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User mods, screenshots & videos => Other => Topic started by: monks on March 16, 2012, 08:55:07 am

Title: Middle Earth
Post by: monks on March 16, 2012, 08:55:07 am
Hi, we've been around on the boards for a while now. Look like this a better place to post future updates. It's exciting to see so many things happening with user content!  :)

Our original thread is here:
http://www.outerra.com/forum/index.php?topic=326.0 (http://www.outerra.com/forum/index.php?topic=326.0)

 Here's some stuff we've done previously:

The ME-DEM project has been given kind permission by Cameni and AngryPig to post some development shots of our terrain within Outerra.

We recently moved over to an entirely new workflow in ME-DEM for building the terrain. We've been testing whether that would be feasable of itself and also testing the specifics of getting it into Outerra and how Outerra renders it with its procedural fractals at the sub 90m scale.

We got our initial terrain into Outerra which was built on our old workflow using procedural terrain generators. After viewing it from orbit and having seen  the real earth data in Outerra (SRTM v4 at 90m), it was pretty obvious that it didn't stand up very well to scrutiny from high orbit.  :P
 While procedurals terrain generators are great are small scale (sub planetary- Outerra is BIIIIIG!!) terrain modelling, they don't currently have tools for creating convincing large scale structures like continental mountain ranges. So we decided to use real earth data instead...

We're currently using two methods: a more traditional manual modelling approach using real terrain from SRTM sources in Photoshop, Leveller, and World Machine and procedural tile blending of tiles from the same data. We use Global Mapper to select and export the tiles.

 The manual modelling of the mountain ranges is the long term goal- but it will be longer term. the procedural approach will be handled by Robes' texturer and take care of any terrain I've not modelled manually in the meantime.

 First up was Mordor. Bear in mind that in the future the texturer will be set up to incorporate user defined textures. We're still with the default Earth texture settings here.
 
 The highest point on the terrain is at around 16,000 ft. Not sure where that is exactly...but everything looks good. We've used artistic license and extended the height of the Mordor mountains. We're probably going to roughly double the height of the mountains in Middle Earth over our previous estimates.
 I used the Carpathians as the basis for Mordor- sorry to people who live there, no offence  ;D. The problem with that was that they are not young mountains like say the Himalayas with all of those sharp glaciated ridges, so I had to apply ridge sharpening in World Machine. The Photoshop processing removed some of the high frequency detail from the terrain so I had to replace that procedutally while preserving the flatness of the valleys.
 
 These are all shots of just the lower right quad of the ME-DEM terrain. I'll post some shots later with the entire map.

Valleys
(http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/thumbnails/Valleys.png) (http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/Valleys.png)(http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/thumbnails/Valley.png) (http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/12_09/Valley.png)

Ridges
(http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/thumbnails/Ridges.png) (http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/Ridges.png)
 
 
 
Another problem we had was creating a good transition from mountains to lowlands. This turned out to be not too difficult to solve.

(http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/thumbnails/transition.png) (http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/transition.png)(http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/thumbnails/transition2.png) (http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/transition2.png)(http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/thumbnails/transition3.png) (http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/transition3.png)

(http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/thumbnails/transition4.png) (http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/transition4.png)
 
 
 
One of the spooky mountains- this is really cool when you travel across the Udun crater- it's huge and very evil looking up close  8) Just to get an idea of the scale of this, it takes about 20 minutes to travel across the crater of Udun "running" along the ground.
(http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/thumbnails/Tower.png) (http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/Tower.png)
 
I added a sea of mist and took some pics- you get an almost tropical feel.

In this one the mist fills the caldera of Udun. The Morannon Gate (the location of the battle at the end of The Return of the King) is at the south at the gap in the crater. To get a sense of the scale of this, the arrow in the pic points to the summit of the tower in the previous pic just poking its head above the mist!
(http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/thumbnails/Scale.png) (http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/12_09/Scale.png)

 Here's Mt Doom
(http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/thumbnails/Orodruin.png) (http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/Orodruin.png)

(http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/screen_1315695201.png)

(http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/thumbnails/screen_1315694989.png) (http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/screen_1315694989.png)(http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/thumbnails/screen_1315695151.png) (http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/screen_1315695151.png)(http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/thumbnails/screen_1315695179.png) (http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/screen_1315695179.png)
 
(http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/thumbnails/Terrain.png) (http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/12_09/Terrain.png)(http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/thumbnails/Moon1.png) (http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/12_09/Moon1.png)(http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/thumbnails/Moon2.png) (http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/12_09/Moon2.png)
 

I was playing around in World Machine with Voronoi noise and came up with the beginning of a surface for the plains of Mordor.
 
http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/Mordor_surface.png (http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/RW_Terrain/Test/Mordor/11_09_11/Mordor_surface.png)
 
It'd be really sweet to be able to add to this plain the occasional displacements like these: http://blackheart6004.deviantart.com/art/Terragen-2-Shear-163303491 (http://blackheart6004.deviantart.com/art/Terragen-2-Shear-163303491)
Terragen 2 has a workflow which can export displacements as meshes to 3Ds Max. That's one possibility, Outerra will no doubt have procedural solutions too.  ;)

monks



Title: Re: Middle Earth
Post by: monks on March 16, 2012, 08:58:04 am
 We're currently making tweaks to our version 1.0 terrain. We're testing out procedural mountain ranges this time round.

Some pics:

http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/OuTerra/Screens/Blue_Mts_01.jpg (http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/OuTerra/Screens/Blue_Mts_01.jpg)

http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/OuTerra/Screens/Blue_Mts_02.jpg (http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/OuTerra/Screens/Blue_Mts_02.jpg)

http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/OuTerra/Screens/Edge_of_the_World_Mountains.jpg (http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/OuTerra/Screens/Edge_of_the_World_Mountains.jpg)

http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/OuTerra/Screens/Edge_of_the_World_Mountains_02.jpg (http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/OuTerra/Screens/Edge_of_the_World_Mountains_02.jpg)

http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/OuTerra/Screens/Fjord.jpg (http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/OuTerra/Screens/Fjord.jpg)

http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/OuTerra/Screens/Gulf_of_Lhun.jpg (http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/OuTerra/Screens/Gulf_of_Lhun.jpg)

http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/OuTerra/Screens/Gulf_of_Lhun_looking_south.jpg (http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/OuTerra/Screens/Gulf_of_Lhun_looking_south.jpg)

http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/OuTerra/Screens/North_Cape_of_the_Blue_Mountains.jpg (http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/OuTerra/Screens/North_Cape_of_the_Blue_Mountains.jpg)


There's too much snow generally so we need to lower the mountains since we don't have access to climate controls in Outerrra yet. Not sure why Mordor has all that snow on it. I've used the same dem as the pics I've posted before of Mordor. We also have a problem of too much noise in the mts.
It's looking great in a lot of places. It's the first time we've run the make process and we've had a lot of bugs to swat along the way. I've documented everything we did, so it'll be much easier from now on.

monks
 
Title: Re: Middle Earth
Post by: KelvinNZ on March 17, 2012, 01:27:23 am
Absolutely outstanding effort!

Do we know if the data will be added to the current dataset and whether it will be downloadable?

So basically, when can we get our hands on it?  ;D
Title: Re: Middle Earth
Post by: Redrobes on March 17, 2012, 08:14:18 pm
Were fighting to get the mountains looking right and were fixing the problems quite rapidly at the mo so its best if everyone can wait just a little longer as the improvements are worth it. I'm not sure exactly *how* were releasing it but I am convinced it will be let lose on the world at some point soon.
Title: Re: Middle Earth
Post by: KelvinNZ on March 17, 2012, 08:34:54 pm
That's all I needed, thanks mate.
Title: Re: Middle Earth
Post by: monks on March 17, 2012, 09:22:14 pm
Hi Kelvinr, yeh, a few tweaks to make first. We'd like to open it up for people to add stuff to it- buildings, roads, etc. It'd be great to see the place come to life! I think it'll be a few months yet, but not much more than that. 
All of our project data is stored as vectors georeferenced to a globe, so we've got an absolute ton of climate and enviroment info. Outerra works on those principles, so we're in a good position to make use of it all.
 I'm planning to release a topo map soon.  ;)

monks
Title: Re: Middle Earth
Post by: monks on October 05, 2012, 08:24:48 am
A quick update on where we're up to. All of the mountains are completed. The terrain still needs a few fixes but the difficult stuff has been done. Here's some shots at half res with hills and lowlands added. In a few weeks we'll be able to drop this into Outerra. :)

(http://www.skindustry.net/medem/files/Temp/Mountains_Hills_and_Lowlands_03.png)

full size: http://www.me-dem.me.uk/galleries/Development2/Mountains_Hills_and_Lowlands_03.png (http://www.me-dem.me.uk/galleries/Development2/Mountains_Hills_and_Lowlands_03.png)

(http://www.skindustry.net/medem/files/Temp/Mountains_Hills_and_Lowlands_01.png)
(http://www.skindustry.net/medem/files/Temp/Mountains_Hills_and_Lowlands_02.png)
(http://www.skindustry.net/medem/files/Temp/Mountains_Hills_and_Lowlands_04.png)


monks
Title: Re: Middle Earth
Post by: seppen on October 05, 2012, 08:45:33 am
Very exciting project, looking forward to loads of Outerra screenshots/vids  :)
Title: Re: Middle Earth
Post by: monks on October 05, 2012, 08:53:18 am
 Thanks dude. Don't think it'll be a patch on yours tho Seppen by the sounds of it! Maybe we could attach one of those laser scanners to a fell beast or something hehe. We're gonna make this a freely available download so everyone can enjoy it. ;)

monks
Title: Re: Middle Earth
Post by: Sam on October 05, 2012, 09:14:22 am
Thanks dude. Don't think it'll be a patch on yours tho Seppen by the sounds of it! Maybe we could attach one of those laser scanners to a fell beast or something hehe. We're gonna make this a freely available download so everyone can enjoy it. ;)

monks
8)
Title: Re: Middle Earth
Post by: seppen on October 05, 2012, 10:15:24 am
Thanks dude. Don't think it'll be a patch on yours tho Seppen by the sounds of it! Maybe we could attach one of those laser scanners to a fell beast or something hehe. We're gonna make this a freely available download so everyone can enjoy it. ;)

monks

Love the detail in the NZ Wellington 1m Lidar dataset, but just 4x4km is 10million poly´s if include OSM roads/streets.
Perhaps some magic algorithm can make it possible in Quterra on day  ;D

Title: Re: Middle Earth
Post by: monks on October 05, 2012, 10:26:11 am
That must be incredible...! I mean 10m res is gobsmacking enough- I think there was some of Mt St Helens out there. 1m is like 100x what we are using...hahaha! No waaay. I did check out a demo of 30m dem of Hawaii that was up on the net a few years ago- could fly around it with a texture drape on it. That was really cool.  I reckon if anyone can pull it off tho Brano and Co are the folks to do it. Maybe with their use of the gpu for everything in sight it could be possible! Do you have a thread on here for your project?

monks
Title: Re: Middle Earth
Post by: seppen on October 05, 2012, 10:52:05 am
That must be incredible...! I mean 10m res is gobsmacking enough- I think there was some of Mt St Helens out there. 1m is like 100x what we are using...hahaha! No waaay. I did check out a demo of 30m dem of Hawaii that was up on the net a few years ago- could fly around it with a texture drape on it. That was really cool.  I reckon if anyone can pull it off tho Brano and Co are the folks to do it. Maybe with their use of the gpu for everything in sight it could be possible! Do you have a thread on here for your project?

monks

Infrastructure Modeler handle very detailed geotiffs, but when exporting the generated terrain to 3ds Max the filesize alone is a challenge, 5m is possible for larger terrains I´ve tested.

My project plans change with Outerra he he, so will put something up when I know what is possible with collision/physics etc.

Kind of shocked that import/Engine itself is so solid with large/complex models, but then there is no collision yet.
Title: Re: Middle Earth
Post by: monks on October 05, 2012, 11:35:52 am
I've not used the model import yet but I've got a few sites installed from one of the guys on here- I think
 he was one of the first to add stuff, can't remember his name, pico? That's really stable loading- and skipping between
 his various sites. They must have added that about a year ago now.
 I know the devs are busy with something which I don't think I can divulge- well I know very little apart from they're even
 more busy than before. Collision...sounds cool. One more major element that'll bring it to life- bouncing bunnies with rocket launchers anyone?  ;D Would love to see flowing water too...dunno if that would come under physics though. The addition of one or two more devs to the team would not go amiss!
 That's kinda why I've never really done anything more than scratched the surface with Max because it's not really
 designed to handle terrain like it is poly models. We just found a really nice workflow when we discovered Outerra.
I've used the mapressor tool which basically imports and encodes terrain. That uses the gpu and it flys.
 Every now and then I'll get an itch to create some architecture- think I could really get into that- or
 create characters to liven the place up a bit- but then the terrain shouts Oi, I'm not done yet!  :P Nearly there now though
for a version 1.0.
 We hope that folks will add stuff to the terrain once we can get it out there.

monks
Title: Re: Middle Earth
Post by: seppen on October 05, 2012, 11:51:30 am
Since mentioned "running water" I still find this thing very impressive since done in WebGL!

WebGL Landscaping and Erosion (http://www.youtube.com/watch?v=CWD3cpWTgeU#ws)
Title: Re: Middle Earth
Post by: monks on October 05, 2012, 12:08:43 pm
Yes, that's Florian Bosch's work! I know him a little from FaceBook (I'm not on there now though). He's one talented chappie.
He wrote a gpu based terrain modeller using a node network interface- lithosphere -kinda like World Machine but on the gpu- if you know it at all. He never really continued with the development of it though, because I was interested in testing it out and using it but he said he just likes to dabble...his dabbles come out rather well!  8) I think he's what you call an early adopter, because I know he wrote the gpu modeller some years ago now, and he was straight out the door when webgl came along.
 In terms of game physics that's really my main interest- the water effects. I remember nvidia releasing that very cool waterfall demo for DX 10 geometry shaders, which I've still not dloaded cos only just upgraded to Win7

monks
Title: Re: Middle Earth
Post by: Juggernautz on October 05, 2012, 04:58:02 pm
The game From Dust is pretty much just a Populous style fluid dynamics simulator with some really awesome real-time water simulation and interactions.
Title: Re: Middle Earth
Post by: monks on October 05, 2012, 08:44:05 pm
 Wow, just watching the tsunami scene on YT. That's some water effects! Would be great to see rivers like that in Outerra  ;D

monks
Title: Re: Middle Earth
Post by: monks on October 10, 2012, 07:14:57 pm
I'm in the process of adding in estuaries and the major river valleys that define the geography. When adding the hills and
lowlands there is a tendency for the geographic features to get swamped. This helps divide the land up along the major rivers.
This is a test of a method of creating lowlands and potentially hills too. we also have the option of adding in hills
via GTS procedural texturing. The dem will end being a combination of the two approaches.
I've also sourced dems for the deserts of Africa.  8) They will replace the stuff currently south of the River Harnen (south of Mordor).

monks

(http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/screenies/101012/Tex1_small.png)

full size: http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/screenies/101012/Tex1.png (http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/screenies/101012/Tex1.png)


(http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/screenies/101012/Estuaries9.png)

(http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/screenies/101012/Tex10.png)

(http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/screenies/101012/Tex12.png)

(http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/screenies/101012/Tex15.png)

(http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/screenies/101012/Tex4.png)

(http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/screenies/101012/Tex9.png)


monks
Title: Re: Middle Earth
Post by: Sam on October 11, 2012, 01:57:06 am
WOW, great job made, monk! Awseome!  8)
Title: Re: Middle Earth
Post by: Redrobes on October 11, 2012, 04:53:13 am
Yeah these are looking good. Kinda realistic and totally plausible. Very nice.
Title: Re: Middle Earth
Post by: monks on October 19, 2012, 08:35:51 am
Here's a wip of the desert area of Harad (south of Mordor). It uses dems from the Sahara. I was happy to use it
because there is no software that easily create convincing procedural sand deserts.

Once Outerra's texturing system (biomes) comes online all of the areas will be textured differently. Anteworld will
use MODIS, whereas I'm told, user-defined worlds will use a scripting engine interface.

(http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/screenies/191012/Desert_01_small.png)

full size: http://www.me-dem.me.uk/galleries/Development2/Desert_01.png (http://www.me-dem.me.uk/galleries/Development2/Desert_01.png)


(http://www.me-dem.me.uk/galleries/Development2/Desert_03.jpg)(http://www.me-dem.me.uk/galleries/Development2/Desert_05.jpg)(http://www.me-dem.me.uk/galleries/Development2/Desert_12.jpg)

(http://www.me-dem.me.uk/galleries/Development2/Desert_11.jpg)(http://www.me-dem.me.uk/galleries/Development2/Desert_17.jpg)(http://www.me-dem.me.uk/galleries/Development2/Desert_20.jpg)

monks
Title: Re: Middle Earth
Post by: monks on October 20, 2012, 09:30:40 am
At the moment we're preparing for a version 1.0 release. Maybe that should be 1.5 but who's counting?
 If I travel in a straight line it'll be weeks not months.
 Things to do:
 * Improve the coastlines. The previous version had much better coastlines. Here's a shot of the new stuff. You
 can see that there are many more crinkles and outlets into the sea. The trick is to not affect it so much that
 it changers the map at the edges too much. I'm not sure about the underwater channels. I've not given that much thought to bathymetry yet, but I did download a 1 km res data set recently.
 

(http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/screenies/191012/Coastline2.jpg)

 * Finish the lowlands and hills. At the moment the coverage is patchy. It's a case of either creating a multiplication mask
 or directly changing the dem itself. Mask preferred.
 * Add small scale noise to the mountains. This tends to create better mountains when you get in really close to them in Outerra. At the moment this has been done already via the base dem being noised, but that's not an ideal solution, but it would probably achieve the desired result quickly. The other option is to use masks and noise the mountains separately from the rest of the terrain. That would take a bit longer so may not make it into the release.

 The release will be in Outerra's native format packaged up so it can dropped in easily to the install dir. We'll
 have to arrange some download. :)

monks
 
Title: Re: Middle Earth
Post by: cameni on October 20, 2012, 11:09:35 am
The easiest way would be to place it on our server so that it gets downloaded automatically (progressively) when people switch the planet. Or perhaps to have a redirection somewhere else, though the integrated terrain data downloader doesn't understand redirects yet.
Title: Re: Middle Earth
Post by: monks on October 20, 2012, 12:39:31 pm
I jumped the gun here a bit, but I really wanted to put it on the immediate horizon. If I don't, it'll never get out of the door! :)
 Having it on your server would be cool, and it's great of you to offer.

 Does that mean that folks will eventually have it on their hard drives, or will it always be downloaded from each time Outerra is started? Purely from my perspective I don't mind if it gets downloaded to hard drives permanently as wads, whatever. It's a small download of course compared to Earth and Anteworld but that's very much a relative statement!
 I reckon version 1.0 as is will be good to go soon. 2.0 will come around the time of biomes and textures, by which time I'll have added some dem improvements too.
 I thought that I would blog something with a vid and encourage people to sign up for Outerra with it. A full res version would be only available to the Outerra community. We'd perhaps offer a 1/4 res (still a big dem at 10K) to anyone else that's interested. That way the Outerra community gets premium content, as it were. Of course, that's it anyone is interested at all!  ;D

monks
Title: Re: Middle Earth
Post by: cameni on October 20, 2012, 01:52:06 pm
Does that mean that folks will eventually have it on their hard drives, or will it always be downloaded from each time Outerra is started? Purely from my perspective I don't mind if it gets downloaded to hard drives permanently as wads, whatever. It's a small download of course compared to Earth and Anteworld but that's very much a relative statement!
Just as with Earth, it gets downloaded only the first time and then only if the data change on the server. There's a versioning implemented, if you change just a part of the world's source data, only a part of wad files changes and will be downloaded next time.

Quote
I thought that I would blog something with a vid and encourage people to sign up for Outerra with it. A full res version would be only available to the Outerra community. We'd perhaps offer a 1/4 res (still a big dem at 10K) to anyone else that's interested. That way the Outerra community gets premium content, as it were.
Hmm, I wonder if it's not going to be problematic because of the known behavior of Sauron's Estate (http://en.wikipedia.org/wiki/Tolkien_Estate), who may see it as a monetization of their preciousss property. It would be perhaps better to put the data as a zip somewhere like Google Drive and have people download it from there ...
Title: Re: Middle Earth
Post by: monks on October 20, 2012, 06:03:31 pm
Unfortunately I think you may be right about that...would it be ok to make a zipped download of the wads to drop into the data dir?

monks
Title: Re: Middle Earth
Post by: cameni on October 21, 2012, 03:11:16 am
We can make a simple installer that does all that's needed. But I should make a planet selector into the login screen somewhere, appearing only when there are multiple planets to choose from.
Title: Re: Middle Earth
Post by: deathevor on October 21, 2012, 10:27:59 am
Actually a very good solution for this was in FSX. They had a menu of installed map  libraries that could be switched on/off one by one. Overtaking other map data based on layer (add-on) position in list (UP/DOWN in the list).
This will work as well if libraries is stored on Outerra's server. The list get's downloaded during login screen and again as with local addons players just tick them (on/off)  and move UP/DOWN in the list.

And this will be easiest way of end-users to modify their own parts of earth without getting lost in files.

The problem might appear in Multiplayer with players having different height maps. However, as I've suggested previously, if the map data will be stored on Outerra's servers, then only host player can choose addons he wants, And anybody who join the session automatically use them from server.

Title: Re: Middle Earth
Post by: monks on October 21, 2012, 11:05:21 am
Sounds cool! Some good ideas there deathevor. Whatever they have time for really...download +
manual installation would be fine with me, but eventually something more will have to be implemented
for user worlds, maps.

monks
Title: Re: Middle Earth
Post by: deathevor on October 21, 2012, 05:54:44 pm
Thanks. Of course the best (for me) would be to store all addons on server - with layer based management.

It means saving tons of disk space over millions (hopefully) computers.(therefore Greenpeace will tell thanks for that, and we'll save loads of Pandas lives :) )
And easy experience of each add-on without downloading whole content.
And as stated before, it would be most effective way for Multiplayer. As this problem exists in loads of Multiplayer games, where you had to download all modifications used by host to connect to it. (Then you find that ping on this host is way to high and trying to connect to other host, which uses other addons).


Of course the local addons also must be supported. As there wont be so much space on server for everybody and of course some modifications wont deserve this space.


There's another cool idea - Layer (add-on) mask editor. So user can mask an area of addon that he wants to use.
Imagine that you have 2 full world add-ons, but you really like Europe on one and Africa on another one. So basic layer management will not solve the problem, as one of add-ons will have priority on another one, and you'll never see it. Masking the areas will solve it fully.


All above will also work great not only for maps, but also for building, roads and some disaster things like forest fires and floods.
Actually biomes, weather, and traffic scripts also can be managed by layers and masks (especially masks), with gradual switch when you cross their borders.


Sorry daydreaming,
I'll stop here :)







Title: Re: Middle Earth
Post by: seppen on October 21, 2012, 06:44:42 pm
Very interesting, I know many dis cloudbased software, but it might be the future.
Warming up to it myself.
Title: Re: Middle Earth
Post by: monks on October 21, 2012, 07:22:49 pm
Layers and masks, yes. As an interface and a way of organising things they're very user friendly. I never really played multiplayer online games (I would have addiction problem quite quickly lol) so can't really comment on that server stuff- can never get my head round it. :) I think that could be one great setup!
 At the very minimum without the switch in the login that Brano mentioned, all the medem map would require is drop the dir structure into data, and a small change in the cfg file to point Outerra at it.

 Ok, update, coastlines are in.

 I've settled on which dem I'm going to use now for the lowlands so I'm working to that setting up the mountains right. A couple of pics of the Blue Mountains.

 (http://www.me-dem.me.uk/galleries/Development2/BlueMts_01.jpg)(http://www.me-dem.me.uk/galleries/Development2/BlueMts_02.jpg)

 Full res:
 http://www.me-dem.me.uk/galleries/Development2/BlueMts_01.jpg (http://www.me-dem.me.uk/galleries/Development2/BlueMts_01.jpg)
 http://www.me-dem.me.uk/galleries/Development2/BlueMts_02.jpg (http://www.me-dem.me.uk/galleries/Development2/BlueMts_02.jpg)

 Apart from the mountains, I'm going to add some hills in a few places.
 The blue craters are lakes and wetlands.  ;D Not sure what to do with those since Outerra doesn't distinguish
 between multiple levels of water at the moment. I'll probably leave them in as is this time.
 There's a few finessey things I could do I suppose, but it's never ending...

 Then I can build it and run it through our make system which produces a procedural texture via GTS software.
 That will probably take a few days in itself, but that's down from 10 days!, it seems to now...almost fly  :P

 The terrain here is covering half the area it should (4000 km ^2) so there's x2 vertical exaggeration.

monks
Title: Re: Middle Earth
Post by: monks on October 27, 2012, 12:44:14 pm
I've tinkered with this for long enough for the time being. Time to pack it off to make!

(http://www.me-dem.me.uk/galleries/Development/RiverLhun.jpg)(http://www.me-dem.me.uk/galleries/Development/WhiteMountains_Gondor.jpg)(http://www.me-dem.me.uk/galleries/Development/RiverAnduin_and_Gondor.jpg)(http://www.me-dem.me.uk/galleries/Development/EriadorCoast.jpg)(http://www.me-dem.me.uk/galleries/Development/Anduin_Estuaries_and_Tolfalas_Island.jpg)(http://www.me-dem.me.uk/galleries/Development/ChalkHills_NorthEnEredoriath4.jpg)(http://www.me-dem.me.uk/galleries/Development/HaradwaithCoast_02.jpg)(http://www.me-dem.me.uk/galleries/Development/HaradwaithCoast_04.jpg)


Full res images here:
http://www.me-dem.me.uk/galleries/Development/gallery.htm (http://www.me-dem.me.uk/galleries/Development/gallery.htm)

monks
Title: Re: Middle Earth
Post by: seppen on October 31, 2012, 02:06:43 pm
Looking forward to release  :)
Title: Re: Middle Earth
Post by: monks on November 30, 2012, 12:41:11 pm
After making some improvements and a few rendering problems, we've got a tile set to put into the make process which usually takes a few days. Need to run a test on the tiles first to hash out any make issues. Will probably take about a week in all. Then we can take a look in Outerra!..and then we'll arrange a download for folks to have a play with :)

monks
Title: Re: Middle Earth
Post by: Sam on December 02, 2012, 12:00:08 pm
Sounds great!  :)
Title: Re: Middle Earth
Post by: monks on December 18, 2012, 08:59:55 am
Unfortunately release is going to be delayed somewhat. Computer is in the shop with a hardware problem. Hope we can get it fixed!

monks
Title: Re: Middle Earth
Post by: Sam on December 18, 2012, 12:43:42 pm
No worries about that. Haste makes waste.  ;)

Good luck!
Title: Re: Middle Earth
Post by: monks on December 26, 2012, 07:55:49 am
Hope y'all having a jolly festive season! :)

 PC issues ironed out. Santa's elves have been busy down the me-dem mines haha...some screens from the latest build. We're doing some tests in make to get the textures right in GTS. Once we've done that, we'll put out the release build. The release build is already waiting at the beginning of the pipeline and has some improvements/adjustments.
 There's a lot of fog in the pics but it serves to give some visual cues to the landforms. Outerra's biomes are slated to come online in the next 6 months, so we'll have a scripting interface with which to change the textures, veg and snow placement. You may have noticed that the forests on the map are missing. The devs have kindly offered to put a quick hack in to get those in for release. Woohoo! :)

(http://www.c2741114.myzen.co.uk/galleries/Outerra1/Pre_release_01_261212.jpg)(http://www.c2741114.myzen.co.uk/galleries/Outerra1/Pre_release_02_261212.jpg)(http://www.c2741114.myzen.co.uk/galleries/Outerra1/Pre_release_03_261212.jpg)

(http://www.c2741114.myzen.co.uk/galleries/Outerra1/Pre_release_04_261212.jpg)(http://www.c2741114.myzen.co.uk/galleries/Outerra1/Pre_release_05_261212.jpg)(http://www.c2741114.myzen.co.uk/galleries/Outerra1/Pre_release_06_261212.jpg)
(http://www.c2741114.myzen.co.uk/galleries/Outerra1/Pre_release_07_261212.jpg)

Full res here:
http://www.me-dem.me.uk/galleries/Outerra1/gallery.htm (http://www.me-dem.me.uk/galleries/Outerra1/gallery.htm)

monks
Title: Re: Middle Earth
Post by: Bartolomeus on January 02, 2013, 02:36:44 am
Great work so far! Looking forward.

Marko
Title: Re: Middle Earth
Post by: monks on January 02, 2013, 09:56:02 am
Thanks Marko!

 ...I've still had the hardware problems but I'm pretty sure I've worked out what it is. I just need to run the system for the next week to be 100% certain. Then we can get back to it.
 Brano has coded a quick forest texture look-up so all of the forests will be in their correct place :-D It looks
awesome!
 In the down time I'm taking the opportunity to make a few more improvements. Erebor has been added (hey I went to see the Hobbit  ;D )...

 Here's some pics from last week:

(http://www.me-dem.me.uk/galleries/Outerra1/pre-release_08_271212.jpg)(http://www.me-dem.me.uk/galleries/Outerra1/pre-release_09_271212.jpg)(http://www.me-dem.me.uk/galleries/Outerra1/pre-release_10_271212.jpg)

(http://www.me-dem.me.uk/galleries/Outerra1/pre-release_11_271212.jpg)(http://www.me-dem.me.uk/galleries/Outerra1/pre-release_13_271212.jpg)(http://www.me-dem.me.uk/galleries/Outerra1/pre-release_15_271212.jpg)

(http://www.me-dem.me.uk/galleries/Outerra1/pre-release_16_271212.jpg)(http://www.me-dem.me.uk/galleries/Outerra1/pre-release_17_271212.jpg)(http://www.me-dem.me.uk/galleries/Outerra1/pre-release_19_271212.jpg)



Full res here:
http://www.me-dem.me.uk/galleries/Outerra1/gallery.htm (http://www.me-dem.me.uk/galleries/Outerra1/gallery.htm)
 

monks
Title: Re: Middle Earth
Post by: Bartolomeus on January 03, 2013, 01:47:38 am
AWESOME!  :)

Marko
Title: Re: Middle Earth
Post by: ZeosPantera on January 03, 2013, 02:08:11 am
Don't quite know how you can make this look so much more interesting then the actual earth but it does.

Next up is a fully realized Westeros! All the imaginary lands on one planet go!
Title: Re: Middle Earth
Post by: monks on January 03, 2013, 09:38:38 pm
Cheers guys!... Funny you should say that Zeos, that was one of the places mentioned when we talked about doing other worlds in the future
 More interesting? I think the fog helps. Once the biomes come online things will get very interesting. Another thing though is the terrain height. I was flying around the Earth data for comparison- checking on how to improve our model and I noticed that so much of Earth is very flat, and you would expect that. But it doesn't impact that much visually. We output the terrain for Outerra scaled by 1.4. We did that so that the snow shaders would look better. so you can consider our terrain for Outerra as a kind of map presentation with vertica exagerration for effect...or cheating  ;D. But when the biomes come online we won't have to anymore.

monks
Title: Re: Middle Earth
Post by: Ozybolairy on January 04, 2013, 04:18:20 am
already done http://www.gearthblog.com/blog/archives/2013/01/explore_the_game_of_thrones_westero.html (http://www.gearthblog.com/blog/archives/2013/01/explore_the_game_of_thrones_westero.html)
Title: Re: Middle Earth
Post by: monks on January 04, 2013, 08:09:32 am
How cool is that?! Will have to take a look in Google Earth...  8)
 We did look at GE but it doesn't support user defined terrain data so one of our bunch tried putting our (stitched together from Pete Fenlon's of course) map on NASA's Worldwind a few years ago now. Worldwind does support imported terrain but we never got any further than this. http://www.me-dem.me.uk/videos/worldwind/videos.htm (http://www.me-dem.me.uk/videos/worldwind/videos.htm)

 They don't even support it in the pro version. Don't know why...I guess it's a niche interest. But with enough people doing stuff like Westeros, maybe one day they will.

 We would be more focused on the terrain model which could be generated easily enough from the GoT maps- such as those this guy is using. Once you have terrain you can do all kinds of things with it, such as procedurally generate texture maps from height info. Maps, stories and 3D don't always go together though in peoples' minds. Especially if the maps are ye olde world maps and the style of presentation is technical/modern such as GE or full 3D.

monks
 
Title: Re: Middle Earth
Post by: monks on January 23, 2013, 08:00:47 pm
I think I've finally ironed out my pc problems...don't want to jinx myself though by saying that :-D...There's a
quick hack by Cameni here to get some forest placement from a user defined map.
 I'm rebuilding some river valleys that got destroyed from our recent remapping of lowland heights and then running another make which will spit out the textures and the final release build. The GTS texture output maps will be used in Outerra's upcoming biomes system to place different biome types. If all goes well it'll be about 2 weeks until we can release something.

 

(http://www.me-dem.me.uk/galleries/Outerra1/Forests_01.jpg)(http://www.me-dem.me.uk/galleries/Outerra1/Forests_02.jpg)(http://www.me-dem.me.uk/galleries/Outerra1/Forests_03.jpg)

(http://www.me-dem.me.uk/galleries/Outerra1/Forests_04.jpg)(http://www.me-dem.me.uk/galleries/Outerra1/Mirkwood_Lorien_and_Fangorn_01.jpg)(http://www.me-dem.me.uk/galleries/Outerra1/Mirkwood_Lorien_and_Fangorn_02.jpg)

(http://www.me-dem.me.uk/galleries/Outerra1/Anduin_and_Ithilien_01.jpg)(http://www.me-dem.me.uk/galleries/Outerra1/Anduin_and_Ithilien_02.jpg)(http://www.me-dem.me.uk/galleries/Outerra1/Forests_of_Ithilien_SW_to_Minas_Tirith_01.jpg)



(http://www.me-dem.me.uk/galleries/Outerra1/Forests_of_Ithilien_SW_to_Minas_Tirith_02.jpg)(http://www.me-dem.me.uk/galleries/Outerra1/Forests_of_Ithilien_SW_to_Minas_Tirith_03.jpg)(http://www.me-dem.me.uk/galleries/gts/GTS_Texture_170113.png)

Full res here:
http://www.me-dem.me.uk/galleries/Outerra1/gallery.htm (http://www.me-dem.me.uk/galleries/Outerra1/gallery.htm)

monks
Title: Re: Middle Earth
Post by: MarkyDeVille on January 24, 2013, 09:16:29 am
I just registered here on the forum only to tell you, that I am very excited about this project! keep up the fantastic work!  :)

I also have a question regarding the long term goals of this project: What do you plan after all the terrain, landscapes and relevant citys/buildings of Middle Earth are created? Will you also add people/animals to the world?

Best wishes for the project and sorry for the crappy English, I am not a native speaker...
Title: Re: Middle Earth
Post by: Redrobes on January 24, 2013, 09:37:00 am
Nice Pics Monks, the build system must be fully working again then. The final vegetation looks good too.

As for stuff after the terrain has been released I think there will always be tweaks being done to the terrain to fix up some issues and a lot depends on what Outerra supports that we can generate in order to make the land more in line with the real M.E. For example, we may try to modify the resulting data to align outerras procedural snow generation in line with where we have snow so that outerra produces the snow in the right places.

After all the terrain issues have mostly been patched up then the first thing I think we need are some markers on outerra for some of the famous places since outerra does not have any text or labeling. Then we should try to work on some of the building, towers, forts and so on. There is an active selection of individuals that are making some of the models in ME anyway but we should try to persuade them to put it into the Outerra Engine to see. From what I gather tho, some like the Minas Tiriths of the web are many millions of polys. Whether we could realistically have that in 3D along side the terrain is something we need to talk about with Cameni. Maybe we would need to generate 3D models with a set of levels of detail to show I dont know. I can imagine to start with having some bill board type images to show.

Animals and people - I don't know about that. I dont think we woudl be hand placing them in so I think thats a procedural thing. So again its more of an outerra capabilities thing. We could potentially make up some population masks for it to reference whilst in the terrain. But I cant see that being on the top of the dev priorities for the outerra team.

I would think that once most of the terrain is in place with outerra they would work on rivers and lakes. We have those masks to reference so were ready for that when it happens.
Title: Re: Middle Earth
Post by: monks on January 24, 2013, 12:55:54 pm
Hey Markey, thanks very much!
 What Robes said really. I like the idea of markers yes. I think it all depends if we can get any people interested in donating models/ modelling skills/time to the cause -getting involved. If folks do, then we'll try to minimise any changes to the terrain (unless the devs come up with a way to auto-fix models to changing terrain -I doubt that'll be completely possible though- dunno). If folks don't then I imagine we'll stick with modifying the terrain more- ie the heightmap and the textures/biomes. Having said that though, we're beginning to transition over to concentrating more on textures now, and I'm looking for an excuse to learn a 3D modelling package to do some architecture myself. It's hard to say but ideally more hands make less work! :)
That's the pic you sent me Steve, the GTs one. Still doing the rivers here! Yet to test the make sys but it'll just be a case as we normally proceed I think.  ;)

monks
Title: Re: Middle Earth
Post by: monks on February 10, 2013, 10:43:12 am
Hey, we're going to release the demo very soon...! The build is done and good to roll. In the meantime here's a few pics from both the GTS texturer and from Outerra. Once Outerra's biomes come online GTS will be providing the distribution maps.

 This will be a demo. We'll release an update in the next weeks which will be V 1.0, and good for building architecture on. We just need to make a few changes to heights in a few places.
 New stuff this time: Lonely Mt added. Lakes now visible as water in Outerra. Numerous other fixes and improvements.

 At the moment lakes are set at sea level. Further down the line when Outerra supports lakes at different heights we'll release another version which will have lakes set correctly. This wil change terrain heights around the immediate vacinity of them but won't impact other than that.

 Currently there is no Rivendell- I mean there is no deep valley especially created for it. Ideally we'd want to use the Lauterbrunnen terrain for that (It was explicitly based on the Swiss valley). That would have to be part of a patch for future release. Apologies to any extreme elf lovers  ;D Such things happen when you're trying to build an entire world...!


GTS Texture in ViewingDale Viewer
(http://www.me-dem.me.uk/galleries/vdale/Overview_03.png)(http://www.me-dem.me.uk/galleries/vdale/Belfalas_01.png)(http://www.me-dem.me.uk/galleries/vdale/Eriador_02.png)

More here: http://www.me-dem.me.uk/galleries/vdale/gallery.htm (http://www.me-dem.me.uk/galleries/vdale/gallery.htm)

GTS Texture as a drape in World Machine
(http://www.me-dem.me.uk/galleries/gts/GTS_Tex_12.png)(http://www.me-dem.me.uk/galleries/gts/GTS_Tex_11.png)(http://www.me-dem.me.uk/galleries/gts/GTS_Tex_09.png)

more here: http://www.me-dem.me.uk/galleries/gts/gallery.htm (http://www.me-dem.me.uk/galleries/gts/gallery.htm)

Outerra
(http://www.me-dem.me.uk/galleries/Outerra1/Release_01.jpg)(http://www.me-dem.me.uk/galleries/Outerra1/Release_03.jpg)(http://www.me-dem.me.uk/galleries/Outerra1/Release_05.jpg)(http://www.me-dem.me.uk/galleries/Outerra1/Release_06.jpg)

More here: http://www.me-dem.me.uk/galleries/Outerra1/gallery.htm (http://www.me-dem.me.uk/galleries/Outerra1/gallery.htm)



monks
Title: Re: Middle Earth
Post by: monks on February 17, 2013, 06:54:41 pm
The demo is out! Head over to Cameni's post here for all the details!  ;D

http://www.outerra.com/forum/index.php?topic=1491.msg17180#new (http://www.outerra.com/forum/index.php?topic=1491.msg17180#new)

monks
Title: Re: Middle Earth
Post by: Sam on February 18, 2013, 01:48:45 am
Hi Monks

You build a quite interesting north Africa, isn't it? Thanks a lot fot that! I like it so much!  8)
Title: Re: Middle Earth
Post by: monks on February 18, 2013, 07:59:39 am
 ;D North Africa...where? You mean the shape of the world or do you mean the southern section? I did use north Africa for the southern deserts. If you spotted that...Wow, you have eyes like a hawk!

monks
Title: Re: Middle Earth
Post by: Sam on February 18, 2013, 09:27:22 am
I did use north Africa for the southern deserts. If you spotted that...Wow, you have eyes like a hawk!

monks
No no, I use the "G" Key > Google Map.  ;D
Title: Re: Middle Earth
Post by: monks on February 18, 2013, 09:44:49 am
Eh? I'm lost. What does that do?...I know Anteworld has a Google map thing, but I've never used it. I'll have to have a look to see what you're on about  ;D

monks
Title: Re: Middle Earth
Post by: Redrobes on February 19, 2013, 06:21:34 am
I think that Outerra can sync the view your seeing in 3D with a google maps view of the same place on earth. Since we dont have a google middle earth yet..... ;) .... then its syncing the 3D middle earth view with the coords that it would be on earth. Since we aligned the Middle Earth with the Geo coords of what we thought tolkien wanted with the earth then most of Mordor lines up with North Africa. In which case I have to ask... does the equiv of Earths Oxford UK line up with Hobbiton then ? That was supposed to be the case, was it not, referring to Tolkien's letters somewhere.
Title: Re: Middle Earth
Post by: cameni on February 19, 2013, 06:52:16 am
When we started experimenting with getting the ME data into OT, for simplicity we just placed it somewhere, which happened to be so that the bottom edge of ME map lies on the equator.
Title: Re: Middle Earth
Post by: Redrobes on February 19, 2013, 07:30:53 am
Ok cool that makes sense. So any alignment between medem continent to earths locations are just pure coincidence then. I thought for a mo that we ported over the GeoRef locations but I recall now that we didn't. The MeDem terrain from side to side is supposed to be about 4000km which looks about the same in the outerra world too.
Title: Re: Middle Earth
Post by: monks on February 19, 2013, 09:33:36 am
Yes, I figured that's what was going on with the google map viewer, and I knew we hadn't used the
geeoref coords. Hobbiton is supposed to line up with Sarehole, Birmingham, Minas Tirith with Florence, Italy. ;)

monks
Title: Re: Middle Earth
Post by: magik0012 on April 15, 2013, 05:57:42 pm
Hi Guys,

Is there a post somewhere that tells you how to get real world elevation data into Outerra?
Title: Re: Middle Earth
Post by: monks on April 15, 2013, 06:24:15 pm
Hi, I would send Cameni a pm. There's a forum set up here for other Outerra worlds, if that's what you have in mind:
http://worlds.outercraft.com/forum/index.php (http://worlds.outercraft.com/forum/index.php)

monks
Title: Re: Middle Earth
Post by: Atrax on June 01, 2013, 03:41:15 am
ok guys, I have a question. I've installed this and it doesn't work for me, there is no option to pick middle earth at the log in screen. I've tried to install it in the default location and directly into outerra but still no go :( Am I missing something?
Title: Re: Middle Earth
Post by: cameni on June 01, 2013, 03:46:50 am
If you installed it to the same data directory as your earth data, you should see it. Check where the data.cfg in your program directory points to, then check if you have data/medem there.
Title: Re: Middle Earth
Post by: Atrax on June 01, 2013, 03:50:14 am
ahh, that makes perfect sense, I'll check that now.
Thanks a bunch for your fast reply!

P.S: Ok I fixed it now and it works! :D Thanks Cameni!
I've uninstalled it and then did a new install and just deleted that ME-DEM dataset folder that installer wants to make when installing, and it works :)

Sweet, now to check out Middle Earth!
Title: Re: Middle Earth
Post by: monks on June 01, 2013, 04:27:05 am
Enjoy!  :D We're working on releasing another build of the terrain. We've taken a little breather after the demo release. I'm currently learning 3D Max so I can start to approach getting the various buildings in. My partner uses Blender and we've got a few folks who've offered to chip in and build something.
 We tend to hang out more here these days,
http://worlds.outercraft.com/forum/index.php (http://worlds.outercraft.com/forum/index.php)

 But regular updates will posted here too.  ;)

monks
 
Title: Re: Middle Earth
Post by: Atrax on June 01, 2013, 06:19:31 am
Enjoy!  :D We're working on releasing another build of the terrain. We've taken a little breather after the demo release. I'm currently learning 3D Max so I can start to approach getting the various buildings in. My partner uses Blender and we've got a few folks who've offered to chip in and build something.
 We tend to hang out more here these days,
http://worlds.outercraft.com/forum/index.php (http://worlds.outercraft.com/forum/index.php)

 But regular updates will posted here too.  ;)

monks

Nice one, I really like what you guys have made so far :)
I would love to help too but I'm a complete newb when it comes to 3d modeling and 3ds max. I am learning atm so I can add some cars that no one is adding, like JDM cars (Japanese Domestic Market) and some Fords and other vehicles. :D But it will take time before I learn enough to add working models in-game, since I'm learning on my own and have no one to ask for help  :-[ I don't really understand that grouping thing in 3ds, and what is neccessary to get a drivable model in game, but I'll keep trying.
I'll check your forums too for info on stuff you guys are making.


Keep it up and I hope to see more of your stuff for Outerra in the future! Outerra FTW!
Title: Re: Middle Earth
Post by: monks on June 01, 2013, 06:43:56 am
Best thing to do is register on a good Max modelling forum. That's what I did. People are usually pretty helpful.
 I've only imported single object models so far. That's fairly easy. I can send you the info if you want. Yeh, the more complicated stuff with multiple objects- the whole vehicle thing is more tricky. Best place to look is the Importer board!  :)

monks
Title: Re: Middle Earth
Post by: Atrax on June 01, 2013, 07:19:49 am
Best thing to do is register on a good Max modelling forum. That's what I did. People are usually pretty helpful.
 I've only imported single object models so far. That's fairly easy. I can send you the info if you want. Yeh, the more complicated stuff with multiple objects- the whole vehicle thing is more tricky. Best place to look is the Importer board!  :)

monks

Yes send some info my way if you can. And I'll check those forums. :)
Title: Re: Middle Earth
Post by: PytonPago on June 01, 2013, 08:36:07 am
Enjoy!  :D We're working on releasing another build of the terrain. We've taken a little breather after the demo release. I'm currently learning 3D Max so I can start to approach getting the various buildings in. My partner uses Blender and we've got a few folks who've offered to chip in and build something.
 We tend to hang out more here these days,
http://worlds.outercraft.com/forum/index.php (http://worlds.outercraft.com/forum/index.php)

 But regular updates will posted here too.  ;)

monks


That are some really great news, holding all fingers crossed for you guys !  ... have you some systematic approach on the world-building or does anyone do some of their place of liking ? ...
Title: Re: Middle Earth
Post by: monks on June 01, 2013, 09:36:14 am
Cheers Pyton... :) at the moment anyone can make anything they like. After the next terrain build the first thing we'll be doing is creating some very simple placeholder models (boxes) for the sites, so folks have a better visual starting point.

monks
Title: Re: Middle Earth
Post by: PytonPago on June 01, 2013, 09:41:21 am
Cheers Pyton... :) at the moment anyone can make anything they like. After the next terrain build the first thing we'll be doing is creating some very simple placeholder models (boxes) for the sites, so folks have a better visual starting point.

monks

Yay ... that means, there is a need to bring this stuff to all 3DModelers Tolkien fans and organize settlements/cities building communities.  :)
Title: Re: Middle Earth
Post by: monks on June 01, 2013, 09:53:11 am
Yes, I'd rather just use some floorplans of the sites and extrude from them. Set up some primitives. Pyton, do you use Max or Blender? I'm just looking around for peeps to learn from ;)

monks
Title: Re: Middle Earth
Post by: PytonPago on June 01, 2013, 11:02:25 am
Yes, I'd rather just use some floorplans of the sites and extrude from them. Set up some primitives. Pyton, do you use Max or Blender? I'm just looking around for peeps to learn from ;)

monks

 .. well, when i was on middle school, i had an grudge on Max ... doe some school stuff came by and havent seen it rightly (as any other for 3 years or so) so now i tried and i was wowed of the program progress ... so simply - im on Blender. Not much possibilities as in Max, doe simpler and somewhat user-friendly for me. But im just learning again too  :) ... i also have an primitive approach - going trough the most vertices individually (just as the guys that make digital art paintings by going pixel by pixel) so its a time eater, making me go auto-crazy sometimes. (well, i just like hard manual labor work making an effort effect  ;D - and people can know that its my work when they see the bulkyness of my pair of left hands  8)).       ... doe i help if i will know. Thats why we are here.   ;)

... for the project of yours ... i hope i get to contribute too white some hut or area when my little stuff is finished. (i hope no one makes Gandalfs staff or beard to that moment  ;D)
Title: Re: Middle Earth
Post by: monks on June 01, 2013, 04:17:20 pm
Hehe...I've heard some horror stories about Blender too...I suppose it's what you get used to. But yeh, Max is pretty amazing these days. I've never tried Blender. Modelling is for people with patience and poor eyesight and maybe no life.....:-D ...you can't see what's beyond the screen in front of you. You go deeper and deeper into the tiny details- until you have hands like shovels eh?...or disappear into a pixel singularity.
 Yeh a hut would be great...we could use a really large one for Minas tirith I suppose  ;)

monks
Title: Re: Middle Earth
Post by: PytonPago on June 02, 2013, 02:32:47 am
Modelling is for people with patience and poor eyesight and maybe no life.....:-D

Then i better not reveal my real life hand work "modeling" stuff ...  ;) ... doe, i have to do in blender my vision of a future-society house i would like to have someday.

You go deeper and deeper into the tiny details- until you have hands like shovels eh?...or disappear into a pixel singularity.

... dont speak about singularity whyte a chemist pal, or i blow your mind whyte a few hours of stuff and possibilities of our reality that will make you watch stuff like the original Star-trek series at days and crouch under your bed from terror at nights ;D ;D (dont worry, you get the full philosophy-psychological safety and precaution seminar before i start  :D)

... Minas tirith is fine ... but ... im an child of Edoras. The 8.-15. century times like wood-work city of craftsmanship and nature-based life (not to mention my favorite hills in the scenery) makes me wont to live like that. Im pretty sure, if i would lived there, i would be a magic/alchemy interested black-smith or wood worker. :P I probably start working on that city when i get to contribute. Doe, some mapping stuff i have to learn, didnt do that like ewer, and those would be the most important things to do in that wood engraved city. And i would wont it in the greatest detail as possible - probably cinema style - then we can remake the film in OT, together whyte the other books of Tolkien. (word by word by the book) :)

(http://images1.wikia.nocookie.net/__cb20121022232056/merp/images/c/cd/Edoras2.jpg)

As for the programs, if you want some serious work being done in the future, than Max is definitely the right choice. Blender is more artistically based than technical (thats why its so "user friendly" and its free what i like so much, that such kind of project gets a name for itself (like the linux endeavor)). The pals that have made Max are a real peace of right workers, if i would be a programmer, i would dream of their kind of work - i respect them and their users greatly.
Title: Re: Middle Earth
Post by: monks on June 02, 2013, 04:37:44 am
Yes, Blender looks pretty amazing. It looks like a professional job all round and I may be using it at some stage or other. But for now, I'm with Max.
 :) It's a nice place- living in harmony with the landscape- and I'd like to see more of this in the world http://rohan.untererde.de/ROeowyn.gif (http://rohan.untererde.de/ROeowyn.gif) :-D

 Nice map!...where did you get it?

 The map...that's how I see the first stage of building. collecting together maps of the different sites, Minas Tirith, Edoras, etc. From these I think we need to model the terrain so that the site will better prepared for models.
 Our plan was for the first modelling pass to simply extrude those building shapes. People who wanted to do the second pass could improve the model from there. As an approach, it will be a good way to learn Max too.
 In the past I modelled a site from a similar map- for Carn Dum. the map had contours with the heights so I vectorised them and then interpolated the contours to produce a 3D model. It was quite fun. I wouldn't do things like that now though- it's too time consuming, especially if the map is not of a real place (ok for real places and technical work). I would simply paint the heights now.
 Do you know of any map and reference resources from the Peter Jackson films?

monks
Title: Re: Middle Earth
Post by: PytonPago on June 02, 2013, 05:06:57 am
Just found on google :D ... aldoe, there are groups of fans - cartographers too, witch do this kind of Tolkiens books research to make it as much as possible realistic and by the books writings - have seen a number of such in the years (should not be such a problem to find that folks if on right forums) ... so the details: would be good to look on the films detailed motives look and compare to the books descriptions, little talk white a friend historian, how such motives are done (and how they folklorely arise) and make the right approximations for the final model and textures ... may not seem so, but many art-designers that paint such kind of stuff have some research periods and a lot knowledge about this kind of stuff.

This is the part of work that always makes me happy - a lot of interesting new stuff to know and find out.

... actually, some changes are needed to the terrain to make it realistic as for the usage of the city perimeter, doe, white the terrain-tools you can just lay down the objects and do the details by taking pressure(usage by the town folks)/erosion/waterways-rains in mind. And certain specialties must be vectorized (height-mapped) like the white-city rock - would be too complicated to do by the tool ... still have to wait a little for caves and  overhanging cliffs for OT (i think they could be done in a years time of Camenys and co. work), but till then, many info can be collected for the project - sketches made ...
Title: Re: Middle Earth
Post by: monks on June 03, 2013, 03:27:40 pm
Yeh, it's a loooong term project. :) Our core data is stored in a GIS program so it's possible to create the site maps with GIS vector tools and accuracy. Then when OT has vector import tools, we could directly import them. That's what I'd like to do- it would make for better accuracy over the long term, but practicalities might mean that doesn't happen, or not in the correct order- ie we might make the sites, then import the min to the GIS program which supports 3D vectors. Reverse workflow. It's not a priority at the moment thinking about these things, but it would be cool to have everything in one app, a GIS database.
 Underground structures is where things would be most fun for me. That's where all of this project started- I was digitising paper maps, then wanted to build them 3D, and the scope of it just got bigger...!....I fell down the rabbit hole :-D...10 years on.. Then I was looking into the possibility of using real world workflows but for fantasy maps and...models because the ones I knew about for building fantasy maps didn't seem very good really, and anyway I kinda thought (in my naivety then)...well why shouldn't the Games industry use workflows that are used to make, map the real world. It's starting to happen with some things anyway.
 Ever since those first days of "reverse engineering" speliological files to create a fantasy map with some free software from uiniversity of Austin, Texas, I dreamed of a good interface and renderer that could take vector input (either from such files or from Illustrator for eg) and procedurally bring them to life. No such workflows exist because we've never had the large enough scales in Games to make using vectors and tool development worthwhile. SG doesn't support z info anyway so it has to be a specialised format like .shp. Anyway....I digress...:-D Yes, loads of knowledgeable people around to seek advice/info from!

monks
Title: Re: Middle Earth
Post by: PytonPago on June 03, 2013, 04:06:51 pm
Man of vision ... like that spark if life. Well, OT will make the shift to real-sized environments - and technology goes forth. Soon, laser 3D scanners, 3D printers, garage extruders and much much more will become all-home reality (kinda sad, that modeling will get a twist in this - returning to clay jobs it seems and downed industry papers will be there at hand). The workflow will come one day - just if the world would be more focused on progress, it would be sooner. Well, making the Tolkiens vision come OT-style will certainly take a decade or two - still worth it - i just hope the Hobbit books dragon will be made, and be friendly white me. : )

Vector-data importing capabilities are planed, doe now they have some side spec.projects and biomes white weather is the actual priority (can actually well understand why). So no problem there, models can still be made - if done after the same scailing, then theres no problemo. Making the vector data files is so no bad in advance. (maybe playing white erosions in specific progs. and than export those more realistic data would prove interesting - in local village-settlements terms i mean)

In fantasy maps, OT has great future, if the great ending result will have a simple and intuitive creating way, there will be more than just middle-earth re-made digital. Maybe even the Elder Scrolls world. ;D  ... but it would be interesting to remake the world in 15-17 century - a massive medieval world and all our 200 + castles of our little country would be there ... Making armies like in Rome-total war would be some show then.  8) ... and yes, the great anti-Sauron war.  ;D
Title: Re: Middle Earth
Post by: monks on June 05, 2013, 03:55:51 am
:)...not vision more blind naivety. But yeh I do love it. Return to clay modelling? I think that's true and all the traditionalist craftsmen will celebrate...The Occulus Rift might be used for modelling too- software is already being written.

 Weather and biomes should come first yes. Real world scale is pretty important in our project yep...

 :-D...Elder Scrolls would be wicked...playing Skyrim at the momment...I  can think of loads of old pen and paper rpgs too...like Glorantha, GreyHawk, etc.
 What country are you from Pyton?

monks
Title: Re: Middle Earth
Post by: PytonPago on June 05, 2013, 06:53:32 am
:)...not vision more blind naivety. But yeh I do love it. Return to clay modelling? I think that's true and all the traditionalist craftsmen will celebrate...The Occulus Rift might be used for modelling too- software is already being written.

 Weather and biomes should come first yes. Real world scale is pretty important in our project yep...

 :-D...Elder Scrolls would be wicked...playing Skyrim at the momment...I  can think of loads of old pen and paper rpgs too...like Glorantha, GreyHawk, etc.
 What country are you from Pyton?

monks

 ... no ... it is visionary - you would be amazed what things were possible 30 years ago, and isnt applied even today ...

Well, oculus would be interesting for modeling indeed ... Slovakia that is. ( no, not CzechoSlovakia anymore since 1991  ;D )
Title: Re: Middle Earth
Post by: cameni on June 05, 2013, 10:02:19 am
... Slovakia that is. ( no, not CzechoSlovakia anymore since 1991  ;D )
A fellow countryman :)

I didn't know until recently - actually, the way you consistently used "whyte" in place of "with", I thought to myself - that must be an ancient root of the word, or some dialect. An old Welsh guy, or a Celt maybe ;D
Title: Re: Middle Earth
Post by: PytonPago on June 05, 2013, 10:26:36 am
... the way you consistently used "whyte" in place of "with", I thought to myself - that must be an ancient root of the word, or some dialect. An old Welsh guy, or a Celt maybe ;D

 ... maybe my medieval fathers once were. And the grammar just as a common resistance. I cant let Štúr go high RPM by him self.  ;D
Title: Re: Middle Earth
Post by: monks on June 06, 2013, 04:08:29 am
 :) ...I prefer Czechoslovakia...it just sounds better sorry. It must be the Cz- not everyone can have that in a word- sl is dull, we have that- why drop the most interesting part of the word?? Whyte sounds kinda Anglo Saxon or something like "Withywindle" or as you would say Pyton Whythywhyndle. :-D

monks
Title: Re: Middle Earth
Post by: PytonPago on June 06, 2013, 04:57:08 am
:) ...I prefer Czechoslovakia...it just sounds better sorry. It must be the Cz- not everyone can have that in a word- sl is dull, we have that- why drop the most interesting part of the word?? Whyte sounds kinda Anglo Saxon or something like "Withywindle" or as you would say Pyton Whythywhyndle. :-D

monks

... well, there are many telling that it wasnt the brightest choice to split (and its actually SVK, not sl cause slo has slovenia - witch also is a very interesting country in terms of geographic profile) ... Wythywyndle ? (like the sound of it - definitely has to be an easter egg one day :D) I just prolong my protest against Y-lon i started, arguing whyte a teacher. :D :D


Anyway, back to topic.  :) ... i just wonder, how many people were involved in making the OT/ME terrain ?
Title: Re: Middle Earth
Post by: monks on June 07, 2013, 04:33:42 pm
Mainly two, but currently 3-   :P but we've had major input from other folks who've been involved and moved on. Over the years I'd say 5 people. We've also had help from devs too, not least Cameni and AngryPig. Robes does the textures, I do the terrain and the GIS side of things. We have another (qualified) GIS guy Skystrider who hosts an online map.
 The problem is, is that you can't cut the terrain up into small parts so that many people can model it. We used a top-down approach, and also the base dem (which creates the water flow) could only be done by one person. But of course with architecture many people can model stuff- and there can even be more than one version of a place. :)

monks
Title: Re: Middle Earth
Post by: PytonPago on June 07, 2013, 05:53:15 pm
fine work indeed ... would be interesting to have several approaches to places and let the LotR fans/folks pick the best.  :) 
Title: Re: Middle Earth
Post by: Redrobes on June 09, 2013, 05:21:57 pm
I kinda do the textures for the 2D view of the terrain but in Outerra, the app does all the texturing - at least until we get some programmable biomes. The main thing I do is to make the script which allows us to process all of the tiles and put it all back together without having to do that by hand.
I think the M.E. terrain will always be done by a very small group of people but that the buildings and 3D models anyone can help out with. I also think we will have more than one model per location and it will be up to users to pick the ones they want to include.
Title: Re: Middle Earth
Post by: monks on June 26, 2013, 05:38:06 pm
Just mucking about with Max...not modelled by me I might add (Google Warehouse).

monks

Title: Re: Middle Earth
Post by: PytonPago on June 27, 2013, 03:43:48 am
Dark side comes first i see :D ... has it some insides there ?
Title: Re: Middle Earth
Post by: monks on December 28, 2013, 06:57:37 pm
Has it insides there in its pocketses..yessss...*gollum *gollum*

monks
Title: Re: Middle Earth
Post by: monks on December 28, 2013, 07:19:54 pm
Incoming....

 Some piccys of the biomes. This is alpha though since it's a quick hack to preview a texture we kinda had lying around.

(http://www.me-dem.me.uk/galleries/Outerra1/Biomes_Alpha_00.jpg)(http://www.me-dem.me.uk/galleries/Outerra1/Biomes_Alpha_02.jpg)(http://www.me-dem.me.uk/galleries/Outerra1/Biomes_Alpha_13.jpg)

(http://www.me-dem.me.uk/galleries/Outerra1/Biomes_Alpha_11.jpg)(http://www.me-dem.me.uk/galleries/Outerra1/Biomes_Alpha_14.jpg)(http://www.me-dem.me.uk/galleries/Outerra1/Biomes_Alpha_22.jpg)

(http://www.me-dem.me.uk/galleries/Outerra1/Biomes_Alpha_34.jpg)(http://www.me-dem.me.uk/galleries/Outerra1/Biomes_Alpha_32.jpg)(http://www.me-dem.me.uk/galleries/Outerra1/Biomes_Alpha_28.jpg)

(http://www.me-dem.me.uk/galleries/Outerra1/Biomes_Alpha_30.jpg)(http://www.me-dem.me.uk/galleries/Outerra1/Biomes_Alpha_33.jpg)(http://www.me-dem.me.uk/galleries/Outerra1/Biomes_Alpha_36.jpg)

Full Size here: http://www.me-dem.me.uk/galleries/Outerra1/gallery.htm (http://www.me-dem.me.uk/galleries/Outerra1/gallery.htm)


Looking ahead now to getting some better data into Outerra; terrain and biomes. We're going to do some development on the textures. Mordor colouration needs changing. Snow needs taking out. The whole northern end of the map needs tundra and much less snow. There's a few things we need to do...

monks
Title: Re: Middle Earth
Post by: Arandil on January 09, 2014, 10:30:32 pm
Beautiful! These are looking really sharp for a hack. The biome and terrain texture developments are really showing. With rivers and lakes flowing, these shots would look practically finished already. It's a heck of a "start"! ;p
Title: Re: Middle Earth
Post by: monks on January 11, 2014, 03:11:25 pm
Long time, no see!  :) We'll be making more progress soon.

monks

Title: Re: Middle Earth
Post by: PatB on January 31, 2014, 05:46:45 am
Amazing project ! Congratulations !
As a long (very long) time Tolkien fan, I should admit that it's a very strong feeling to be able to wander around middle-earth, to fly over the mountains, to feel the huge distances of this wonderful world. When we'll have rivers, waterfalls, it will be amazing.
Just a few hacks with existing sketchup models, waiting for talentous models creators  ;)

(http://www.image-share.com/upload/2420/13m.jpg) (http://www.image-share.com/ijpg-2420-13.html)(http://www.image-share.com/upload/2420/14m.jpg) (http://www.image-share.com/ijpg-2420-14.html)(http://www.image-share.com/upload/2420/15m.jpg) (http://www.image-share.com/ijpg-2420-15.html)(http://www.image-share.com/upload/2420/16m.jpg) (http://www.image-share.com/ijpg-2420-16.html)

Title: Re: Middle Earth
Post by: Redrobes on January 31, 2014, 06:05:59 am
Yes yes yes... Nice one. Are these sitting in the MeDem Outerra landscape. It looks like they are. So this is exactly what we were hoping to achieve. If we could only get a set of roughed out shapes in there we could tweak the terrain a bit to ensure that they fit as expected.
Title: Re: Middle Earth
Post by: monks on January 31, 2014, 10:19:51 am
PatB, that's cool!  8) That was done lickety split. We got a new texture coming out very soon. Then we can move on to fixing the terrain with a new render.

monks
Title: Re: Middle Earth
Post by: PytonPago on January 31, 2014, 11:22:49 am
Nice screens ... will be cool to have some life there ...

 P.S.: Isnt the Rohan city a little off ? .. by map it should be few kilometers from those mountains on a small double-hill ... 
Title: Re: Middle Earth
Post by: monks on January 31, 2014, 03:29:07 pm
Minas Tirith in Max. Converted from MineCraft to obj.


monks
Title: Re: Middle Earth
Post by: Redrobes on January 31, 2014, 03:33:41 pm
That will do for a place holder. I like the idea that its possible to draw on a resource like this just for the mean time whilst we model up some non blobky versions of them. Really good call that !
Title: Re: Middle Earth
Post by: monks on January 31, 2014, 03:39:17 pm
Yes, thanks to Morcrist for that one and the chap that modelleid it in the first place of course.

monks
Title: Re: Middle Earth
Post by: monks on January 31, 2014, 03:57:56 pm
With textures. Couldn't import the side of the prow for some reason. Will have to check that.

//prow is ok, I didn't get a lot of textures for the rooms inside -I think - the King's Hall. Looks pretty sweet!

monks

Title: Re: Middle Earth
Post by: Juggernautz on January 31, 2014, 04:26:02 pm
Wait... that has a fully modelled interior as well?! Good god. What kind of poly count are we looking at there...
Title: Re: Middle Earth
Post by: monks on January 31, 2014, 04:48:30 pm
I think I saw 2 million vertices in Max importer...not sure will have to check it.  Yup you can walk around inside it as a Minecraftian...and soon as an Outerrian....Will be very difficult to get inside it in Max ha...I'm sure it's perfectly possible to do it but not as a credible rt experience.
 There should be a large number of similar models along soon which will serve as good stop gaps.
 We could do with someone volunteering their service to import them into Outerra. Because we have a timeframe in which to get the most notable ones in- as much we can on the path of the storyline in LoTR. Our next vid will illustrate that. this has generated a lot of interest recently. Not giving anything away ;)


monks
Title: Re: Middle Earth
Post by: LondonSmith on January 31, 2014, 05:30:54 pm
Hey, quick question! I'm still pretty new to this, so please forgive my ignorance. How do updates work with Outerra, and specifically with this Middle Earth project. Will it update automatically when I log in or will I need to stay up to date with things in order to know?

Thanks!
Title: Re: Middle Earth
Post by: monks on January 31, 2014, 05:40:17 pm
As far as the engine itself, updates will be automatic from the login screen- it will tell you updating etc.
 As for the medem map I'm not sure. We'll have a new update soon with better textures, and possibly some 3d models in there as well. Hopefully Cameni will clarify.

monks

Title: Re: Middle Earth
Post by: LondonSmith on January 31, 2014, 05:53:29 pm
Alright, thanks! Also just wanted to say that I love what you guys have created and are creating. Tolkien lore has always been very dear to me and seeing this come to fruition is incredible. Keep it up.
Title: Re: Middle Earth
Post by: monks on January 31, 2014, 05:57:46 pm
Cheers London. Feel free to drop in here if you want:  http://worlds.outercraft.com/forum/index.php (http://worlds.outercraft.com/forum/index.php)

monks
Title: Re: Middle Earth
Post by: Morcrist on January 31, 2014, 06:16:55 pm
Yeah, good deal monks. Somebody hurry up and get a shot of that at the foot of the Mindolluin!

The guy who made that in Minecraft is one Divici (http://www.planetminecraft.com/member/divici/) over at http://planetminecraft.com (http://planetminecraft.com). I managed to google up a program that converted minecraft levels to OBJs, and here we are.

Monks it's almost incredibly easy to do these things. Let me knock out a couple more tonight. I know I've got Isengard (including the ring wall). It would be really awesome if we could get in touch with Divici and ask him if he'd be interested in letting you guys use his other unreleased stuff. Here's a link (http://www.planetminecraft.com/project/lord-of-the-rings---middle-earth/) to his LOTR project at planetminecraft. You can see screens of Bree, Edoras, Helm's Deep, Barad-Dur, Minas Morgul, and some others. I don't know that he's released all of them though.

Anyway, AFK for a while then I'll try and knock out a couple more and post links to the models.

Take care.
Title: Re: Middle Earth
Post by: monks on January 31, 2014, 06:31:30 pm
Yeh they are really sweet- his Minas Tirith looks even better and that's going some...since you're part of the MineCraft community it might be better if you approached him...thinking dwarves and Beorn here heh...that would be cool. I'm in the middle of running off the new biomes texture so can't get to doing the conversions straight away. But will be looking into it...

monks
Title: Re: Middle Earth
Post by: GodotWaits on January 31, 2014, 08:47:42 pm
Hey monks,

When you say you need volunteers for importing, what exactly do you need? If I'm capable, I'll gladly offer my services!

GodotWaits
Title: Re: Middle Earth
Post by: monks on January 31, 2014, 09:00:22 pm
Thanks man, you can find the thread here.
http://worlds.outercraft.com/forum/index.php/topic,27.15.html (http://worlds.outercraft.com/forum/index.php/topic,27.15.html)

 Basically download any LoTR site models on MineCraft. You might have to register. First port of call is probably this guy:
http://www.planetminecraft.com/project/lord-of-the-rings---middle-earth/ (http://www.planetminecraft.com/project/lord-of-the-rings---middle-earth/)

Convert those models to obj using MeshLab (free)

I'm working on getting hold of a top Minas Tirith model from elsewhere as well...

monks
Title: Re: Middle Earth
Post by: GodotWaits on January 31, 2014, 09:05:40 pm
Sweet, no problem man! Glad to help out :)

Right now though it's 2am, and I need some snoozy time... but I'll get on it tomorrow! I've lightning quick, capless interwebs so I'll be able to get as many models as needed!

GodotWaits
Title: Re: Middle Earth
Post by: monks on February 01, 2014, 04:13:19 am
 Thanks Godotwaits! Just got a Helm's Deep. I think there are a few models on Minecraft, available for download so time to get regged over there and say hello! :)
I think this is possibly the best Minas Tirith I've seen out there.... Can't get our mits on this unfortunately....he said he'll consider selling it once it's finished.

http://www.render.ru/forum/images/upload/3272471.jpg (http://www.render.ru/forum/images/upload/3272471.jpg)

You can watch progress here:  http://www.render.ru/forum/viewtopic.php?topic_id=136479&start=3060 (http://www.render.ru/forum/viewtopic.php?topic_id=136479&start=3060)

monks
Title: Re: Middle Earth
Post by: PatB on February 01, 2014, 04:53:52 pm
I also remember some amazing models made for "Third Age :Total War", the "Medieval II: Total War: Kingdoms"  mod.
http://www.moddb.com/mods/third-age-total-war (http://www.moddb.com/mods/third-age-total-war)

(http://media.moddb.com/cache/images/mods/1/12/11169/thumb_620x2000/01.2.jpg)(http://media.moddb.com/cache/images/mods/1/12/11169/thumb_620x2000/00000a.jpg)(http://media.moddb.com/cache/images/mods/1/12/11169/thumb_620x2000/6.2.jpg)(http://media.moddb.com/cache/images/mods/1/12/11169/thumb_620x2000/3.1.jpg)

others images :
http://www.moddb.com/mods/third-age-total-war/images (http://www.moddb.com/mods/third-age-total-war/images)

I absolutly don't know who made the models, and if they can be exported or not  ???
Title: Re: Middle Earth
Post by: monks on February 02, 2014, 03:41:21 pm
Nice find! I wonder if they'd consider donating one or two models...? I doubt it...  :P I'll try contacting them, what the heck...
You can download models from Minecraft and convert to objects with this prog: http://jmc2obj.net/ (http://jmc2obj.net/)

 Outerra has a limit on max vertices per model of 65 K. This prog can chunk thme into smaller pieces.

monks
Title: Re: Middle Earth
Post by: monks on February 07, 2014, 08:35:47 am
PatB, do you have the otx for those models you got into Outerra? Something we could quickly use?

monks
Title: Re: Middle Earth
Post by: PatB on February 10, 2014, 05:00:42 pm
I went further in the exploration of all Middle-Earth ressources in Trimble/Sketchup/Google Warehouse; we can find there some great models and skilled designers.
Here are a few screenshots, made possible thanks to models by Daniel Papen, Aernoud, Ali Demirdöven, Wiccan, Gromp1 and others.
Argonaths model come from Battle for Middle-Earth game.

(http://www.image-share.com/upload/2431/300m.jpg) (http://www.image-share.com/ijpg-2431-300.html)(http://www.image-share.com/upload/2432/1m.jpg) (http://www.image-share.com/ijpg-2432-1.html)(http://www.image-share.com/upload/2432/2m.jpg) (http://www.image-share.com/ijpg-2432-2.html)(http://www.image-share.com/upload/2432/3m.jpg) (http://www.image-share.com/ijpg-2432-3.html)(http://www.image-share.com/upload/2432/4m.jpg) (http://www.image-share.com/ijpg-2432-4.html)
(http://www.image-share.com/upload/2432/5m.jpg) (http://www.image-share.com/ijpg-2432-5.html)(http://www.image-share.com/upload/2432/6m.jpg) (http://www.image-share.com/ijpg-2432-6.html)(http://www.image-share.com/upload/2432/7m.jpg) (http://www.image-share.com/ijpg-2432-7.html)(http://www.image-share.com/upload/2432/8m.jpg) (http://www.image-share.com/ijpg-2432-8.html)(http://www.image-share.com/upload/2432/9m.jpg) (http://www.image-share.com/ijpg-2432-9.html)
(http://www.image-share.com/upload/2432/10m.jpg) (http://www.image-share.com/ijpg-2432-10.html)(http://www.image-share.com/upload/2432/11m.jpg) (http://www.image-share.com/ijpg-2432-11.html)(http://www.image-share.com/upload/2432/12m.jpg) (http://www.image-share.com/ijpg-2432-12.html)(http://www.image-share.com/upload/2432/13m.jpg) (http://www.image-share.com/ijpg-2432-13.html)(http://www.image-share.com/upload/2432/14m.jpg) (http://www.image-share.com/ijpg-2432-14.html)
(http://www.image-share.com/upload/2432/15m.jpg) (http://www.image-share.com/ijpg-2432-15.html)(http://www.image-share.com/upload/2432/16m.jpg) (http://www.image-share.com/ijpg-2432-16.html)(http://www.image-share.com/upload/2432/17m.jpg) (http://www.image-share.com/ijpg-2432-17.html)(http://www.image-share.com/upload/2432/18m.jpg) (http://www.image-share.com/ijpg-2432-18.html)(http://www.image-share.com/upload/2432/19m.jpg) (http://www.image-share.com/ijpg-2432-19.html)

so here are :

The Argonaths, Barad Dur
Gondorian Watch Tower above Minas Tirith, Black Gate, Edoras (in a better place)
One of the Tower Hill on Emyn Beraid (Gulf of Lhun at the horizon), Esgaroth, Isengard, Minas Morgul
Minas Tirith and the Prancing Pony (nice model with inside)

They all have been rapidly exported from Sketchup, some models are highly simplified, badly textured (no UV map, no transparency...)
Some placement are deliberately moved from their "official" position. (eg: I wanted to see Tol Brandir behind the Argonaths, or Esgaroth in the middle of the Long Lake, to see the Lonely Mountain in the far...
I can not wait to see the rivers flowing, clouds, improved biomes... You really made an amazing work with Outerra & ME-dem, and I'm sure you will continue to marvel us !  ;)
Title: Re: Middle Earth
Post by: LondonSmith on February 10, 2014, 05:06:59 pm
I noticed that you guys seem to have certain areas "dug out" where cities would normally be. Are those outlines the intended size and shape of the cities or are they just preliminary markers?
Title: Re: Middle Earth
Post by: PatB on February 10, 2014, 05:39:40 pm
You can "Level Terrain" under a selected object ( F7) . But if it works fine for small object, I never managed to level terrain under Isengard, Minas Tirith or other huge models...
Title: Re: Middle Earth
Post by: monks on February 12, 2014, 05:26:03 am
These are pretty awesome Pat, nice work!  8)  Edoras looks as good as any model I've seen in Outerra. Thanks and I'll take a look at the otx you sent me. Feel free to post on the me-dem boards if you want.

monks
Title: Re: Middle Earth
Post by: monks on February 12, 2014, 08:24:21 pm
Hi guys, we have an update. Our textures have been improved- mainly an alignment fix, and some improvements
with vegetation distribution. These look now how they are supposed to look at this stage in development. Mordor still has a little snow mind you, but I think you'll agree it's starting to look something like it should. :)



 

(http://www.me-dem.me.uk/galleries/Outerra2/Biomes_Beta_Gondor_05.jpg)(http://www.me-dem.me.uk/galleries/Outerra2/Biomes_Beta_Gondor_04.jpg)(http://www.me-dem.me.uk/galleries/Outerra2/Biomes_Beta_Gondor_03.jpg)

(http://www.me-dem.me.uk/galleries/Outerra2/Biomes_Beta_Gondor_02.jpg)(http://www.me-dem.me.uk/galleries/Outerra2/Biomes_Beta_Misty_Mountains.jpg)(http://www.me-dem.me.uk/galleries/Outerra2/Biomes_Beta_Misty_Mountains2.jpg)

(http://www.me-dem.me.uk/galleries/Outerra2/Biomes_Beta_Ered_Nimrais_02.jpg)(http://www.me-dem.me.uk/galleries/Outerra2/Biomes_Beta_Mordor2.jpg)(http://www.me-dem.me.uk/galleries/Outerra2/Biomes_Beta_Ered_Luin.jpg)

(http://www.me-dem.me.uk/galleries/Outerra2/Biomes_Beta_Mordor3.jpg)(http://www.me-dem.me.uk/galleries/Outerra2/Biomes_Beta_Mordor.jpg)(http://www.me-dem.me.uk/galleries/Outerra2/Biomes_Beta_Mordor4.jpg)

(http://www.me-dem.me.uk/galleries/Outerra2/Biomes_Beta_screen_1392150824.jpg)(http://www.me-dem.me.uk/galleries/Outerra2/Biomes_Beta_screen_1392151340.jpg)(http://www.me-dem.me.uk/galleries/Outerra2/Biomes_Beta_Tolfalas.jpg)


Check out the new gallery here: http://www.me-dem.me.uk/galleries/Outerra2/gallery.htm (http://www.me-dem.me.uk/galleries/Outerra2/gallery.htm)


Looking ahead now to getting some better data into Outerra; terrain and biomes. We're going to do some development on the textures. The whole northern end of the map needs tundra and boreal forest. There's a few things we need to do...but I think we can make some major improvements quickly.

monks
Title: Re: Middle Earth
Post by: LondonSmith on February 12, 2014, 08:52:12 pm
Will we need to take action ourselves to add this update or will it be added on startup?
Title: Re: Middle Earth
Post by: monks on February 13, 2014, 06:24:24 am
I think Cameni will be giving everyone the heads up soon. It will be an update with links. ;)

monks
Title: Re: Middle Earth
Post by: planetsim on May 28, 2014, 02:55:43 pm
Looking up at those 2 kings with the Occulus Rift.....OMG !! http://www.image-share.com/ijpg-2432-1.html (http://www.image-share.com/ijpg-2432-1.html)

Cant wait for CV1 :P
Title: Re: Middle Earth
Post by: LondonSmith on May 28, 2014, 03:02:34 pm
Looking up at those 2 kings with the Occulus Rift.....OMG !! http://www.image-share.com/ijpg-2432-1.html (http://www.image-share.com/ijpg-2432-1.html)

Cant wait for CV1 :P

Is CVI going to just be when all the models are uploaded into it?
Title: Re: Middle Earth
Post by: planetsim on May 28, 2014, 03:08:04 pm
End of this year is the date thats currently floating around for CV1 :)

By the way, are guys going to use normal mapping/parallax mapping/displacement mapping for details in the models ? Does the Outerra engine support them ?