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Author Topic: Preview screens of early biome support  (Read 35404 times)

cameni

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Preview screens of early biome support
« on: October 25, 2013, 11:34:39 am »

A couple of screens from the biome development branch. Uses colors from Blue Marble together with auxiliary data - vegetation density index that drives the fractal mixer controlling where trees and grass grow, and their ratio to the bare land.

Though not finished, it already makes the world much more interesting.












This is basically the first stage of the biome support, aiming to make the colors right from altitude and with vegetation density corresponding to the given biome type. It doesn't yet use different textures for different land types, nor different types of vegetation.

Things to do:
  • masking out the colors of lakes - since the lakes aren't supported yet, these colors make blue and turquoise grass
  • the same with the seas - since the color map is rough (500m), the blue color has a tendency to leak onto shores, giving the vegetation a bluish tint
  • filtering square artifacts - especially visible on the vegetation growing along rivers flowing through otherwise dry land
  • using a global rock map, changing the rock types to fit the surrounding environment
  • distilling snow from the color map - snow needs to be applied dynamically. Also, it's currently applied in places considered freezing, but without looking at the precipitation values.
  • using data from all seasons - currently it's using the data set from May

« Last Edit: October 25, 2013, 11:37:14 am by cameni »
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PytonPago

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Re: Preview screens of early biome support
« Reply #1 on: October 25, 2013, 11:41:23 am »

That looks really awesome, when more biotops are present. The sea tinting is a weird thing doe, is the grass getting the color from the ground-texture ?
« Last Edit: October 25, 2013, 11:42:59 am by PytonPago »
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foxfiles

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Re: Preview screens of early biome support
« Reply #2 on: October 25, 2013, 12:01:36 pm »

Impressive results again ! congrats
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C. Shawn Smith

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Re: Preview screens of early biome support
« Reply #3 on: October 25, 2013, 12:53:27 pm »

Man, I've got to get my main computer up and running again.  I'm missing out on all the cool stuff!
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ZeosPantera

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Re: Preview screens of early biome support
« Reply #4 on: October 25, 2013, 01:10:52 pm »

NOW we must put an end to the plague that is evergreen trees!
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Bartolomeus

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Re: Preview screens of early biome support
« Reply #5 on: October 25, 2013, 01:56:06 pm »

Looks great so far! Great work.

Marko

James

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Re: Preview screens of early biome support
« Reply #6 on: October 25, 2013, 02:45:32 pm »

Looks amazing! And thanks for updating us!
Space views are going to look even more amazing, and sitting in a flat area that should be a desert but all I see it grass shouldn't disorient me anymore. XD
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Majority

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Re: Preview screens of early biome support
« Reply #7 on: October 25, 2013, 02:54:18 pm »

Amazing, looking better and better!
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PytonPago

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Re: Preview screens of early biome support
« Reply #8 on: October 25, 2013, 04:11:32 pm »

Just the thought, will it be compatible whyte the LotR World map, i imagine some stuff is location-based and so predefined ... ?
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Jonathan

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Re: Preview screens of early biome support
« Reply #9 on: October 25, 2013, 04:12:33 pm »

That is so awesome!
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cameni

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Re: Preview screens of early biome support
« Reply #10 on: October 25, 2013, 04:36:25 pm »

Just the thought, will it be compatible whyte the LotR World map, i imagine some stuff is location-based and so predefined ... ?
ME-DEM guys will have to update their datasets. The elevation data remain compatible, color & vegetation datasets are separate, but ME world used a special forest map texture that's not compatible with the new system.
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monks

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Re: Preview screens of early biome support
« Reply #11 on: October 25, 2013, 08:24:29 pm »

Exquisite. This is one bad ass engine.

 Guys we have a make process which can spit out the various things we need. We can change what we output so we'll be able to adjust it. Would be amazing to see Mordor next to The White Mountains WOOO!

monks
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7HUND3R

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Re: Preview screens of early biome support
« Reply #12 on: October 25, 2013, 09:59:58 pm »

Very very good.
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Redrobes

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Re: Preview screens of early biome support
« Reply #13 on: October 26, 2013, 10:34:09 am »

Exquisite. This is one bad ass engine.

 Guys we have a make process which can spit out the various things we need. We can change what we output so we'll be able to adjust it. Would be amazing to see Mordor next to The White Mountains WOOO!

monks
Ahhh , AWESOME ! Yes we have those files and we can put this together in no time at all. So we can have MeDem with proper M.E. forests now and set up some of the other notable areas like Mordor, Brown lands and the rocky or desert regions. Magic - I can see us attempting this real soon.

Abc94

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Re: Preview screens of early biome support
« Reply #14 on: October 26, 2013, 03:10:10 pm »

Very cool!

How long until we will get to see this in the development version?
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