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Messages - Redrobes

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1
General Discussion / Re: Rendering some maps
« on: October 21, 2019, 08:49:35 pm »
Hi Brian, I think Monks had the final data but I think I still have the files we used to create the data but it wont be any good to you. Between us I think we could recreate the data set that we got to the final state.

Personally I think it might be a good idea to release the data in whatever form we had it in as were both no longer working on it now. But I agree with Monks in that to use it outside of the weird system we had you really need to use Global Mapper.

In a sense we released the data for Outerra because it was a proper 3D realtime engine that made it possible for people to see it without having to faff about with the data set much to get it into a form that someone could use. Outerra was an app that fitted perfectly in with our data as at the time we had no real time system to display it properly.

Red,

P.S. Hey Monks, long time no speaky ! Will have to catch up :)

2
General Discussion / Re: Introduce Yourself!
« on: August 31, 2015, 08:51:26 am »
Hello Skol,

I guess technically the forum posts at the guild are still live but not a lot has been happening with the MeDem for a while now.

We have seen that there is an alpha release of some functionality in Outerra that now supports rivers and lakes but its not quite official but it looks promising. I expect that we will be able to export some more layer information we have into something that can be applied to the Outerra engine to make it show these rivers and lakes.

I run a lot of Linux too and so I have only limited capability to run Outerra. I think it might get a port to Linux one day but I expect it will be a long time coming. They seem to have a lot of graphics driver issues to keep on top of without going to open sourced ones as well.

The MeDem native format is at 40K square but its very very large and usually not something that we can upload. Monks keeps the original set done in Global Mapper. I don't think its changed a great deal since 2012 but I am not sure about the dates when the last set of big changes went in. I am not sure that from an RPG perspective that you would get a lot more out of it even if it were 4x the res. We still don't have any towns and cities in it. What we could have done with were places put down in 3D models for some of the more prominent places. Outerra does a wonderful job of generating fractal wavelets when the terrain data runs out so it looks a lot better in Outerra videos than we have natively. But Monks is the guy who is custodian of the data. I write the tools to make it into something we can export to Outerra.



3
General Discussion / Re: Introduce Yourself!
« on: July 22, 2015, 12:26:48 pm »
Hi Marius, That looks great and its brilliant to see that MeDem has been an inspiration for people to make things from it. I haven't seen any video yet of MeDem using Outerra where it has had the clouds showing so this is a bit of a first.

I think when Outerra can support lakes and water features without having to use textured polygon models for them then I think we will try to export some more of the data we have to enable that feature. I think then we will see Anduin and some more of the famous features within the land come to life.

4
3D Model Places / Re: Model Intel-gathering - Edoras
« on: March 04, 2015, 07:56:26 pm »
Hi Dave, welcome to the forum. And thanks for posting - its been quiet around here for a while but we had an email from Cameni that the new version of Medem is working out on the new card with fixes so I am not sure if he released that or if its in the pipeline.

Cool artwork. I was always a fan of Rodney Matthews. He was somewhat local to my area and had a lot of his art in the local fantasy / sci-fi shop. He has done some LotR related art too which I can post a link to. Its of a similar older fashioned style than PJs.

http://www.rodneymatthews.com/posters.htm

Were ok with the PJ view of the world but at MeDem it absolutely has to fit with the text of the book. I would prefer a more nuanced view than the full on epic action feature that was the film. Monks is more knowledgeable about the world than I tho.

5
General Discussion / Re: Introduce Yourself!
« on: May 27, 2014, 01:29:22 pm »
Hi John and welcome. Its been a bit quiet of late around here. We did some work on the Outerra MeDem terrain and textures but I have not seen it released yet so I think there is some new stuff out soon - ish. But for the 3D modelling we have not done a great deal. Would like to see some more 3D models in MeDem but Monks and I are both pretty tied up with other stuff at the mo.

6
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 23, 2014, 10:36:42 pm »
That script is right for you (prob need a name change on the tiles tho). And yeah my GTS needs something like 64 pixel modulo because it works on sub tiles within one tile you load in. So I think WM probably has a 40K set and Monks exports for 5K exact but we add the same 120 pixels on as an offset to them all so that we have 8x8 x 5120x5120 or similar in the start of the make system. I developed a tile cutter which makes tiles out of other sets of tiles so we actually cut 1024 tiles out of the 5K set I think. But its the same principle - instead of a resize we keep pixel perfect but add the same width in border pixels.

7
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 23, 2014, 10:22:47 pm »
Scripts - yeah good point dont I have that exact script around here....

Ahh yes - lets see how this forum handles zips...

EDIT: You can use a text editor find and replace on the name or the directory to make one that is suitable for you.

8
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 23, 2014, 10:12:19 pm »
Heh heh - So you know that 120 pixel border.... well we have tiles of 40960 with a 40000 image in them so we have 280 pixels on every side spare. Thats why we have a border. So we have 40x40 x 1024x1024 tiles not 40x40 x 1000x1000 tiles. Its a lot easier working in 2^n values so our dataset has to fit into the middle of it. Its not "Make" that needs the border but the apps that need 2^n sized tiles to work with. So your tiles are 4096+1024 sized or 5120 which is why you have the spare 120 pixels to manage ! Made be chuckle a bit there you adding it back on ;)

9
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 23, 2014, 09:33:22 pm »
We have a lot of issues with this kind of thing. WM exports with Y going up and we want Y ascending going down. So we have to flip the order sometimes. Usually the tiles themselves have the correct pixel direction but the naming is opposite the pixel direction. In our system we have top left tile as 0,0 and top left pixel as 0,0 within each tile. If you have a 2x2 or a 5x5 set then you can manually do it but if you have more then its best to have a script to rename them.

10
3D Model Places / Re: New to the forum
« on: February 17, 2014, 12:15:52 pm »
Hi there, good to see you here. Weathertop sounds great. Start a new thread for it in the places section and just post up some low res polys as you go since the terrain may change and its also likely that we would want to tweak up that location spot so that its better sculpted to take your model. Just remember to stick to the book and maybe a quick re-read of that part where they arrive there to ensure that you capture it - quote a line or two from it if it helps. Looking forward to seeing what you come up with.

I'm really sure that were real close to releasing the new Outerra MeDem biome right now. Not sure what the state of that is but keep an eye out for it in the next few days. I think its going to move the whole location upwards but its basically the same terrain form as before with some extra tweaks. I think the modded terrain will come in later on. That will fix up some issues we have had lingering for some time now.

11
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 11, 2014, 12:28:42 pm »
Credit is to ME-DEM (not DEV) project. Thats the Middle Earth Digital Elevation Map project.

I think the data you have is 8 bit greyscale even tho the images were 24 bit. I think the RGB were all the same. I think at some point we will export a lower res 32bit DEM and a 10K greyscale PNG as standard but the base DEM is changing a lot at the mo and its not settled so its not great having various versions and copies of something like that floating around.

Just double check with Monks tho. I write the scripts and tools but I always think of the main map as his work.

EDIT - oh yeah he said 40K @ 8bit is ok in earlier post.

12
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 06, 2014, 10:51:07 am »
Monks, where are these tiles from ? Are they pre-blended set or something. It looks like some tiles from WM but it doesn't appear to be anything from the make build since GTS doesnt do that kind of erosion. We will have to sort out some extra export stages for people and run a texture pass which renders out the height as a linear ramp to PNGs. Thats about three of these exports we need now.

Anyways, the answer from me is I don't know whats going on there !

13
General Discussion / Re: Multiple Planets
« on: February 05, 2014, 07:45:40 pm »
I heard some talk about issues with the Mars data the other day and also someone asking why there wasnt a moon image in outerra to which they replied its going to be a full planet moon so yes I think that the talk is of getting the whole solar system in place. I would doubt that it would do more than the solar system as floating point arithmetic gets weird with really big or small numbers which must be issued to render extreme sized areas. Theres some algorithms to mitigate that but my experience is that even with these about a solar system is as much as one could expect. I think they are actually going to do it tho.

14
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 02, 2014, 10:05:01 pm »
Outerra has a 64K poly limit so either it needs remeshing to that or it needs cutting into chunks. I had a look at Minas Tirith and it was cool but big. I tried to make it smaller but I had to bail on it. I will try again tho. I have never yet imported a 3D model into outerra so I need to learn this too. I think maybe you need the full demo but I am barely able to run the demo on my machine. In fact I have not yet ran MeDem with these new biomes..... sad huh !!!

15
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 01, 2014, 07:15:44 pm »
I DL'ed MT and ran it up on MeshLab. It was a bazillion polys so I tried to cut it down. But I was also doing medem tiles at the same time and my PC got to about 80deg C so I had to cut it off. I think its possible to cut that model down to something which still looks like a good place holder but with 100K or less polys. But its big model to deal with.

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