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Author Topic: Proland, Outerra and Terrain/Forrest editing  (Read 13324 times)

HiFlyer

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Proland, Outerra and Terrain/Forrest editing
« on: February 18, 2014, 05:47:49 pm »



Hey guys!

When looking deeper into the capabilities of Outerra and similar engines, I naturally encountered Proland, and I see a lot of similarities. I already know that roads can be placed in real time, deforming the terrain, and that buildings and other things can be imported and placed, but I am not certain if Outerra has (or plans to have) powerful internal terrain controls similar to whats shown in the posted video. Specifically, will users be able to deform the terrain in real time and paint the terrain (and even paint in forests) similar to Proland?
« Last Edit: February 18, 2014, 05:56:20 pm by HiFlyer »
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James

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Re: Proland, Outerra and Terrain/Forrest editing
« Reply #1 on: February 18, 2014, 05:54:17 pm »

That video is from 2010, and looking at the other videos on that profile, it looks like it has made progress.
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HiFlyer

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Re: Proland, Outerra and Terrain/Forrest editing
« Reply #2 on: February 18, 2014, 06:00:19 pm »

That video is from 2010, and looking at the other videos on that profile, it looks like it has made progress.

Yup! I am just asking if Outerra has or will have similar user capabilities.
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mikemayday

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Re: Proland, Outerra and Terrain/Forrest editing
« Reply #3 on: February 18, 2014, 08:02:58 pm »

Wow, his take on 3d trees is enchanting :)
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James

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Re: Proland, Outerra and Terrain/Forrest editing
« Reply #4 on: February 19, 2014, 01:15:57 am »

Wow, his take on 3d trees is enchanting :)

It doesn't look like his trees are 3D.
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HiFlyer

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Re: Proland, Outerra and Terrain/Forrest editing
« Reply #5 on: February 19, 2014, 01:47:59 am »

Wow, his take on 3d trees is enchanting :)

It doesn't look like his trees are 3D.

He was probably looking at some of the programmers other videos:

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cameni

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Re: Proland, Outerra and Terrain/Forrest editing
« Reply #6 on: February 19, 2014, 04:15:23 am »

When looking deeper into the capabilities of Outerra and similar engines, I naturally encountered Proland, and I see a lot of similarities. I already know that roads can be placed in real time, deforming the terrain, and that buildings and other things can be imported and placed, but I am not certain if Outerra has (or plans to have) powerful internal terrain controls similar to whats shown in the posted video. Specifically, will users be able to deform the terrain in real time and paint the terrain (and even paint in forests) similar to Proland?
There are two different levels to which this can go - a planet sculptor allowing large scale modifications, and a scenery editor suitable to override the procedurally generated stuff. We are initially going to add the latter, in the form of a vector overlay engine that can modify various attributes of the terrain and its materials, vegetation etc. It's primarily meant for the import of vector databases like OSM, though a manual editing of the vector data will be possible as well. One example of the vector system that already works are the roads.
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HiFlyer

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Re: Proland, Outerra and Terrain/Forrest editing
« Reply #7 on: February 19, 2014, 12:04:25 pm »

Thanks for the answer Cameni. I'm part of a discussion about Outerra on another forum, and trying to clear up a few things.
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cameni

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Re: Proland, Outerra and Terrain/Forrest editing
« Reply #8 on: February 19, 2014, 12:41:06 pm »

Yea, I saw old grumpy mgh there in a particularly bad mood again :D
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James

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Re: Proland, Outerra and Terrain/Forrest editing
« Reply #9 on: February 19, 2014, 12:44:44 pm »

Thanks for the answer Cameni. I'm part of a discussion about Outerra on another forum, and trying to clear up a few things.

I was arguing with somebody on Reddit who thought 1:1 scaled planet Earth is impossible. I kept telling him, just download the damn thing!
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