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Author |
Thread Statistics | Show CCP posts - 8 post(s) |
Joel II X
AHPA
1
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Posted - 2013.09.29 13:56:00 -
[1] - Quote
Now that fauna is coming, what about adding new maps like a forest-style map. Giant trees, an outpost covered in vines, lots of grass, less sunlight because of the tall trees blocking them, etc. That would make for an awesome map. But, vehicles would have a harder time traversing through, I guess. Maybe add vehicles that are adapted to the new terrain? Either way,it would still be awesome.
Also, sorry if someone already posted this elsewhere, but I couldn't find anything like this beforehand. |
Mac Dac
Wraith Shadow Guards
226
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Posted - 2013.10.02 00:25:00 -
[2] - Quote
sounds cool, but not to kill your idea but... memory.
this is probably what LogicLoop would say. |
Joel II X
AHPA
4
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Posted - 2013.10.02 14:48:00 -
[3] - Quote
Mac Dac wrote:sounds cool, but not to kill your idea but... memory.
this is probably what LogicLoop would say. Right I didn't think about that. |
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CCP LogicLoop
C C P C C P Alliance
1064
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Posted - 2013.10.08 00:16:00 -
[4] - Quote
I know at some point the "intention" is to have fauna. When that will arrive, or how, I have no answer to. However, to speak on your idea, these are things that concept art, environment art, and level design would flesh out in the initial phase of new terrains or game-play areas if the feature should arrive. |
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Draxus Prime
BurgezzE.T.F Public Disorder.
1705
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Posted - 2013.11.11 20:11:00 -
[5] - Quote
still want...
Forum Warrior Level 1
The Master of the Nova Knifes, The Spammer of the Scanner and The Scary Scout
Closed Beta Vet
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Joel II X
AHPA
131
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Posted - 2013.11.11 22:57:00 -
[6] - Quote
Draxus Prime wrote:still want... Yeah. Still hoping. There have been other threads that came up after this one on the same topic, but I don't remember much of them. Have been hanging around the general discussion threads lately. |
Draxus Prime
BurgezzE.T.F Public Disorder.
1709
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Posted - 2013.11.12 02:57:00 -
[7] - Quote
Joel II X wrote:Now that fauna is coming, what about adding new maps like a forest-style map. Giant trees, an outpost covered in vines, lots of grass, less sunlight because of the tall trees blocking them, etc. That would make for an awesome map. But, vehicles would have a harder time traversing through, I guess. Maybe add vehicles that are adapted to the new terrain? Either way,it would still be awesome.
Also, sorry if someone already posted this elsewhere, but I couldn't find anything like this beforehand. they're adding speeders trees? speeders? just like endor
Forum Warrior Level 1
The Master of the Nova Knifes, The Spammer of the Scanner and The Scary Scout
Closed Beta Vet
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cleaningcrew88
Weiben Ritter
2
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Posted - 2013.11.17 21:59:00 -
[8] - Quote
The map environment is an awesome idea. Keep the vehicles the same though because they have such an advantage already. The terrain would make for an interesting infantry battle. It would be cool. |
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CCP LogicLoop
C C P C C P Alliance
1298
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Posted - 2013.11.18 00:32:00 -
[9] - Quote
So we could put in trees in to the maps. However, this counts towards our mesh limit on terrain (which last I heard is about 200 meshes). Trees will not work in the current "plant" system you see now. They have to be placed as a static mesh. I did clear this info up finally with a Tech Artist last week.
So it is a matter of convincing Team Daddies (CCP Stiffneck) of sacrificing other meshs for some trees and to make them.
You can catch more flies with honey than with vinegar.
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
3786
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Posted - 2013.11.18 00:52:00 -
[10] - Quote
CCP LogicLoop wrote:So we could put in trees in to the maps. However, this counts towards our mesh limit on terrain (which last I heard is about 200 meshes). Trees will not work in the current "plant" system you see now. They have to be placed as a static mesh. I did clear this info up finally with a Tech Artist last week.
So it is a matter of convincing Team Daddies (CCP Stiffneck) of sacrificing other meshs for some trees and to make them.
Wouldn't be too bad if the static meshes were interchangeable, replacing the cargo containers and cargo trucks with these trees in the more remote locations. Is this feasible?
ANON Diplomat -//- I Support SP Rollover ^_^
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CCP LogicLoop
C C P C C P Alliance
1298
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Posted - 2013.11.18 01:36:00 -
[11] - Quote
It would require a duplicate of the game mode it is changing, then that game mode would have to be the one that randomly loads. We can not dynamically swap them in a single game mode layer.
You can catch more flies with honey than with vinegar.
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
3787
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Posted - 2013.11.18 02:28:00 -
[12] - Quote
CCP LogicLoop wrote:It would require a duplicate of the game mode it is changing, then that game mode would have to be the one that randomly loads. We can not dynamically swap them in a single game mode layer.
Yeah, never mind then o_o;
ANON Diplomat -//- I Support SP Rollover ^_^
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Mark Crusader
Sons of Kharvash
17
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Posted - 2013.11.18 06:42:00 -
[13] - Quote
CCP LogicLoop wrote:So we could put in trees in to the maps. However, this counts towards our mesh limit on terrain (which last I heard is about 200 meshes). Trees will not work in the current "plant" system you see now. They have to be placed as a static mesh. I did clear this info up finally with a Tech Artist last week.
So it is a matter of convincing Team Daddies (CCP Stiffneck) of sacrificing other meshs for some trees and to make them.
That's 200 mesh object-types, or instances? |
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CCP LogicLoop
C C P C C P Alliance
1337
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Posted - 2013.11.18 07:13:00 -
[14] - Quote
Mark Crusader wrote:CCP LogicLoop wrote:So we could put in trees in to the maps. However, this counts towards our mesh limit on terrain (which last I heard is about 200 meshes). Trees will not work in the current "plant" system you see now. They have to be placed as a static mesh. I did clear this info up finally with a Tech Artist last week.
So it is a matter of convincing Team Daddies (CCP Stiffneck) of sacrificing other meshs for some trees and to make them. That's 200 mesh object-types, or instances?
200 total static meshes on the terrain. We can go over that but not by much. That is our safe count.
One trick around this is "combining" a group of meshes around each other into a new single mesh. However, that doesn't alter the mesh material count. The different materials are still in use and that has a limit as well. It's all a really fine balancing act in the long run.
You can catch more flies with honey than with vinegar.
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
3795
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Posted - 2013.11.18 11:32:00 -
[15] - Quote
CCP LogicLoop wrote:Mark Crusader wrote:CCP LogicLoop wrote:So we could put in trees in to the maps. However, this counts towards our mesh limit on terrain (which last I heard is about 200 meshes). Trees will not work in the current "plant" system you see now. They have to be placed as a static mesh. I did clear this info up finally with a Tech Artist last week.
So it is a matter of convincing Team Daddies (CCP Stiffneck) of sacrificing other meshs for some trees and to make them. That's 200 mesh object-types, or instances? 200 total static meshes on the terrain. We can go over that but not by much. That is our safe count. One trick around this is "combining" a group of meshes around each other into a new single mesh. However, that doesn't alter the mesh material count. The different materials are still in use and that has a limit as well. It's all a really fine balancing act in the long run.
When you say materials are you referring to a texture or..?
Also, in the case of 'forests' couldn't you put together multiple meshes in the single mesh approach you've brought up and just use the same materials for each? I mean, would be hard to manage with the terrain elevation changing but you technically could put large tree trunks with all the actual floral bits at the top - much like how the Installations work, what with their elongated spikes.
ANON Diplomat -//- I Support SP Rollover ^_^
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edgardo1156
Grupo de Asalto Chacal RISE of LEGION
6
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Posted - 2013.11.18 15:17:00 -
[16] - Quote
hey! just 20 minutes ago just to play a game in which I ordered 2 to be deployed ships and exploded! also ordered 2 tanks were destroyed GUNLOGI and also just starting that game. Exploded at the time of deployment! . As you know your tank costs me each and every ship? are expensive! Give me back my 5 million isk! my username is edgardo1156 |
Joel II X
AHPA
172
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Posted - 2013.11.18 16:08:00 -
[17] - Quote
edgardo1156 wrote:hey! just 20 minutes ago just to play a game in which I ordered 2 to be deployed ships and exploded! also ordered 2 tanks were destroyed GUNLOGI and also just starting that game. Exploded at the time of deployment! . As you know your tank costs me each and every ship? are expensive! Give me back my 5 million isk! my username is edgardo1156 Wrong thread.
But yeah. What if we just had super large tree trunks Anna just cover most of the top with a static 2D layer representing leaves blocking sunlight? |
General BMF Johnson
Ka-Tet of 19
0
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Posted - 2013.11.18 16:10:00 -
[18] - Quote
edgardo1156 wrote:hey! just 20 minutes ago just to play a game in which I ordered 2 to be deployed ships and exploded! also ordered 2 tanks were destroyed GUNLOGI and also just starting that game. Exploded at the time of deployment! . As you know your tank costs me each and every ship? are expensive! Give me back my 5 million isk! my username is edgardo1156
Why are you posting that on this thread? It has nothing to do with the topic.
Besides it sounds like you need to stop deploying when you see the first one blow and move to a different location!!! Why would you just keep dropping?
All I see is RED people...All I see is DEAD people
Red dot CHOP CHOP...I see DEAD people
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CCP LogicLoop
C C P C C P Alliance
1382
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Posted - 2013.11.19 00:18:00 -
[19] - Quote
Aeon Amadi wrote:CCP LogicLoop wrote:Mark Crusader wrote:CCP LogicLoop wrote:So we could put in trees in to the maps. However, this counts towards our mesh limit on terrain (which last I heard is about 200 meshes). Trees will not work in the current "plant" system you see now. They have to be placed as a static mesh. I did clear this info up finally with a Tech Artist last week.
So it is a matter of convincing Team Daddies (CCP Stiffneck) of sacrificing other meshs for some trees and to make them. That's 200 mesh object-types, or instances? 200 total static meshes on the terrain. We can go over that but not by much. That is our safe count. One trick around this is "combining" a group of meshes around each other into a new single mesh. However, that doesn't alter the mesh material count. The different materials are still in use and that has a limit as well. It's all a really fine balancing act in the long run. When you say materials are you referring to a texture or..? Also, in the case of 'forests' couldn't you put together multiple meshes in the single mesh approach you've brought up and just use the same materials for each? I mean, would be hard to manage with the terrain elevation changing but you technically could put large tree trunks with all the actual floral bits at the top - much like how the Installations work, what with their elongated spikes.
Yes. Materials are textures.
So we are now delving a little further into territory I am not 100% up to speed on. Mainly because of differences between versions of the Unreal Engine. For example if I recall later versions of UDK support converting all the materials in a multi mesh merging into a single material. Prior to that particular version though, the materials for each mesh merged into a single mesh are still counted as an individual material for each one. So if we combined 15 meshes into one, we would end up with a single mesh using 15 instances / draws / calls of the material, even though it is the same material. So the mesh that Unreal has made actually puts in the mesh 15 separate material id's calling for the same material.
Also, if we were to just build say one mesh in max ready made with 100's of trees or even 25, and spread them out how we like, we still have to worry about the LOD. If we spread it across the whole map, then the trees would never use a low LOD. It would always be loaded at full LOD because the player is always close enough to the "single" mesh.
You can catch more flies with honey than with vinegar.
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
3801
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Posted - 2013.11.19 02:15:00 -
[20] - Quote
CCP LogicLoop wrote:Aeon Amadi wrote:CCP LogicLoop wrote:Mark Crusader wrote:CCP LogicLoop wrote:So we could put in trees in to the maps. However, this counts towards our mesh limit on terrain (which last I heard is about 200 meshes). Trees will not work in the current "plant" system you see now. They have to be placed as a static mesh. I did clear this info up finally with a Tech Artist last week.
So it is a matter of convincing Team Daddies (CCP Stiffneck) of sacrificing other meshs for some trees and to make them. That's 200 mesh object-types, or instances? 200 total static meshes on the terrain. We can go over that but not by much. That is our safe count. One trick around this is "combining" a group of meshes around each other into a new single mesh. However, that doesn't alter the mesh material count. The different materials are still in use and that has a limit as well. It's all a really fine balancing act in the long run. When you say materials are you referring to a texture or..? Also, in the case of 'forests' couldn't you put together multiple meshes in the single mesh approach you've brought up and just use the same materials for each? I mean, would be hard to manage with the terrain elevation changing but you technically could put large tree trunks with all the actual floral bits at the top - much like how the Installations work, what with their elongated spikes. Yes. Materials are textures. So we are now delving a little further into territory I am not 100% up to speed on. Mainly because of differences between versions of the Unreal Engine. For example if I recall later versions of UDK support converting all the materials in a multi mesh merging into a single material. Prior to that particular version though, the materials for each mesh merged into a single mesh are still counted as an individual material for each one. So if we combined 15 meshes into one, we would end up with a single mesh using 15 instances / draws / calls of the material, even though it is the same material. So the mesh that Unreal has made actually puts in the mesh 15 separate material id's calling for the same material. Also, if we were to just build say one mesh in max ready made with 100's of trees or even 25, and spread them out how we like, we still have to worry about the LOD. If we spread it across the whole map, then the trees would never use a low LOD. It would always be loaded at full LOD because the player is always close enough to the "single" mesh.
Sounds like a lot of unnecessary performance loss and with LOD being set to full permanently it would be even worse when equipment spam started taking place. Maybe after we get the equipment spam FPS dips lined out it could be explored - but thank you so much for the in depth discussion regarding it!
Side Note: 15 materials? Texture, Bump, UV, Specularity...
ANON Diplomat -//- I Support SP Rollover ^_^
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CCP LogicLoop
C C P C C P Alliance
1385
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Posted - 2013.11.19 02:24:00 -
[21] - Quote
We would love to do them as well, believe me. But as you can see, we have to balance a lot of stuff. So many things have to go into consideration for every aspect of a game. It's a really interesting balancing act. This is why we have to set technical budget limits. If we just did what ever we wanted we would have all sorts of problems.
You can catch more flies with honey than with vinegar.
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
3801
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Posted - 2013.11.19 02:46:00 -
[22] - Quote
CCP LogicLoop wrote:We would love to do them as well, believe me. But as you can see, we have to balance a lot of stuff. So many things have to go into consideration for every aspect of a game. It's a really interesting balancing act. This is why we have to set technical budget limits. If we just did what ever we wanted we would have all sorts of problems.
I'm sure it's already been considered but you could use sprites to decrease performance cost in some place. It'd be cheap as **** but there is the potential to replace long distance visual effects (smoke and the like) with them. World in Conflict used -ridiculous- amounts of sprites and it still was considered the most realistic looking smoke effects for an RTS in it's time.
Albeit, this is a suggestion from someone who isn't in game design (yet) but I blame you for saying in the dev blog to throw out all ideas even if you think they're silly =P
ANON Diplomat -//- I Support SP Rollover ^_^
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CCP LogicLoop
C C P C C P Alliance
1385
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Posted - 2013.11.19 03:02:00 -
[23] - Quote
Aeon Amadi wrote:CCP LogicLoop wrote:We would love to do them as well, believe me. But as you can see, we have to balance a lot of stuff. So many things have to go into consideration for every aspect of a game. It's a really interesting balancing act. This is why we have to set technical budget limits. If we just did what ever we wanted we would have all sorts of problems. I'm sure it's already been considered but you could use sprites to decrease performance cost in some place. It'd be cheap as **** but there is the potential to replace long distance visual effects (smoke and the like) with them. World in Conflict used -ridiculous- amounts of sprites and it still was considered the most realistic looking smoke effects for an RTS in it's time. Albeit, this is a suggestion from someone who isn't in game design (yet) but I blame you for saying in the dev blog to throw out all ideas even if you think they're silly =P
Sprites are definitely a cheap thing to use (in terms of trying to keep in budgets).
You can catch more flies with honey than with vinegar.
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Robert JD Niewiadomski
NULLIMPEX INC
713
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Posted - 2013.11.19 08:56:00 -
[24] - Quote
Can you make trees like you do grass and shrubs now and put them in "an invisible box" to prevent us passing through them? Would it be any different (from the Unreal Engine on PS3 technology limitations perspective) than making 3D models of trees? Withe meshes, textures and all "what comes with that"?
F.E.A.R. stands for False Expectations Assumed Real
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
3809
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Posted - 2013.11.19 09:32:00 -
[25] - Quote
Robert JD Niewiadomski wrote:Can you make trees like you do grass and shrubs now and put them in "an invisible box" to prevent us passing through them? Would it be any different (from the Unreal Engine on PS3 technology limitations perspective) than making 3D models of trees? With meshes, textures and all "what comes with that"?
More times than not, grass and shrubs are usually just a few polygons interlaced together to make a grassy look from the side, but when you stand over them you see something like this:
http://preview.turbosquid.com/Preview/2012/03/11__04_05_35/th2.jpg42328553-a3fa-4e76-94d6-4d5eadae8657Large.jpg
Do it enough times and you get this:
http://preview.turbosquid.com/Preview/2012/03/11__04_05_35/th1.jpg6f48f306-9335-4ed4-ad07-2e51fd8ee21dLarge.jpg
A low poly tree wouldn't be too bad of a performance loss (like this one, which has a polycount of 277) but when you try to make a small wooded area of say, three dozen trees, that polycount suddenly jumps to 9,972. That's almost as much as your typical FPS character (fun fact: Kiril in Battlefield 3 had 15,818).
That's just the polycount as well, not including animations (assuming that they are swaying, or static) texture budgets, etc. When something as simple as Nanohive/Drop Uplink spam bogs down the system - adding a bunch of other stuff to the picture suddenly looks a lot less promising
But, as previously stated, I'm an amateur when it comes to this stuff - so don't take my word for it!
ANON Diplomat -//- I Support SP Rollover ^_^
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Robert JD Niewiadomski
NULLIMPEX INC
713
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Posted - 2013.11.19 11:10:00 -
[26] - Quote
Aeon, i could swear grass and shrubs in DUST look differently from the examples you have given... I will take a closer look. If i manage to survive
F.E.A.R. stands for False Expectations Assumed Real
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edgardo1156
Grupo de Asalto Chacal RISE of LEGION
7
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Posted - 2013.11.19 20:28:00 -
[27] - Quote
hey DEV!! i want my two ships Gorgon and my 2 GUNNLOGI again! or 8 millions of ISK |
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CCP LogicLoop
C C P C C P Alliance
1397
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Posted - 2013.11.20 00:17:00 -
[28] - Quote
Aeon Amadi wrote:Robert JD Niewiadomski wrote:Can you make trees like you do grass and shrubs now and put them in "an invisible box" to prevent us passing through them? Would it be any different (from the Unreal Engine on PS3 technology limitations perspective) than making 3D models of trees? With meshes, textures and all "what comes with that"? More times than not, grass and shrubs are usually just a few polygons interlaced together to make a grassy look from the side, but when you stand over them you see something like this: http://preview.turbosquid.com/Preview/2012/03/11__04_05_35/th2.jpg42328553-a3fa-4e76-94d6-4d5eadae8657Large.jpgDo it enough times and you get this: http://preview.turbosquid.com/Preview/2012/03/11__04_05_35/th1.jpg6f48f306-9335-4ed4-ad07-2e51fd8ee21dLarge.jpgA low poly tree wouldn't be too bad of a performance loss ( like this one, which has a polycount of 277) but when you try to make a small wooded area of say, three dozen trees, that polycount suddenly jumps to 9,972. That's almost as much as your typical FPS character (fun fact: Kiril in Battlefield 3 had 15,818). That's just the polycount as well, not including animations (assuming that they are swaying, or static) texture budgets, etc. When something as simple as Nanohive/Drop Uplink spam bogs down the system - adding a bunch of other stuff to the picture suddenly looks a lot less promising But, as previously stated, I'm an amateur when it comes to this stuff - so don't take my word for it!
Pretty good summary. Our concerns are the actor counts, polygons, and materials. The animations could be done a couple of ways either with real animations or with a material shader that simulates swaying (which is what you commonly see).
Indeed, it does all add up, and as stated, it is an interesting balancing act.
You can catch more flies with honey than with vinegar.
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Mark Crusader
Sons of Kharvash
18
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Posted - 2013.11.21 08:28:00 -
[29] - Quote
You could get some nice variance in tree placement and keep the model count down by having just a few different models created containing sparsely spaced trees. These could be overlayed at different orientations on the map to provide denser areas and introduce the perception of variety. The same models could be used individually to populate areas with less dense foliage.
What about a tree'ed socket set thrown into our current mix as a playtest? |
Robert JD Niewiadomski
NULLIMPEX INC
714
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Posted - 2013.11.21 09:36:00 -
[30] - Quote
Have found this thread on epic games forum: http://forums.epicgames.com/threads/940219-Forester-Pro-An-easy-tree-creator-for-Unreal-Engine-3
There is an interesting discussion on performance issues. Htpware seems to be serious about their product performance, customer support and bug fixes. The priciest commercial license (14+ seats) is $500 Dirt cheap.
A suggestion for DUST snow maps: http://www.hptware.co.uk/images/snowtreescene.jpg
A suggestion for DUST temperate planets maps: http://www.hptware.co.uk/images/sceneTTP3.jpg
Official website: http://www.hptware.co.uk/forester.htm
Have you tried it already?
F.E.A.R. stands for False Expectations Assumed Real
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