Author Topic: About the new terrain  (Read 8821 times)

Offline hitech

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About the new terrain
« on: November 20, 2013, 03:18:30 PM »
The current stuff I am working on has a 660 Foot vertex res, AH currently has 2480 res. I doubt will will go denser then this.

The new system has 16 + 4 base texture types the 16 are base types like rock grass snow ext.... the 4 types are higher res and are things like fields small towns excreta.

There is also a color per vertex that is blended with the terrain textures, along with a detail mask type like rows, rock excreta that is blended in as you get closer to the terrain.

The terrain does cast shadows. I devolved a new system for doing this that is extremely fast. Ill try post a screen or film later today.

There will be a converter for existing terrains , but some clean up would add a lot to the terrains.

Water will be change to have full 3d wave effects.

We are dropping support for fixed pipeline, and will require shader version 3.0 minimum. On last count before we started this, I saw less the 20 accounts that have played in the last year that did not support 3.0 shaders.

Clouds will have a small rework that will improve frame rate because we can depend on shader style implementation.

The terrain editor will remain basically the same for implanting objects. But for the look of the terrain features,textures and tree type features,  it will make much more use of image editing tools.

I very much doubt trees will be destructible. Simple math of approximate 3000 objects per square mile and 512 x 512 miles creates over 1 gig of objects.  This creates many issues with both memory and speed on displaying the status on all front ends.

HiTech









 

Offline Gemini

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Re: About the new terrain
« Reply #1 on: November 20, 2013, 03:21:08 PM »
You probably don't need to include excreta in the new terrain

We get enough of that on the BBS

Offline Slate

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Re: About the new terrain
« Reply #2 on: November 20, 2013, 03:27:09 PM »
You probably don't need to include excreta in the new terrain

We get enough of that on the BBS

   :rofl

  Thanks HTC for the update.  :aok
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Offline ImADot

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Re: About the new terrain
« Reply #3 on: November 20, 2013, 03:29:27 PM »
Sounds awesome! I think I'll wait for this release before continuing my 256-mile terrain project (which I haven't touched in many many months).
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Offline Karnak

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Re: About the new terrain
« Reply #4 on: November 20, 2013, 03:39:38 PM »
Thank you for the info.
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Offline caldera

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Re: About the new terrain
« Reply #5 on: November 20, 2013, 03:42:19 PM »
Quote
Water will be change to have full 3d wave effects.

 :O
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Offline hitech

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Re: About the new terrain
« Reply #6 on: November 20, 2013, 03:47:55 PM »
As promised the video.

Note the fps shows 150 only because of the video capture from that view, it is above 500 fps and that is running a debug version.

http://www.youtube.com/watch?feature=player_detailpage&v=0HMX2YaZuco

HiTech

Offline SirNuke

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Re: About the new terrain
« Reply #7 on: November 20, 2013, 03:49:42 PM »
Awesome stuff and thanks for the update. Hopefully you will have a midnight revelation on how to implement destructible trees!
« Last Edit: November 20, 2013, 03:51:57 PM by SirNuke »

Offline Arlo

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Re: About the new terrain
« Reply #8 on: November 20, 2013, 03:55:46 PM »
Awesome stuff and thanks for the update. Hopefully you will have a midnight revelation on how to implement destructible trees!

Don't be environmentally destructive. Shoot the tank, not the tree.  :aok

Offline Arlo

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Re: About the new terrain
« Reply #9 on: November 20, 2013, 03:57:30 PM »
The current stuff I am working on has a 660 Foot vertex res, AH currently has 2480 res. I doubt will will go denser then this.

The new system has 16 + 4 base texture types the 16 are base types like rock grass snow ext.... the 4 types are higher res and are things like fields small towns excreta.

There is also a color per vertex that is blended with the terrain textures, along with a detail mask type like rows, rock excreta that is blended in as you get closer to the terrain.

The terrain does cast shadows. I devolved a new system for doing this that is extremely fast. Ill try post a screen or film later today.

There will be a converter for existing terrains , but some clean up would add a lot to the terrains.

Water will be change to have full 3d wave effects.

We are dropping support for fixed pipeline, and will require shader version 3.0 minimum. On last count before we started this, I saw less the 20 accounts that have played in the last year that did not support 3.0 shaders.

Clouds will have a small rework that will improve frame rate because we can depend on shader style implementation.

The terrain editor will remain basically the same for implanting objects. But for the look of the terrain features,textures and tree type features,  it will make much more use of image editing tools.

I very much doubt trees will be destructible. Simple math of approximate 3000 objects per square mile and 512 x 512 miles creates over 1 gig of objects.  This creates many issues with both memory and speed on displaying the status on all front ends.

HiTech


This is rather good news (though I already liked what we got). 3D waves? Cool.

Offline Aspen

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Re: About the new terrain
« Reply #10 on: November 20, 2013, 04:15:53 PM »
If whatever you said means the terrain will be pretty and relatively easy to handle without spending a bunch on my pew pew puter...sounds great!
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Offline Midway

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Re: About the new terrain
« Reply #11 on: November 20, 2013, 04:25:10 PM »
Awesome. :x

Thank you, thank you... for the hard work and surprises. :aok

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Offline Wildcatdad

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Re: About the new terrain
« Reply #12 on: November 20, 2013, 04:39:08 PM »
So, about that Soviet bomber... :noid
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Offline GhostCDB

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Re: About the new terrain
« Reply #13 on: November 20, 2013, 04:40:25 PM »
Awesome.  :aok
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Offline LCADolby

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Re: About the new terrain
« Reply #14 on: November 20, 2013, 04:42:29 PM »
As promised the video.

Note the fps shows 150 only because of the video capture from that view, it is above 500 fps and that is running a debug version.

http://www.youtube.com/watch?feature=player_detailpage&v=0HMX2YaZuco

HiTech

Film just blew my mind!  :O
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