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Author Topic: Outerra Anteworld Alpha Demo  (Read 1056555 times)

cameni

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Re: Outerra Anteworld Alpha Demo
« Reply #75 on: February 25, 2012, 09:34:56 am »

It records videos in YOG format. YOG was designed to not affect the performance much, but the videos are quite large. After capturing you'll need to convert them to other known formats using these tools (from this page about YOG).

F8 captures screenshots. Screenshots and videos are captured to your data directory by default, you can change the paths by editing eng.cfg
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[deleted]

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Re: Outerra Anteworld Alpha Demo
« Reply #76 on: February 25, 2012, 09:38:28 am »

.
« Last Edit: March 26, 2017, 01:02:33 pm by secret1962 »
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Oldtown

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Re: Outerra Anteworld Alpha Demo
« Reply #77 on: February 25, 2012, 09:49:01 am »

It records videos in YOG format. YOG was designed to not affect the performance much, but the videos are quite large. After capturing you'll need to convert them to other known formats using these tools (from this page about YOG).

F8 captures screenshots. Screenshots and videos are captured to your data directory by default, you can change the paths by editing eng.cfg

Thx for the Info ...

I was looking a little bit in the folder structure and saw many nice things ... scripts for B737, F16, T34 (Tank I think) ...
One more Question I got ... can I edit the Texture for the 8x Wheeler (dont know the Name of this vehicle) without getting any problems with the engine?

Thx for your great support ... I know its weekend but you're doing great things here!
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[deleted]

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Re: Outerra Anteworld Alpha Demo
« Reply #78 on: February 25, 2012, 10:00:49 am »

In the future will we able to make vehicles with blender or what programm ?
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necro

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Re: Outerra Anteworld Alpha Demo
« Reply #79 on: February 25, 2012, 10:33:25 am »

In the future? we are able TODAY to make vehicles in blender like a boss. Blender has an excellent collada-exporter. The japanese buildings in the demo were made 100% in blender. We just have to wait for the possibility to import new models into the game. Ok, its just that easy for static objects. I dont know like it is for dynamic objects. But i'm sure thats possible.
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[deleted]

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Re: Outerra Anteworld Alpha Demo
« Reply #80 on: February 25, 2012, 11:08:37 am »

In the future? we are able TODAY to make vehicles in blender like a boss. Blender has an excellent collada-exporter. The japanese buildings in the demo were made 100% in blender. We just have to wait for the possibility to import new models into the game. Ok, its just that easy for static objects. I dont know like it is for dynamic objects. But i'm sure thats possible.

We have to wait = IN THE FUTURE LOL.
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cameni

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Re: Outerra Anteworld Alpha Demo
« Reply #81 on: February 25, 2012, 11:49:35 am »

I was looking a little bit in the folder structure and saw many nice things ... scripts for B737, F16, T34 (Tank I think) ...
One more Question I got ... can I edit the Texture for the 8x Wheeler (dont know the Name of this vehicle) without getting any problems with the engine?
The truck's derived from Tatra T817. I'm not sure you will be able to edit the textures, as they are using an extension from DX10 and almost no editor recognizes it. We will be changing it to normal DDS format, just to make the modding easier.
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vince.krane

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Re: Outerra Anteworld Alpha Demo
« Reply #82 on: February 25, 2012, 11:55:23 am »

Thanks for the test of anteworld , it's cool.
I make a little video of a visualisation problem: abrupt appearance of trees on the mountain.

https://sites.google.com/site/testanteworld/

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Epicmokies

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Re: Outerra Anteworld Alpha Demo
« Reply #83 on: February 25, 2012, 12:01:05 pm »

I'm getting a pretty bad case of the blurrys, but when i look directly down then up again the small area around me is fully loaded. Running the 285.62 Nvidia driver.
I can post screenshot if wanted.
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colinhect

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Re: Outerra Anteworld Alpha Demo
« Reply #84 on: February 25, 2012, 12:02:00 pm »

I've been following this project for quite some time and it is awesome to finally see it first-hand.  Great work.

Is there a way to change the FOV in the cfg?  I find the default way too narrow.
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cameni

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Re: Outerra Anteworld Alpha Demo
« Reply #85 on: February 25, 2012, 12:12:42 pm »

Thanks for the test of anteworld , it's cool.
I make a little video of a visualisation problem: abrupt appearance of trees on the mountain.

https://sites.google.com/site/testanteworld/
Boost the terrain quality to 720p.
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cameni

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Re: Outerra Anteworld Alpha Demo
« Reply #86 on: February 25, 2012, 12:13:52 pm »

I'm getting a pretty bad case of the blurrys, but when i look directly down then up again the small area around me is fully loaded. Running the 285.62 Nvidia driver.
I can post screenshot if wanted.
Do you have anisotropic textures disabled in the driver? That will give you one hell of blurriness in OT.
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cameni

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Re: Outerra Anteworld Alpha Demo
« Reply #87 on: February 25, 2012, 12:15:50 pm »

Is there a way to change the FOV in the cfg?  I find the default way too narrow.
Um, I think FOV isn't exposed in the cfg, yet - I'm making a note to get it there.
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Epicmokies

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Re: Outerra Anteworld Alpha Demo
« Reply #88 on: February 25, 2012, 12:26:15 pm »

I'm getting a pretty bad case of the blurrys, but when i look directly down then up again the small area around me is fully loaded. Running the 285.62 Nvidia driver.
I can post screenshot if wanted.
Do you have anisotropic textures disabled in the driver? That will give you one hell of blurriness in OT.

Anisotropic textures is on, and ive tested 2x through to 16x manually with no avail.
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cameni

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Re: Outerra Anteworld Alpha Demo
« Reply #89 on: February 25, 2012, 12:29:31 pm »

Anisotropic textures is on, and ive tested 2x through to 16x manually with no avail.
Please upload a screenshot. Btw did you try to adjust the terrain quality in settings? That can affects blurriness as well.
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