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Messages - PytonPago

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1
General Discussion / Re: Maps
« on: March 13, 2014, 09:11:37 pm »
Cant wait to see it whole in OT ! .... also, whyte that continental placing - eclyptation should be great, and i wonder, how the magnetic and rotational axes should be ...

2
General Discussion / Re: Maps
« on: March 07, 2014, 06:08:58 am »
 ... but you just need to hook up a few hundred thousand field experts from universities for that.  ;D  ;D  ;D

3
General Discussion / Re: Maps
« on: March 03, 2014, 03:23:30 pm »
Have to say, its really somehow strange ... it looks kinda like Pangea in early stages of plate tectonics. But some regions seem to be too much Mountainy for such a state ...

The earth had its collision back when Moon was formed, so Pangea was actually a rest from the afterwards gravity play (just as moon has its "black seas" on the visible side) but ripped by later core-dynamics. Would be interesting to see some (even if lightish fantasy driven) tectonic plate sketch for it. Mostly for finding local weather types due to global oceanic and atmosphere flows.

4
General Discussion / Re: Using Unity for modelling the sites?
« on: February 05, 2014, 05:52:23 pm »
Yes ... seems waiting is on schedule again. :D ... in the mean time, i just stick to modelling and newbie support.  ;D

5
General Discussion / Re: Using Unity for modelling the sites?
« on: February 05, 2014, 03:44:05 pm »
Good point about the terrain LODs if we're using obj for site terrains.
 will it be important for the LODs to match exactly? If they don't will it produce bad visible artifacts/popping? I think it would be closer up.
 I think we should use a combination of terrain patches (written into our World Machine project and then exported and rewritten in a ME-DEM terrain update), and obj patches for areas WITHIN that area.

I dont see a problem to the squares - just thought it would be handled by OT more simple if its the orginal tile size and placements (affected original OT tiles that is) - for modeling, you dont mind that a bigger area is in model. There is a good overlook of the surrounding area too this way. Also, you just modify the internal tile area, whyle the edges of the whole plain you modify stays in the orginal state - so there should not be problems whyte overlapping.

Yet just find a slick way to export all LODs (or all lower from ones needed - we certainly do not need to modify those at 100+ km distance visibility for a village) tiles into an .obj (or something, that can be converted to 3D modeling software types) and importing modified versions back. Maybe ... well have to ask Cameni, if he could script a smart "Terrain exporter" as part of the dev-package for 3D modeling purposes and as a detail-terrain tool. I think it could proof a handy tool for the engine itself.

As for rivers - it shouldnt be much problem to discuss it - they surely have some ideas for it already - they just get some surplus of ideas, whyle hawing their own time schedule stuff working, getting into it, when they are ready and determined to.

 -- we should organize some live discussion sessions white them - Larry King style :D :D :D


6
3D Model Places / Re: Potential Games
« on: February 05, 2014, 09:03:41 am »
The only way there could be any Middle-Earth game based on this would be if the current LotR video game rights holder (Warner Bros) wanted to make a game based on this (or to have it made). That's quite unlikely though.

http://en.wikipedia.org/wiki/Middle-earth_Enterprises

 .. so all that is on their mercy. The only backdoor is if it would be a  freeware effort (just like complex MODs for other games). That needs a hardcore community. But i would not diminish that happening.

7
General Discussion / Re: Using Unity for modelling the sites?
« on: February 05, 2014, 08:50:01 am »
 ... the Blender way would be nice ... OT can flatten the terrain under a building, but this way a sub-terrain level design could work better whiteout the terrain getting into the model room-space. Also, there may be a lot of detail redone during construction of cities.  --- would there be a way to get .obj format of certain tiles in all lower LODs ?  Also, OT has a square edges height data terrain, so when you edit and put it in again, will you stick at the same square density of height data, or is a higher density allowed there ? (like, all the planes in 10m square and urban area tiles whyte around 2-0,5m square to have the needed detail there).  - as for dirt roads and rivers, i think there will be a more complex option set for those in future. May be good hawing a talk about these things whyte Cameni (whyte all possible near water surface/material possibilities in mind). A possible waterfall-generator in the river tool, if the slope of the vector track terrain gets over 90 degree angle would be interesting too.

8
General Discussion / Re: Multiple Planets
« on: February 03, 2014, 12:03:00 pm »
I guess that Outerra creates Bullet physics world using the Bullet library that its linked to statically. Can I use this too, for lets say navigating inside a space station orbitting Earth ?

Well see how the integration goes whyte implementing the "black box" - something like a sandbox objects scripts mod into OT. As for space-dynamics, im not sure, how well bullet handles mass-gravity type stuff. Doe, position of objects in the internal coordinate systems is no problem, making relations to other objects/Earth surface shouldn't be a problem ...

 ... Are you trying to toss Sauron out to the moon ? Im sure, Gandalf already found a magic spell for it - should be a backdoor to rocket and quantum physics problems in ME. You should talk to him. :D

9
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 02, 2014, 07:41:08 am »
I think the "object" refers to "meshes". Actually, the 64k vertices limit is for individual meshes - of witch a model can have even thousands , so you just have to split the model into multiple, 64k max, meshes, then OT importer can handle it.

As for MT - thanks for interesting reading and images. Whyte a near half kilometer, it should be considered a skyscraper ... (our country highest (AND 2 OR 3-TH LARGEST IN INNER CAPACITY) castle is Orava http://static3.depositphotos.com/1007429/239/i/950/depositphotos_2394354-Orava-castle-Slovakia.jpg ) and it has just 112 meters above the river (starting from 20 maybe). Hard to grasp the size and internal structure ...

There is also an interesting Hungarian site white some city schematics here : http://olvasas.opkm.hu/portal/felso_menusor/konyv_es_neveles/a_szimmetria_szerepe_a_tolkieni_utopiaban

10
General Discussion / Re: Multiple Planets
« on: February 01, 2014, 08:46:17 am »
Hi,

I am currently building a rendering engine for a space flight simulator called Orbiter. It supports the simulation of the Solar System. I would love to try and integrate it with Outerra. Is it possible to have multiple planets in Outerra as the camera in Orbiter can zoom to any planet within our solar system.

OT team plans to do the whole Sol system when they ready whyte Earth - also a planet generator/creator should be made ... but it can take some 3-5 yrs.

11
General Discussion / Re: Introduce Yourself!
« on: February 01, 2014, 08:44:35 am »
We need someone to get these models into Outerra quickly. Is anybody game for volunteering? All it need is for downloads with the help of Morcrist and for someone to convert them to obj. I could do it but I'm slow -not had much experience with getting models into Outerra. Besides I'm tied up running an improved biomes tex off for the next release and vid. The vid will follow the story across the map so we need as many of those models in as we can. We have a bit of a timeframe on this as well because we're doing this for an magazine article. All help will be credited of course.
 So if you're up for it let us know!


Wow ... when is the deadline ? (hope at least month and half) ... will try to run across 3D model pages and see if some people have something or a free-time interest.

12
General Discussion / Re: Introduce Yourself!
« on: January 31, 2014, 08:48:17 pm »
Pyton, everyone here, do you want to take something on? A site?

 ... future OT project development stuff talk there. :D ... Dont worry doe, i think the community grows nicely, we will stand behind you, wowing, as at the ME planet gets better step by step.

Quote
What if we offer that guy who made the Minas Tirith model some $...see if he'll bite.

Stuff fundrise ! 5 bucks on Gimli - we just need that shorty, beardy, ancient butt kicking funny guy. :D :D

But back to topic session. :D (... i have a part at OTs but why the heck not)

Im an chemistry student from Svk. Crossed OT around 2-3 years ago and sticking at them for some time now. Was a big paper-craft modeller, so now im poking into 3D modelling in free time. Interested in all engineering and sciences. A fan of LotR too ( just as half of the planet :D ) and have a thing for dragons n fantasy worlds. Planning to contribute in the future by few buildings here too ...   and yes - hi there all ! :D

13
General Discussion / Re: Introduce Yourself!
« on: January 31, 2014, 08:01:34 am »
Hi guys & welcome,
I dont think they need to be at all fine detail. I think right now we would settle for some boxes and cones and stuff just marking out the size and scale of the places. The scaling does need to be right tho so anyone with a keen interest in the books is more valuable right now than great 3D skills.

 Seems like an idea - going trough all the cities/villages overlays and marking whyte a semi-transparent box (just placing that correct shape-size box there) all the structures placing. At one, it would show people, what structures need to be done to future, and at second would give some open-hand to slight terrain adjustments and road-building.

As for models, its thought at OT to make a website for placing OT models (free and payware) for users to choose/buy and select to add to your OT. A separate section there for MeDem models wont be much of problem to do ... But now, is the focus on weather and a way of rivers(-vector based) implementation (also i think they will do the multiplayer before it too, to give it a little push). So the site has to wait a little. (thats why those vehicle/object-sections were made at their forum)

As Redrobes says, it would be nice getting close to the books looks of the structures. So if you got the books read and some idea of some of those buildings, you could put yourself to work. Going trough various forums for info and sketches would not be a bad idea. ;)

14
3D Model Places / Re: Ennecap has donated our first model to MeDem
« on: January 29, 2014, 08:23:19 pm »
I'd probably opt for following the book, with the modifications mentioned. I'm not a stickler for absolutely following the book. For starters how is a 2D paper map to be projected onto a sphere while preserving distances given in the book? Given it's The RedBook of WestMarch, how reliable are Bilbo's measurements, etc, etc, etc.

 ... a project form a book, where people measure everything whyte laser-range finders and include overall topography in book included digital form. :D 

Making corrections from the book in terms of global geogaphy would not be such bad thing. Re-thinking city-building may have some extreme situation issues, doe, i dont think any book ewer described a town to the last detail of all its buildings (also, untold history parts of those cities may be used to give it a reason -- Nero ruined a whole city and other build monuments around a damn tree in our past too :D ) - there is a place to fit some of the needed stuff there. Also, its middle earth - some structures hold or deform solely by their own will - its a damn wizzard and demon world ! :D :D Who knows what tampering did the race of the moria-demon do to Earths liqid core for geologic anomalies in a global level in all the ages ... :D :D :D

Doe, i really would be impressed, if in later stages, the AI life of ME would be whyte some middle-age everyday life thinking. There is newer enough complexity and gives s more "alive" feeling of a lpace, than just statistics based chaotic/sporadic population movement implementation ... (that complexity means - yes, witchcraft does headache to science people, but must be complex enough, to convince them, that its based on tampering whyte quantum physics and chaos theory :D )

15
Terrain / Re: Minimap planned ?
« on: January 26, 2014, 08:37:29 pm »
Damn ... sorry for staring - didnt know there was already some talk and work on it here : http://worlds.outercraft.com/forum/index.php?topic=15.15;topicseen
and the vid at ...
http://worlds.outercraft.com/forum/index.php/topic,9.15.html

Being just a little blind.  ::)

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