Outerra forum
Outerra Engine => Development screen shots and videos => Topic started by: angrypig on February 01, 2012, 11:42:04 am
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Hi guys, as promised here is the video with updated road tool. Main changes are in mouse control, way point selection and window redesign. There are a few minor bugs, like that the slant angle not being updated when the way point is changed, but these are just minor issues.
Outerra road maker (http://www.youtube.com/watch?v=KImYqdgUQOg#ws)
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I want it released now omg !!!!!! xD
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I second that thought Secret :) but on topic that is looking really cool! I am a little confused as to what is getting released. Is it a beta of Anteworld? If so, will it be possible to jump in to that little plane I keep seeing in videos and go for a fly first person style?
McTash
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That's the tech demo. The game alpha/beta will be released alongside it, or shortly thereafter.
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Sweet! Thanks for the info!
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Now this is what I've been waiting for! ;D (and hopefully I'll be able to actually see roads now haha) Almost time for a hell of a lot of fine tuning. 8)
Any chance there's been improvements to working with pads?
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This is going on a bunch of Race Sim Places as well.
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Really nice ! ... just a thought: - Wil there by able to hotkey the width manipulation? Lets say, you hold the needed key (W-road width, B-border, T-transtional ... | And change its magnitude whyte the mouse wheel ? ... would be a time-shorter.
- Is there a way to find out exact distances between two points ? Saying, where is A, B you clic off and it pops-up the distance. (like between certain mountains, roads, objects ... |
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Now this is what I've been waiting for! ;D (and hopefully I'll be able to actually see roads now haha) Almost time for a hell of a lot of fine tuning. 8)
Any chance there's been improvements to working with pads?
What kind of improvements would you like to see?
Actually, at the moment the pad editor is disabled, as it's in the middle of transition to new ui backend system. Also, I'll be integrating it into the road editor, as the pads are actually pieces of roads.
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Wil there by able to hotkey the width manipulation? Lets say, you hold the needed key (W-road width, B-border, T-transtional ... | And change its magnitude whyte the mouse wheel ? ... would be a time-shorter.
Could be added ..
Is there a way to find out exact distances between two points ? Saying, where is A, B you clic off and it pops-up the distance. (like between certain mountains, roads, objects ...
Not yet, but a measuring tool could go into a common toolbar for all the tools, that will contain some status info and buttons for move, rotate, lock height operations.
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Now this is what I've been waiting for! ;D (and hopefully I'll be able to actually see roads now haha) Almost time for a hell of a lot of fine tuning. 8)
Any chance there's been improvements to working with pads?
What kind of improvements would you like to see?
Actually, at the moment the pad editor is disabled, as it's in the middle of transition to new ui backend system. Also, I'll be integrating it into the road editor, as the pads are actually pieces of roads.
Oh um... Well I was going to try to see how well they could be used to make intersections look more like intersections (more rounded I guess), but I guess that's not really what they're for is it? :P
I guess I could try giving one road in the intersection 4 waypoints by the intersection - 2 about where it touches the other road and 2 a little further outwards - make the 2 inside ones wider and overlap a bit of the wide area with the intersecting road, which will also be adjusted to line up properly. I'm kind of thinking this would bug out or look a bit weird though with the current curve and overlapping flaws or whatever.
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Actually that's what I have used them for, for example the connection between the apron and runway in Lukla. But not all of the options are exposed in the UI yet, I was generating it programmatically.
It will go into the road tool - an option to snap road to another one, creating rounded intersections, matching the height and slope and all.
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Could there be an option to adjust the curve of each of the corners?
And snapping isn't gonna mess up angled roads is it?
Also, what about 5-way intersections? (and lol the 5-way intersection in my town was turned into a rotary this past year)
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There is so much potential in the road editor alone!
Here for example there could be a setting that when doing a "mountain road" the editor could automatically scan the slope to the side of the road and put down or actually Pop up concrete guards right out of the terrain itself, like here on the Targa Florio, if the slope was steep enough.
http://bit.ly/Azy1mA (http://bit.ly/Azy1mA)
(see left side in black and white pillars)
EDIT.. Rewatching I think the editor could even do a retaining wall like that if the slope was so much on the opposite side that it would be required. Cutting into more than 4-5 feet of dirt VS Mountain rock would also influence it.
Then once some sort of terrain damage is implemented crashing into a pillar or wall could deform it or remove it and it would stay like that forever.
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Could there be an option to adjust the curve of each of the corners?
On the connecting pad? Technically yes, but it's not available there directly as two independent parameters. It can be achieved by adjusting two other properties - position and width of the invisible control points that are created at the road/pad ends.
And snapping isn't gonna mess up angled roads is it?
There are some limits - it's not possible to connect the roads seamlessly in all cases, for example when the road is curved vertically. Another thing is the available resolution for slant, when connecting to angled roads ...
Also, what about 5-way intersections? (and lol the 5-way intersection in my town was turned into a rotary this past year)
What does it look like?
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What do you mean? It's an intersection where 5 roads meet.
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(http://i.imgur.com/2n4o8.jpg)
I think this is what he is speaking of. I think something like this would need to be done with some human intervention.
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Yes, I wanted to see how it looked like .. yea, there are several of these here as well, just nobody refers to them as 5-way intersections, I don't know what I was expecting :)
Hmm, I think it can be done using several smaller connecting roads. But we'll need to add a separate vector-based marking overlay.
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Can there be an road enhancement, I mean, the posability of getting an sidewalk (lets say, just as an YES/NO option, in witch after enabling, another tool for its width and height that apeares (does not need, but would be nice to hawe ewen an option if it is on left/right/both sides) and it would be waypoint-pinned, so if the next has not enabed sidewalks, there will be an nice break of it) and an option for bridges (another height - center height, that would automatically (after passing an 0,5 m or more/less height) or trough another YES/NO option make an "clasic highway" pillar bridge), or will you do this trough the object-adding utility, where just the ending points will be fitted to the road ends (to make the comunity and editors a free hand to make their bridges of interest/modelling) ?
Actually, procedurals CityEngine has the "highway" capability, but, there is not much variabilities of bridges there, so the modding and modelling option is an lucrative one from my point of view. (true, manipulation is then an problem, when you must edit the object in Max/Blender ..)
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We called the only one in our town "5 corners" but I thought 5-way intersection was more descriptive....... IDK! What the heck do you guys call them? ??? Haha.
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The big ones often have their own names, or else by the streets they join.
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Can you please add a way to specify road damage and damage type (holes in road due to thin asphalt layer, irregular road thickness, and wave-like structures over road due to invalid underlay)?
Because I'm sure you all guys have flat roads in your countries, but cars sometimes fall inside these holes in our country. Although more often it's just... bumpy.
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O-my-gawd
That road editor is EPIC :D
That whole border business looks totally awesome. I guess there will be some very detailed geometry going on there :D
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Because I'm sure you all guys have flat roads in your countries, but cars sometimes fall inside these holes in our country. Although more often it's just... bumpy.
I would think twice about the existence of flat roads in our country too ... well, maybe under 5 %. :P ... Would be really nice doe to have various road qualities.
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but cars sometimes fall inside these holes in our country.
Click (http://gizmodo.com/5551916/the-gates-of-hell-just-opened-in-guatemala)?(http://www.dutchfs.nl/forum/images/smilies/ohno.gif)
Theo ;D
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lol I remember that. Not usually that bad here though. XD
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Good to see no1 died over that sink-hole... Imagine driving a car unknowingly into that hole, mega life flashback moment.... LOL
I hope these betas/games etc allow for importing cars and other models etc... Be nice to get a racing sim going, I can see this looking allot better then many racing sims out there given the available scenery scope and flexibility of creating roads.
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Any way or possibility of integrating Google Maps' roads with the terrain generator, so y'all can get all main roads and highways down?
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They would need to decide on a road layer format. Not sure what google maps use but I doubt you can just rob it straight from them and put it in a commercial product like that.
It might be good if they could support the road layer file formats for variety of GIS programs around so users can just snatch the road data and put it in themselves and it can be classified as community content and likely avoid any legal issues for Anteworld title.
PS. I think I have the road data for entire NZ laying around somewhere.