Outerra forum
User mods, screenshots & videos => Other => Topic started by: Luishi5k0 on February 28, 2012, 09:39:48 pm
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(If this is the wrong section for this, please move it. Thank you.)
I am anticipating the ability to import things into the engine. I want to make a futuristic city that I may walk and drive about in. Post what you want to import!
Here is a building I made really quick as a concept for something I may import.
(http://i.cubeupload.com/Kh06dj.png)
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Nice design, but watch your poly count. Those windows would be better served using a normal map instead of actual geometry.
Hehe, when I first looked at this building, that circular thing reminded me of a speaker ... and immediately I thought, "Damn, with something like that, I could broadcast my propaganda to the entire city!"
*Edit* I keep staring at it thinking it would fit visually in the Star Wars universe, most notably Corellia. I really do like the look and feel of it (breaking up the side like you did is perfect!)
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Oh I will, that thing had 4k polys. I didn't even save it. I ended up not liking it too much. I'll make a new and improved version some time.
As for the speaker... just as planned...
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Meant to ask, what program do you use? Do you also use Zbrush at all?
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Just 3DS Max for architecture related things. I used Z-Brush a bit back in the day, but I didn't really stick with it.
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Cool. I use Lightwave myself. A professional game artist I met in a game 12 years ago turned me onto it, and I never looked back. I've tried 3DS and Maya, but couldn't handle the UI. Zbrush piqued my curiosity about 5 years ago and I felt so at home with it I loved it lol. I just haven't done much modeling in about 2 or 3 years now.
I'm currently working on a couple of models sporadically for Outerra, but I'm keeping them secret for now ;) First one *should* technically be easy, but it just doesn't look right yet, so I'm exploring a few new ways to create it. I'm just afraid that my polycount is going to be ultra high as a result. I'm exploring the possibility of a normal map to get around that, but the current results don't impress me yet.
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Good to hear that others are also working on things. I hope your model turns out, and I agree, normal maps never do look quite like geometry, but when done right they can have some great results. I can't wait to see what you are working on though!
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Hehe ... I'm dragging my feet on it right now because I'm frustrated with the way it's going. Probably will get back into it again tomorrow afternoon (tapped a Lightwave guru for some helpful suggestions). I'm just hoping I can get enough polygons into it so that Zbrush's normal maps will be more effective. Right now, the number has to be insanely high to get the resolution I need for it.
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(http://farm8.staticflickr.com/7030/6587120403_49190e7c5f_b.jpg)
(http://farm8.staticflickr.com/7163/6634353691_01e84ceeb0_b.jpg)
(http://farm8.staticflickr.com/7002/6635012007_3f4a542238_b.jpg)
(http://farm8.staticflickr.com/7019/6622438707_1f5057c600_b.jpg)
(http://farm8.staticflickr.com/7008/6581713357_a3ba873f45_b.jpg)
(http://farm8.staticflickr.com/7015/6634240707_51e325af20_b.jpg)
Here are a few of the models I have created.
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I want the Tiger II ... should be really cool to throw it into Anteworld and make a race through this great landscape :D
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I wonder how long it will be until we can import models. I'm still wondering what kinds of maps and shaders will be allowed. I'll try and make another building this evening.
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What file formats are/will be supported for importing to Anteworld?
Would quite like to work on some airframes
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What file formats are/will be supported for importing to Anteworld?
Would quite like to work on some airframes
As far as I know collada files.
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Just made and textured a super low poly futuristic building. 176 tris, 90 verts.
(http://i.cubeupload.com/rdMl01.png)
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You seem very talented ... maybe you go for some real buildings like the Mauna Kea Observatory on Hawaii. Or the Hollywood letters ... there are many possibilties. Looking foward to see more from you! :D
http://www.ucolick.org/~bolte/AY4_00/week1/mauna_kea.jpg (http://www.ucolick.org/~bolte/AY4_00/week1/mauna_kea.jpg)
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I would ask Cameni about the LOD requirements on models. I never really got a clear answer weather you the modeler would need to provide like 14 different models with lower and lower detail or if the importer designed for the engine would strip polygons and textures automatically for the low lod 40 miles away versions.
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And also, which maps are available? Is there normal/ bump map support?
Also, how about reflective/ specular? What this engine REALLY needs is a glass shader/ map that would allow us to designate the windows or reflective parts of a building, so that when the sun hits it it will reflect back to the camera. It is really a fantastic effect.
Here are two videos that it can be seen on GTA IV.
GTA IV ENB Extreme Photorealistic (http://www.youtube.com/watch?v=awnbUB8nSpE#)
GTA 4 Extreme Graphics PART 4 (http://www.youtube.com/watch?v=_aFbTBMBXP4#ws)
Or like in Mirror's Edge:
(http://www.binaryjoy.co.uk/wp-content/uploads/mirrors_edge_2.jpg)
And also, progress on my new building. Time to texture it.
(http://i.cubeupload.com/thNBPa.png)
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I think Cameni once told me that normal maps (as well as specular) should be supported, though that was a very long time ago.
Regarding the new model, I like the overall design, but the polygons look a bit ... troublesome ... especially around the connector corridors. Was this converted from a four-point polygon model to a three-point? (Trying to remember if 3ds uses 3-point natively, rather than 4-point). Also thinking you should split the model in half, along the central axis going from right to left. Though it would add to the poly-count, it would clean up the inward-facing polygons a bit, and allow you to save UV space with mirroring, and gain a slightly higher color/normal map resolution as a result.
One of the biggest selling factors of this building's design is the fact that it ISN'T symmetrical. I'd almost suggest that the left portion be made slightly higher, even.
Also curious why you used cylindrical corridors rather than rectangular ones (just curious ... your version adds flavor, and it's something I probably wouldn't have thought of if I designed a similar building). I can totally see a road running between them, and how cool it would be to drive through :). ESPECIALLY if the building were more glass than concrete.
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I got half way done with texturing it when I realized I didn't like it and threw it out. I also found out about floating geometry and that it was allowed. Also it went from quads to tris. Now I am making a new one. I like it much more and it only has a 408 poly count, which is WAY less, and this one is MORE smooth and interesting. I chose the cylindrical walk ways because square ones would conflict too much with the building's style. Here is a quick render of the new version:
(http://i.cubeupload.com/PBh2yR.png)
Oh wait, forgot to convert it to tris. Now it's 788 polys, which is actually still less and it is much more clean. I am very glad I re-did it.
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That one looks a lot cleaner and better. Wondering how the conversion to tris made it look. Lightwave has an option to "spin quads," which is more or less a fancy way of saying that it can spin how tris show up, by spinning the "split quad" around, making for a cleaning mesh.
(Hmm, bad way of explaining it. Maybe better: When you split to tris, you select two tris that form a quad, and spin it so the geometry flows better)
*edit* incidentally, I noticed the tris at the curvature of the upper portion of the buildings in this version, reaching the focal point at the foci of the curves. Trying to remember if I encountered an issue with that once before or not, when converting to a game model. Need to check to see if I still have an old game engine installed on this system ....
Hmm, not anymore. I'm going to poke my 3d game artist buddy tonight about that. Something about multiple polygons sharing a single point causes some sort of graphical issue in most engines.
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Update: Most points should only be shared by tris or quads in 3's or 4's ... Just remember that's what my buddy told me ages ago. You can merge those tris into quads, and should be able to rotate them a bit (or cut them in such a way) that you get only 3 - 4 of them sharing that single focal point, considering you have 4 pairs of tris to deal with. Any point shared with more than 5 polygons needs to generally be hidden by the game engine to minimize graphical issues (generally, it causes polygons to vanish and reappear as you get closer or farther from the object). Some game engines avoid this with tessellation, thankfully, so it has less of an impact that it used to be.
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Thank you much for the info. I'll watch out for that once the importer is released, which is hopefully soon.
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Thank you much for the info. I'll watch out for that once the importer is released, which is hopefully soon.
Honestly, this is what I struggle with on a daily basis when modeling, almost without fail. I can't count the number of times my 3d artist friend has called me to task because of that, and can't count the number of models I've had to scrap because of it. I'll be interested to see how Outerra's importer will handle it, even so ... if it handle's it with grace, that will make things a LOT easier in the future for some of us who do this as a hobby.
The last time I encountered this issue (five polygons were sharing a single vertex), my friend asked me: "Does it render okay in your experiments? If it does, screw it! Move on!" He's done Nike commercials, and has encountered that as well from time to time :)
If Outerra can handle it, all the better. But it's safer to hedge your bets at this point in time, until Outerra releases the currently non-user-friendly tools (I hear that's the Pig's domain at the moment ... *cough*).
*edit* never post when exhausted. Typos happen.
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I'm gonna go for big money and hope that's not the case.
Here is the textured version. It's not done yet, I have to fix the seams but in general that's about what it will be.
(http://i.cubeupload.com/wYiOBe.png)
(http://i.cubeupload.com/98PIQY.png)
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hehe, change the logo in the first image to the Outerra logo on the front page of the website. :) I like your concept. Windows on the top areas need some TLC, but I think I see where you are going with it. Nice work!
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I just about finished that last one up. Fixed some texture issues. I can't fix the windows though, but at the same time I don't think it's too big of a deal. I have the weekend off so I'm going to see how much I can do. Started on this about an hour and a half ago. It's an SR-75 (shhhhh...), as you can see it also has a cockpit. Now I'll go ahead and texture it.
(http://i.cubeupload.com/O3xanN.png)
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After 7 solid hours of work, I finished it up.
1610 polys.
(http://i.cubeupload.com/45h0qc.png)
(http://i.cubeupload.com/ZqwLrq.png)
(http://i.cubeupload.com/e8vmV2.png)
(http://i.cubeupload.com/3IljcA.png)
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That already looks quite impressive!
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WIP B-2 model. I'm trying to make it a bit more high quality, but it does also cost more polys. Also I'm actually going to make the cockpit look really good on this one, since that is what you will be looking at the whole time. The one thing about this airplane is the window is very small, but still should be sufficient.
Currently at 2,532 triangles without the cockpit. Expect about 5k poly with the cockpit.
(Forgot to triangulate before render, so just picture triangles.
(http://i.cubeupload.com/yXo8RL.png)
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Here are some of my 3D models, some finished, some WIP:
(http://a1.sphotos.ak.fbcdn.net/hphotos-ak-snc7/313386_2504573255968_1302092193_2951560_881468625_n.jpg)
(http://a5.sphotos.ak.fbcdn.net/hphotos-ak-ash4/318450_2471597031583_1302092193_2926274_1325171402_n.jpg)
(http://a2.sphotos.ak.fbcdn.net/hphotos-ak-snc6/249863_2076935845300_1302092193_2483991_1345932_n.jpg)
PS: If Outerra dev's have a special request, i can make one HD model of what you want for free, happy to help you if I can ;)
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Some really good stuff going on in this thread :)
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I am eager to see some more ground vehicles but I am not quite sure how you would model them with moving suspension components and such.
I posted this 12months 3days ago as a design I would like to see for a buggy. I prefer less sleek designs in my future games. Not too utilitarian but definably not the flight of the navigator ship.
(http://img.photobucket.com/albums/v504/F12Bwth2/Forums/OTBuggy.jpg)
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One of my first 3D object. Maybe for airport vehicles. WIP!!!! :D
(http://i1212.photobucket.com/albums/cc452/Erikkx1/Preview2-1.png)
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Done with the B-2 in the sense that I have stopped working on it since there are others out there and unless I see a demand for it, it may not continue. Continuing work on making buildings:
1,239 (<-wrong, actually 395) polys:
(http://i.cubeupload.com/34UUOs.jpg)
Just have to finish the texture up.
Just again, it's only 395 polys.
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I posted this 12months 3days ago as a design I would like to see for a buggy. I prefer less sleek designs in my future games. Not too utilitarian but definably not the flight of the navigator ship.
Yes, I would love to see something small and fast like Zeospanteras design here. Possibly armed and fully enclosed for protection against "thingsthatwanttokillyou" in Anteworld.
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Which do you prefer:
V1:
(http://i.cubeupload.com/hj7j4m.png)
V2
(http://i.cubeupload.com/2q8ysr.png)
(http://i.cubeupload.com/Jwa10R.png)
(http://i.cubeupload.com/y2cwT7.png)
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no offense guys but given the detail of the world i would be expecting to see something along these lines NVIDIA Tech-Demo - Endless City (http://www.youtube.com/watch?v=f3XXJ89-g1I#ws)
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I wish. But the only reason that video has so much detail is because literally everything in that video is using DX11 tessellation, and the only thing that "engine" has to do is make buildings and then tessellate them. It is impractical for real usage, it's just showing off. Quite honestly the current version of Outerra with bare lands and, one biome, and no clouds or effects runs at around 30-35 fps for me, and I can't imagine it runs a TON better for others, so I'm not seeing a lot of head room for high poly models at this moment.
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Given that the anteworld game is a long way off yet, i would guess several years, then the capabilities of the gfx cards will be a lot better. not that everyone would go out and buy a top end card to play 1 game and it would limit their market if they made it so you needed to. I see the game having a lot higher poly models than it can currently handle. Have just been looking at the frame drop when you can see the airport....hmm... something wrong there if its dropping so much for so few polys given the amount of landscape polys that the engine can handle.
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I agree, my game drops like 10 FPS just when looking at the battleship model.
(http://i.cubeupload.com/DueWr6.png)
(http://i.cubeupload.com/QgRaoG.png)
(http://i.cubeupload.com/ept4K0.png)
Also I had the idea of a space station/ space city thing so eventually if you fly an aircraft out into orbit you can land there, but it would be giant, and be like 10k tris, and it will take a lot of work, so I probably won't commit to any more work on it until I see how the engine handles models, and there are collisions, and space related things work.
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Would procedurally generated cities reduce the fps hit? I guess the end result is still more polys to display.
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good source for ideas......http://documentaryheaven.com/future-by-design/ (http://documentaryheaven.com/future-by-design/)
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That looks really neat. I will have to watch that whole documentary some time. I saw them talk about it in the latest Zeitgeist. I'll try and make some of those round type buildings some time. Thank you very much for posting that!
For now I'm done making models until mainly until Outerra stops BSOD'ing my computer, secondly that the ability to import models is released so I can test out the stuff I have already made. I don't want to waste my time making all of these models (~25 hours have been spent so far) just to find there is an issue that prevents them from ever seeing the light of Outerra.
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15 days to build!!!! ***30-story building built in 15 days*** Construction time lapse *View Fullscreen* (http://www.youtube.com/watch?v=Hdpf-MQM9vY#ws)
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That is incredible! It must have taken a huge amount of planning to do that. The future is coming fast boys!
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Well... Thank God the shades worked. I don't know what they would have done without them.
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Holy f*cking sh*t. I think this is why the new super powers will come from the east (relativly speaking).
I for one welcome our new eastern overlords.
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I guess my 3d Models weren't that futuristic considering what they have in Dubai.
(http://www.worldbizconference.com/dubai04.jpg)
(http://www.orangesmile.com/common/img_final_large/dubai_sightseeing.jpg)
(http://exp.cdn-hotels.com/hotels/3000000/2230000/2222500/2222439/2222439_8_b.jpg)
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Dubai is at the forefront of architectural design (was first the French in the modern age, then the US ... a few other countries made significant strides, but they were mostly copies of previous works, and only expanded concept a modest amount).
Dubai is in the unique situation in having more disposable money in her coffers than most nations, so we see advancements in that regard there before we do elsewhere. At least in my opinion.
In short, Dubai is a good place to start with designs for futuristic buildings, while still keeping it within the tech of today (which will be necessary for Anteworld). The hard part is that balancing act, but what I've seen you do so far has not been so out of reach of today's tech to be implausible. Hopefully when AP gets the importer finished, we can see how it looks within the world itself. I tend towards more texturing than actual modeling, so I might be able to enhance some of the textures a bit that you create, to make them look a bit more natural within the setting (weathering, etc).
Photoshop is like a third hand for me :). Give me a task with it, and I'll go NUTS.
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(http://i.cubeupload.com/yii6rQ.jpg)
PSD texture file:
http://www.mediafire.com/?55a64ui532pz72g (http://www.mediafire.com/?55a64ui532pz72g)
http://i.cubeupload.com/HiCfDD.png (http://i.cubeupload.com/HiCfDD.png)
http://i.cubeupload.com/PnuSxa.png (http://i.cubeupload.com/PnuSxa.png)
http://i.cubeupload.com/NhDJUI.png (http://i.cubeupload.com/NhDJUI.png)
Go to town!
I should note the oposite flat side is also green but only uses the smaller section of the UV lay out of it. Feel free to make any additional maps (bump/normal/glow/specular/ect).
I'll upload the others when I get more time. Send me the textures that you make/modify and I'll apply them and re-render and upload them here.
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Downloaded! I'll work on them a bit over the weekend. Might want you to up an OBJ file (with UV's intact) in a couple of weeks to work on a Normal Map in ZBrush (still need to update it, and it's been WAY too long since I've dabbled with it last, so it'll be very low priority).
The UV's presented here need a bit of optimization in a "final product," but they'll do quite fine for now. I actually like the simplicity with which you generated them. Makes it MUCH easier to modify, compared to most.
Now I just need to find my Nurbles textures I downloaded a very long time ago. Hope I didn't lose them in my external HD crash :( They'd be perfect for the walkways between the two sides of the building!
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What sort of UV optimization do you speak of? I am not super great at UV mapping yet.
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There's a lot of open space in your UV map that isn't being utilized (mostly around the odd-shaped flat areas). There may not be much you can do about that though. I haven't had a chance to look too detailed at the file yet (and it was VERY late when I looked at it, so exhaustion could have entered into it :)).
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They all look fairly close to me. I suppose there are some more open areas because the shape of the geometry, but I didn't want them to be crazy close because then you get a tiny bit of overlap in some cases, and it makes it harder to compose. And in the end, I don't think a pixel or two is going to make much of a difference in how a model looks. Anyway, I'm going to make some more building models for you to texture. Anyone else who wants to texture things should let me know.
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As far as i know the ship leaves earth in 2100 so the tech should reflect that. carbon fiber/silk composites will be commonplace in building materials and so will aerogels unless they come up with even better stuff. In 90 years what we consider top end tech will be classed as old school. I would think that a colony ship would have equipment to build prefab sections to allow for fast construction with little waste such as 3d printers, robotic workforce. A system of building parts in a library that can be selected and added together with common sizing and interfaces might be the way to go. Standard parts could include.. water purification/heat reclamation/sewage treatment/airoponics/living spaces/factory units/transport hubs/repair services/hospital units/ect ect. Any or all of those parts could be placed together to create a single building. That way just like lego, millions of combinations are available from just a few simple parts.
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The above would be necessary for large-scale/long-term colonization of other worlds. It would be necessary to prefab a lot of things early in the creation of a colony. After the colony matures, more mainstream structures would replace the prefabs, once mining resources, as well as purification and refinement of those resources, have been achieved. Otherwise, it shortens the colony's viability almost proportionally, from what research I've done.
For the Anteworld game, some of the above structures could be considered Tier 2 or 3 structures, with Tier 1 reserved for the prefabs, sort of like how an RTS game works.
We also have to take into account that the Outerra mothership is crippled, so some of the more advanced stuff would still need to be re-researched (simulating gaps in the tech database). But that's a thread for the Game forum :)
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Two of my current models. A german Fast Patrol Boat and a F-15 E Strike Eagle.
(http://a.imageshack.us/img337/4641/puma0019.jpg)
(http://a.imageshack.us/img843/6350/eagle0005.jpg)
Marko
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PSD texture file:
http://www.mediafire.com/?55a64ui532pz72g (http://www.mediafire.com/?55a64ui532pz72g)
http://i.cubeupload.com/HiCfDD.png (http://i.cubeupload.com/HiCfDD.png)
http://i.cubeupload.com/PnuSxa.png (http://i.cubeupload.com/PnuSxa.png)
http://i.cubeupload.com/NhDJUI.png (http://i.cubeupload.com/NhDJUI.png)
Luishi5k0, can you export the object to .obj format? One thing I realized is that I can't determine the placement of some of the windows (ie, if a set of windows is facing the interior our exterior), which will have an effect on weathering.
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Yes, I will try and get it to you within the next hour. I was just thinking of the same problem today.
Here it is! http://www.mediafire.com/?xjem1dhn01mxe25 (http://www.mediafire.com/?xjem1dhn01mxe25)
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Anyone feel like taking a request? I kind of want the car from the anime Redline (Trans-Am 2000!!!) in Outerra. It seems futuristic enough and if scripted correctly will definitely be fast enough.
http://i.minus.com/iB5cbVhhvjvFl.jpg (http://i.minus.com/iB5cbVhhvjvFl.jpg)
Plus it looks bad-ass..
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Ok, I don't do any 3D modeling (I use to mess around with Autodesk Mudbox and I've got 3DS Max for some unknown reason, but that's it).
But when it comes to textures and 2D stuff, I can be the guy. My job is all about Photoshop 95% of the time, so I know a lot about 2D and I love texturing things. So if I can give an helpful hand, feel free to ask!
Beside, some of you must be already aware of these scripts to automatically generate buildings in 3DS Max and Blender, but here are the links in case people want to easily create new buildings for Outerra:
Free "Building Generator v.7" for 3DS Max (V.9 and above): http://tysonibele.com/Main/BuildingGenerator/buildingGen.htm (http://tysonibele.com/Main/BuildingGenerator/buildingGen.htm)
(http://tysonibele.com/Main/BuildingGenerator/buildingGen_01_sm.jpg)
"Suicidator City Generator" for Blender (shareware): http://arnaud.ile.nc/sce/index.php (http://arnaud.ile.nc/sce/index.php)
(https://lh5.googleusercontent.com/-e9bdv-mjdKY/TlBTWzcBpFI/AAAAAAAAA40/bg5qm3iNrnw/scg_0.5_21-08-2011-3.jpg)
I've already have fun with "Building Generator v.7" for 3DS Max and it works well and it is really easy to use (even for a 3D modeling noob like me).
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Thank you for the blender city generator !!!!!! I'll try it when they'll implement the import tool.
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When you start out content such as houses, trees, etc. .. more signs?
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some more food for thought....http://www.good.is/post/a-vertical-greenhouse-could-make-a-swedish-city-self-sufficient (http://www.good.is/post/a-vertical-greenhouse-could-make-a-swedish-city-self-sufficient)
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and more...http://www.ted.com/talks/lisa_harouni_a_primer_on_3d_printing.html (http://www.ted.com/talks/lisa_harouni_a_primer_on_3d_printing.html)
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and yet more...http://news.thomasnet.com/IMT/2012/03/13/5-wild-ways-to-use-3-d-printing/?WT.mc_t=upd&WT.mc_n=E_312&channel=email (http://news.thomasnet.com/IMT/2012/03/13/5-wild-ways-to-use-3-d-printing/?WT.mc_t=upd&WT.mc_n=E_312&channel=email)
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and more...lol...Markus Kayser - Solar Sinter Project (http://www.youtube.com/watch?v=ptUj8JRAYu8#ws)
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if we look at human history what has driven architecture is the available materials with their relative strengths/weaknesses and the processes/tools to use them. with the advent of the 3d printer we will have a new style of building where we can print the main structure of the building with minimal labor. the machines to print them can be printed themselves. we are at the nano scale with 3d printing already so the only problem for the colonists as far as buildings/tools go would be gathering the raw materials and assembling them, but then you could print a assembly robot or 2.
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if we look at human history what has driven architecture is the available materials with their relative strengths/weaknesses and the processes/tools to use them. with the advent of the 3d printer we will have a new style of building where we can print the main structure of the building with minimal labor. the machines to print them can be printed themselves. we are at the nano scale with 3d printing already so the only problem for the colonists as far as buildings/tools go would be gathering the raw materials and assembling them, but then you could print a assembly robot or 2.
I don't quite know where you're getting that from... Our 3D printers still struggle with things more complex than solid plastic parts. There are a few extremely expensive ones that can make more complex shapes such as gears... You can get kits for about $800 that will let you print nicknacks, though.
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Regardless of the current state of the technology, the idea of using such a universal machine was already discussed, see here: http://www.outerra.com/forum/index.php?topic=207.msg2250#msg2250 (http://www.outerra.com/forum/index.php?topic=207.msg2250#msg2250)
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yes but here we are talking about the style of buildings possible with such tech not just that it exists.
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yes but here we are talking about the style of buildings possible with such tech not just that it exists.
Under the Venus project, you hawe an "city builder" printer ... the actual thing is the automatic building capability of high structural resemblence and acurracy. Actually, you can make an printer head for multiple materials printing at the same time, making building werry easy and whyte the printing mass height you can achieve an hardenning time to the moment the print-head comes back to the place ... actually, some metal things are made whyte the help of hi-power lasers in a bank of metall-dust ... just hardened afterwards ... so ewen an werry old candel-printer ... only, that lasers could not be powered by solars (not in our 50+ years as for they basic way of absorbing fotons to produce electron-mowement in the P-N- base structure ... ), its too low power from them (and not too stable too). But ... Russians already produce LED-like structured low power needed lasers (still a big energy-eater, but has the potencial in further developement). As Printed plastics-based electronics on a chemical base (from batteryes, solar pannels, transparent LED-s ...) i think its an future age of Printer-society before us ... well, still a little to far from our lives as we are organized and structuralized, but it will be ... if we really dont destroy our selwes .... in that case: Cameni !!!! How did you know whats gonna happen ?! ... this game of yours is not a game, its a sim. for preparing our children for REAL ANTENWORLD !!! ... I wonna a creo-capsule, right at the window !!! :D
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free electron lasers would be the way to go. projected to be very high power(megawatts) would think that fusion will be sorted by then. the laser fusion one is ment to be breaking even this year if all goes to plan and the iter starts up soon.
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What do you think about submarines in Outerra?
(http://imageshack.us/a/img252/9409/plungermr0001.jpg)
Marko
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I don't quite know where you're getting that from... Our 3D printers still struggle with things more complex than solid plastic parts. There are a few extremely expensive ones that can make more complex shapes such as gears... You can get kits for about $800 that will let you print nicknacks, though.
I am getting it from the recent developments in 3d printing. I suggest you have a look at what commercial printers can currently do(they have been around for 30 years) far more than just gears. In my previous post you can see that they can now print in resin at the nano scale. The colony ship leaves earth in 2100...plenty of time to advance the tech. I have been going on Physorg.com every day for years and have seen what is and has been developed in many fields. Just look at my previous video posts and use your imagination of what they can become in nearly 90 years. As for the expense, how much does 1 bolt on the space shuttle cost?
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I don't quite know where you're getting that from... Our 3D printers still struggle with things more complex than solid plastic parts. There are a few extremely expensive ones that can make more complex shapes such as gears... You can get kits for about $800 that will let you print nicknacks, though.
I am getting it from the recent developments in 3d printing. I suggest you have a look at what commercial printers can currently do(they have been around for 30 years) far more than just gears. In my previous post you can see that they can now print in resin at the nano scale. The colony ship leaves earth in 2100...plenty of time to advance the tech. I have been going on Physorg.com every day for years and have seen what is and has been developed in many fields. Just look at my previous video posts and use your imagination of what they can become in nearly 90 years. As for the expense, how much does 1 bolt on the space shuttle cost?
and for returning to modells : some little moddeling of such "HouseBuilderPrinters" :
Future of Construction Process: 3D Concrete Printing (http://www.youtube.com/watch?v=EfbhdZKPHro#ws)
Why Design Now?: Contour Crafting (http://www.youtube.com/watch?v=-yv-IWdSdns#ws)
houseprinter.mov (http://www.youtube.com/watch?v=QxqROe8tevo#ws)
... there is the argue of the stability at the new/older printed layers ... actually there can be and are right now projects for solutions and active building-polymers that would glue/homogenize the touchsites or for polymers polymerize right at site in a speed needed for the printer to return to make an inside stabilization and hardenning net ... been seeing such works in paper at our uni. too, actually even as an great way of improvement of the wall-specs. Could be ewen for hardened and stabilized concrete for special purposses (like the iran bunker-ones :D), just whyte ... lets just say an incorporated net of kevlar-like shock absorbers + stabile fabrics to make it maybe shutter, but not collapse so soon, to save some time for life-saving ... or maybe some flex-fibres for earthquake-shock absorbing for japan and other frequently hitt places ... just an extreme thought but the main principle idea is clear.
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I'd like to get my Strafighter model running in Outerra:
(http://www.classicjetsims.com/screenshots/CF104_13.jpg)
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Now I have 2 models created with Google sckeschup 8 and wanted to know how to pass outerra.
(http://i17.photobucket.com/albums/b96/7HUND3R/th_1-30.jpg) (http://s17.photobucket.com/albums/b96/7HUND3R/?action=view¤t=1-30.jpg)
(http://i17.photobucket.com/albums/b96/7HUND3R/th_2-19.jpg) (http://s17.photobucket.com/albums/b96/7HUND3R/?action=view¤t=2-19.jpg)
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You'll need to wait until Angrypig releases the object importer. He's busy working and sweating on it :)
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Ok thank you very much, while I will continue creating and building buildings.
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Sweating on it or swearing AT it? :)
g.
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Haha, working on and sweating at, I suppose. But maybe his sweat is all over his keyboard :)
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It is not funny! >:(
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lol y so mad? ;D
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No one is going to make fun of a serious pig in a serious job.
(http://i.minus.com/jWD39kN2E39HZ.png) (http://minus.com/muRvCijFq/1f)
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Mmmmmm. BACON!
:D
g.
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Aaaaw such a cutypie :-* I already picture a farm with a club of piggies led by angrypig in Anteworld :D
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Add a 3D model of his avatar. Better easter egg than lumpmen. Hopefully it won't look too much like Kirby. ;D
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Hi,
I follow the development of Outerra a bit longer and I like what I see here, very good work.
My focus is on the maritime side, but I also like the combination of Air, land and water vehicles in outerra, this will give a lot of possibilities for all user.
Here is a small part of my current project. A German ferry port in the Baltic Sea.
Travemünde for Maritim Simulations, a New virtual experience.wmv (http://www.youtube.com/watch?v=bg5eS_lw4pM#ws)
Trave up to Lubeca.wmv (http://www.youtube.com/watch?v=JVVD0JyrOhg#ws)
The scenery is very low poly, since this engine is limited in scenery construction.
Regards
Thor
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The engine may be limited in polys, but the simulation looks nice. :)
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That is a nice boat. Glad to have you... aboard.
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Glad to have you... aboard.
Did you take off your sunglasses before you made that pun?
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Hey Thor...
nice to see you here. I love your Travemünde / Lubeca scenery. I would like to see this scenery in Outerra. The scenery would look even better in Outerra, especially with the new feature such as the new 3d grass.
Here another 2 models from me. ;)
MS Finnstar, a baltice sea Ro-pax ferry.
(http://imageshack.us/a/img854/2866/finnstar0157.jpg)
And the Ticonderoga class cruiser USS Gettysburg.
(http://imageshack.us/a/img706/210/gettysburg0039.jpg)
Marko
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Glad to have you... aboard.
Did you take off you sunglasses before you made that pun?
Looks like...
-Puts on sunglasses-
...he missed the boat.
YEEEEEEAAAAAHHHHHHHHHH!!!!!!!!
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I kinda wanna try to import this, but its nearly 2 Million Polys
(http://two66.com/render/render_15.png)
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The ISS is over a million. And you can spawn two of those.. Sort of.
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That "sort of" sounds like a challenge to me :)
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I kinda wanna try to import this, but its nearly 2 Million Polys
(http://two66.com/render/render_15.png)
Thats a hudge crane ... what is it for ?
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So many vehicles and buildings, so little time!
As for me, I'm a character modeler, but for now not of the human kind. My work on my very first character has been rather on and off, but I also decided to do the insane thing and go for a realistic character as my very first model, back before Blender supported sculpting and under its old UI. My original character has seen work on it recently, but I'm making a replacement because it has several geometry problems that snowball into a monstrous project if I try to fix them. Both characters are obviously a work in progress, the replacement model more so than the old one.
Old model -
(http://img15.imageshack.us/img15/623/oldmodelhead.png)
(http://img440.imageshack.us/img440/8577/oldmodelangleview.png)
(http://img819.imageshack.us/img819/4532/oldmodelsideview.png)
New model -
(http://img96.imageshack.us/img96/2544/newdrakesideview.png)
(http://img195.imageshack.us/img195/2701/newdrakeangleview.png)
(http://img266.imageshack.us/img266/5962/newdraketopviewhs.png)
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Damn, this beast is huge. One blenderunit is 1m - your lizard has 18 blenderunits in length. This is too big scaled. The anatomy seems unrealistic. Try to get the legs somewhat outer.
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I kinda wanna try to import this, but its nearly 2 Million Polys
That model should be super easy to optimize. Alpha'd billboard texture for the multiple cables, normal maps along flat polys for the struts and housings. You should be able to get that down to a couple thousand, easy.
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Damn, this beast is huge. One blenderunit is 1m - your lizard has 18 blenderunits in length. This is too big scaled. The anatomy seems unrealistic. Try to get the legs somewhat outer.
Whoops on the size thing, didn't realize that's how blender scales. The creature's supposed to be about a meter high at the hip/shoulder.
On the legs and anatomy, are you saying something to the effect of have the limbs splayed at a 90 degree angle, as in real species? I intentionally had the legs placed directly under the body as in dinosaurs, mammalians (including us), and several other groups of animals.
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I need help Im looking for a 3D model Viewer/Testing software for Collada and Google SketchUp any help???
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I want to import my pod racer :P
http://imgur.com/u3nSF (http://imgur.com/u3nSF)
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Nice model! :)
Marko
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Once the importer is out, I want to import the following model to test it out (Note: this is not my model, it is a free model I found on TurboSquid. It has no door :P):
http://preview.turbosquid.com/Preview/2011/05/24__03_00_48/Turbosquid.png5ad10d61-ec65-4eaa-aca6-6d56ef3d9066Large.jpg (http://preview.turbosquid.com/Preview/2011/05/24__03_00_48/Turbosquid.png5ad10d61-ec65-4eaa-aca6-6d56ef3d9066Large.jpg)
And then, I would like to see medieval villages and cities like in the pictures below (Note: not my 3D models. The 3D models in the pics can be purchased):
http://medievalworlds.com/gallery/wyndebrook.jpg (http://medievalworlds.com/gallery/wyndebrook.jpg)
http://medievalworlds.com/gallery/beronlomp2.jpg (http://medievalworlds.com/gallery/beronlomp2.jpg)
http://medievalworlds.com/gallery/tharsysneub0058t.jpg (http://medievalworlds.com/gallery/tharsysneub0058t.jpg)
http://medievalworlds.com/gallery/wintermarket.jpg (http://medievalworlds.com/gallery/wintermarket.jpg)
http://medievalworlds.com/gallery/lisbon_cam28k.jpg (http://medievalworlds.com/gallery/lisbon_cam28k.jpg)
Here is hoping for a Skyrim kind of game in OT, with more sandbox elements, multiplayer and better combat (see "Mount&Blade" for the combat part, or perhaps "Clang" once its released, if you want motion controlled combat).
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These guys are awesome! Really nice works!
Marko
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As soon some converter will exist (preferably exporter for 3D max and SketchUp, will be able to share this kind of houses -
(http://img59.imageshack.us/img59/3782/97884141.th.png) (http://img59.imageshack.us/i/97884141.png/)
Have 3 basic parts, that can be built in any shapes of existing real world buildings (common in east Europe)
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Here's a couple of them on google earth
(http://img94.imageshack.us/img94/5575/3dbuidings2.png) (http://imageshack.us/photo/my-images/94/3dbuidings2.png/)
Uploaded with ImageShack.us (http://imageshack.us)
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i made this, a off road hot rod kind of like the one in the game Fuel
http://sketchup.google.com/3dwarehouse/details?mid=29a481331b28ab18c895138b8f706ae2&prevstart=0 (http://sketchup.google.com/3dwarehouse/details?mid=29a481331b28ab18c895138b8f706ae2&prevstart=0)
the only pic i know of of the car in the game
http://www.gamespot.com/fuel-2009/images/656853/?full_size=1 (http://www.gamespot.com/fuel-2009/images/656853/?full_size=1)
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Anyone using Blender in here ? I kinda like the price (free).
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yah, i'm using blender.
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I would love to put this model to Outerra, after some optimizations of course. Made it about 6 years ago:
(http://img534.imageshack.us/img534/5364/mb500521024.jpg)
(http://img834.imageshack.us/img834/8805/mb500541024.jpg)
(http://img854.imageshack.us/img854/1900/mb500551024.jpg)
(http://img836.imageshack.us/img836/9053/500mesh.jpg)
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I would love to put this model to Outerra, after some optimizations of course. Made it about 6 years ago:
(http://img534.imageshack.us/img534/5364/mb500521024.jpg)
Do it!!! The detail level looks good for a current and next generation game, too. Been looking for the name of that Mercedes-Benz for a while, so what is the name of it? :) Love it! Would be a absolutely great sunday cruiser in the engine. Well, need licensing...
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This is 1935 Mercedes-Benz 500 K Spezial-Roadster (http://www.supercars.net/cars/5360.html)
As far as the license, the car is very old, need to see if we can use it. With no Mercedes signs of course.
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Thanks! Was the "Spezial-Roadster" I was missing. Don't know the story around the model. At that time, Mercedes-Benz, Bentley, Duesenberg, etc. normally just made the chassis and engine, and left the body work to the customer and workshops. Most of the workshops were closed ages ago, but I don't know how the licensing work. However, there are some that type of objects that can be remade after some time, but not sold as "real." This Alfa Romeo Monza (http://www.jaylenosgarage.com/cars/alfa-romeo/1932-alfa-romeo-monza-replica/index.shtml#item=189661) is made as a replica, and might not have to be licensed. However, the star logo is still in use, so... Well, it's a shame having it stripped of the model? ???
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Well, to be honest I don't think there will be any problem with licenses at all. Anteworld/Outerra is not a racing game, car models is not the things it will make money on. So we can include this model, and if there's a complain from MB official just remove it from the package and make it downloadable as an addon, as all flight/racing/boat/train sims do.
Or maybe even better, just ask MB to use 500k image, who knows, after some time they could be begging to include their brand to Outerra :)
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is ther a way to convert zmodeler .z3d file's into sketchup .skp files?. im Googling the guestion to.
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Hello all this is my first post here, am a 3D modeler and have been doing it for some time now, I have a very large collection of 3D models that I would be very happy to put into Outerra and give away free to the community to use them in this wonderful game engine, here is a few screen shots of some of them in another game.
(http://allaircraftsimulations.com/A4SHF.jpg)
(http://allaircraftsimulations.com/F14F.jpg)
(http://allaircraftsimulations.com/H1C.jpg)
(http://allaircraftsimulations.com/V22D.jpg)
(http://allaircraftsimulations.com/F15F.jpg)
(http://allaircraftsimulations.com/A10A.jpg)
(http://allaircraftsimulations.com/FORDE.jpg)
(http://allaircraftsimulations.com/P80D.jpg)
(http://allaircraftsimulations.com/6S58.jpg)
(http://allaircraftsimulations.com/CUBC.jpg)
(http://allaircraftsimulations.com/BSM3.jpg)
(http://allaircraftsimulations.com/P6E3.jpg)
(http://allaircraftsimulations.com/PeteD.jpg)
(http://allaircraftsimulations.com/35FORD.png)
(http://allaircraftsimulations.com/TP4.jpg)
And thats not all of them there are many more.
Deutschmark
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Hi Deutschmark...welcome here! ;)
It would be nice to see your awesome models in Outerra!
Marko
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Those would look just lovely in this engine!
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Thanks Luishi5k0, hey Marko nice to be here :) this is a wonderful game engine and I cant wait to put my models into it, here are just a few more screen shots.
(http://allaircraftsimulations.com/AlbD5P1.jpg)
(http://allaircraftsimulations.com/3HD.jpg)
(http://allaircraftsimulations.com/AHIN.jpg)
(http://allaircraftsimulations.com/5AMIG15.jpg)
(http://allaircraftsimulations.com/N28IPS.jpg)
And there is still much more.
Deutschmark
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Yes Outerra is really impressive and has a great potential! Dreaming of a trip with your Hindenburg. ;)
Marko
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Nice work !
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Thank you PytonPago glad you like them :)
Am sure they will look good in Outerra once we are able to put vehicles into Outerra.
Deutschmark
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A project started with the new importer, Stoumont 1944.
(http://farm9.staticflickr.com/8036/7987721488_bb04f6952b_b.jpg)
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I expect many battles to be won and lost in those hills.
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I expect many battles to be won and lost in those hills.
There were indeed.
(http://farm9.staticflickr.com/8030/7989087408_8747a7d516_b.jpg)
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As Archimedes figured and wrote down some of first the rules of water:
- " Any body wholly or partially immersed in a fluid experiences an upthrust equal to, but opposite in sense to, the weight of the fluid displaced. "
I want to start making a model of a ship similar to the one on the picture below.But the problem is that I'm new, like 3 months ago since I found out about Outerra.I don't want to start making another topic that probably is made.And I'm calling to the older people on this forum that read this.Cause I don't know if I want to make the ship anymore if there won't be some things implemented.And I was wondering if, water interaction with objects will be developed.The power of the tides.The wind affecting the tides and the speed, direction of the boat.Typhoons, hurricanes, or some other factors, like rain filling the boat with water.Or just the power, weight of the water exercised on the object, like water pressure.The forces exercised under water on some materials.But I don't expect all of those mentioned to be developed.But I'm interested if it was discussed before and probably it was.If the waves or wind will play a role in the movement of objects under or above the waters of lakes , seas, oceans...etc.
(http://i.minus.com/j2GOpSAorxPbl.jpg) (http://minus.com/l2GOpSAorxPbl)
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been a while but look how far 3d printing is getting now....http://www.dezeen.com/2013/01/20/dutch-architects-to-use-3d-printer-to-build-a-house/ (http://www.dezeen.com/2013/01/20/dutch-architects-to-use-3d-printer-to-build-a-house/)
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(http://farm9.staticflickr.com/8506/8408043471_09db3e645b_b.jpg)
RAF Shobdon UK
A Nissen hut in the same position as the only remaining orginal ww2 Nissen hut.
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F-15E. Next step is to set the textures and the script files.
(http://imageshack.us/a/img594/9895/screen1359304149.jpg)
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Here is a building I made really quick as a concept for something I may import.
(http://i.cubeupload.com/Kh06dj.png)
That reminds me of a certain Graphics Card... ;D
(http://www.build-your-own-computer.net/image-files/graphics-card-01.jpg)
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So here is an image that I'd like to see re-created in Outerra:
(http://i.cubeupload.com/6mj5dp.jpg)
Here is an image I have made that would be cool to see in Outerra one day:
(http://i.cubeupload.com/0IUeae.png)
Here is a futuristic landing-strip/ port I am working on so when vehicle>object collisions work you can land your airplanes and helicopters on it. It's a super basic sketch but I am looking for YOUR input on what it should look like.
(http://i.cubeupload.com/mSxUxy.png)
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Is anybody storing sample models (for import) on a shared drive?
Can Outerra create a Google Drive or MEGA folder for us paying members to access?
50GB Free here https://mega.co.nz/ with easy to post URL sharing.
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There is a couple of things we are going to do:
- after import, ability to export the model package as a single file with a custom extension
- when you press enter on that file in Windows, outerra.exe will automatically install it as a package
- a web browser window can be open in Outerra, pointed to a model warehouse, allowing to browse models and download them directly - in that case they would install inside the program immediately
I guess it should be also possible to tie it to one of those shared drive services, with an automatic upload.
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Cool! I love these features...I wonder how should the new file extension be called.
Like .out or .utr!
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Sounds great. Only one request -
At the moment Outerra runs perfectly as standalone app.
Would be great if it could be kept this way.
Extensions is not a massive tie down to OS, but still hope Outerra always stays portable.
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Whats the problem with extensions then? They just make it easier and faster to use.
A menu entry should be made inside Outerra`s menu: Import Content or something like that.
Then the user can select wheatheer to open a file from his PC or download on from the online database you mentioned earlier.
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No problems with extensions particularly, but a feature request in general.
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I agree then. Any new features, like the current ones, should work in any operative system.
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What do you think about submarines in Outerra?
(http://imageshack.us/a/img252/9409/plungermr0001.jpg)
Marko
Love it! Looks very cool. It would be a nice addition for Anteworld. If you had the interior done too so you could walk inside o_o man would that be awesome!