Post by: C. Shawn Smith on February 07, 2012, 10:41:34 pm
Whoa! This is starting to shape up very nicely! Long time lurker first time poster here. I'm sorry if this is a bit off topic but has you guys released a video on terrain editing? Is it WYSIWYG? or do you have to re-calculate? I'm not sure that's the right word for it in this instance. I've seen the road editing videos and the terrain reshapes it's elevation to the angle and sometimes height of the road.

It would be nice to see a video of the terrain editing tools(if they are too early to be shown I can understand). I know you guys know about Eric Bruneton's engine that is supposed to be based on the same papers but leans towards the more realistic. Thanks for your time and keep up the awesome work!  :D

Currently there are no terrain editing tools, although with a bit of enterprising effort, you can do some basics.  But that feature is planned, but won't be along for a bit.  It'll probably be very modest in approach once the Anteworld game is released to do minor things (the game will need it anyway), and then be expanded later on.
Title: Re: New builder
Post by: ZeosPantera on February 07, 2012, 11:10:11 pm
Actually the road/pad editor essentially IS terrain editing. It just makes bits flat and changes the texture. On of the best parts about OT is that nearly everything COULD be made by just deforming the terrain.
Title: Re: New builder
Post by: C. Shawn Smith on February 07, 2012, 11:28:41 pm
Actually the road/pad editor essentially IS terrain editing. It just makes bits flat and changes the texture. On of the best parts about OT is that nearly everything COULD be made by just deforming the terrain.

True.  That's what I meant when I said "enterprising effort" :).  I actually managed to create somewhat of a wall fortification using the Road editor to raise the height of the road a bit.  Didn't look very good, but it's possible.  Even joked with Cameni about trying to do the Hoover Dam :p