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Vaerana Myshtana
ScIdama Endless Renaissance
199
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Posted - 2013.01.17 15:21:00 -
[1] - Quote
I'm just curious if CCP can give us an update on the procedural mapping thing.
I know that the buildings on Manus Peak are changing in some way that seems like a testing tool for PMaps, but...
I'm not seeing terrain changes yet, and that seems to me to be the "holy grail" of PMapping.
I would very, very, very much like to see NOBODY intimately know the map I'm fighting on (including me). |
Mark Crusader
Much Crying Old Experts
8
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Posted - 2013.01.17 15:31:00 -
[2] - Quote
I don't think the plan is for the terrain mesh to change, only the building sockets and texturing/atmosphere of the map. |
Rasatsu
Much Crying Old Experts
437
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Posted - 2013.01.17 16:05:00 -
[3] - Quote
Mark Crusader wrote:I don't think the plan is for the terrain mesh to change, only the building sockets and texturing/atmosphere of the map. Then you are thinking wrong.
Every single district will have at least one, if not more, unique terrain meshes. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
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Posted - 2013.01.17 16:11:00 -
[4] - Quote
Hmmmm no.
Height maps are designed by CCP. Then an algorythm studies EVE's planet surface to determine wich part of those planets can host a district based on compatibility with available height maps. The engine then uses the planet's mood (water, weather) in EVE to add a specific atmosphere in dust.
Finally, every height maps has different socket set. Large, medium and small. Each socket will randomly have an installation that can fit depending on its size.
This is how CCP intends to randomize maps on its thousands of planets.
Check back the conference "Seeding the universe" from FanFest 2012. Go dust514.org |
Octavian Vetiver
Dog Nation United Relativity Alliance
152
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Posted - 2013.01.17 16:11:00 -
[5] - Quote
Terrain map, hills, valleys, ridges and all that will be based on a planets texture map. The system takes that and creates a bump map. After that any map changes are building and object placements and the over all look of the area. |
Octavian Vetiver
Dog Nation United Relativity Alliance
152
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Posted - 2013.01.17 16:12:00 -
[6] - Quote
Laurent Cazaderon wrote:Hmmmm no.
Height maps are designed by CCP. Then an algorythm studies EVE's planet surface to determine wich district are compatible with available height maps. The engine then uses the planet's mood in EVE to add a specific atmosphere.
Finally, every height maps has different socket set. Large, medium and small. Each socket will randomly have an installation that can fit depending on its size.
This is how CCP intends to randomize maps on its thousands of planets.
Check back the conference "Seeding the universe" from FanFest 2012. Go dust514.org
Much better in depth explanation then mine. Thank you. |
Vaerana Myshtana
ScIdama Endless Renaissance
199
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Posted - 2013.01.17 16:54:00 -
[7] - Quote
Laurent Cazaderon wrote:Hmmmm no.
Height maps are designed by CCP. Then an algorythm studies EVE's planet surface to determine wich part of those planets can host a district based on compatibility with available height maps. The engine then uses the planet's mood (water, weather) in EVE to add a specific atmosphere in dust.
Finally, every height maps has different socket set. Large, medium and small. Each socket will randomly have an installation that can fit depending on its size.
This is how CCP intends to randomize maps on its thousands of planets.
Check back the conference "Seeding the universe" from FanFest 2012. Go dust514.org
Thanks for the details.
So if the terrain map isn't procedural, just the buildings, then I'm hoping that we see a lot more (50+) height maps sooner rather than later.
What I'm seeing with Manus Peak is great, but it's still just Manus Peak.
I'd be happy to volunteer to make height maps- just give me the tool. |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
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Posted - 2013.01.17 17:41:00 -
[8] - Quote
Laurent Cazaderon wrote:Hmmmm no. Height maps are designed by CCP. Then an algorythm studies EVE's planet surface to determine wich part of those planets can host a district based on compatibility with available height maps. The engine then uses the planet's mood (water, weather) in EVE to add a specific atmosphere in dust. Finally, every height maps has different socket set. Large, medium and small. Each socket will randomly have an installation that can fit depending on its size. This is how CCP intends to randomize maps on its thousands of planets. Check back the conference " Seeding the universe" from FanFest 2012. Go dust514.org Linked
Also, any word or estimation on how many height maps? |
Django Quik
R.I.f.t
219
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Posted - 2013.01.17 17:55:00 -
[9] - Quote
This will be an awesome feature if/when it's implemented but there's so many other things that will come before it that I can't see this happening anytime until next year. The building variations they've got working at the moment are cool and I'm really glad they finally brought back the two big skirmish maps today :) keep up the good work CCP |
Vaerana Myshtana
ScIdama Endless Renaissance
199
|
Posted - 2013.01.18 01:26:00 -
[10] - Quote
Maximus Stryker wrote: Linked
Also, any word or estimation on how many height maps?
Thanks for the link. I'm definitely looking forward to more variety. |
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Django Quik
R.I.f.t
219
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Posted - 2013.01.18 08:27:00 -
[11] - Quote
Maximus Stryker wrote:Linked
Also, any word or estimation on how many height maps?
Watched through the whole 45 mins and it's pretty exciting stuff, especially seeing that this is considered 'core mechanics' and is intended to be a launch feature. The whole Surface Infrastructure and socketed buildings thing can already be seen to be working on several maps and we now have 5 fully functional skirmish maps, 2 of which are extremely large. You can really see it all coming together.
Still can't help but think the Height Map aspect is still a long way off but maybe I'm just a bit too cynical at the moment.... |
Sven Lindblad
Algintal Core Gallente Federation
4
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Posted - 2013.01.18 10:54:00 -
[12] - Quote
I really hope they don't wuss out. A procedural system in games, although maybe harder to make at first, will in the end mean infinitely more content. |
Django Quik
R.I.f.t
219
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Posted - 2013.01.18 11:12:00 -
[13] - Quote
Sven Lindblad wrote:I really hope they don't wuss out. A procedural system in games, although maybe harder to make at first, will in the end mean infinitely more content.
It will never be fully procedural - the PS3 doesn't have the power to be able to pull off that kind of processing. What it will be is procedural variation, like with the structure system we have on a few maps now but will also apply to the terrain - height maps will be fitted into particular stencils to produce applicable terrain patterns and then environment and mood types will be applied to create various 'themes' to what would otherwise appear to be the same map.
I highly recommend everyone watch the video, despite how long it is, because it really is quite enlightening. |
Sven Lindblad
Algintal Core Gallente Federation
4
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Posted - 2013.01.18 14:23:00 -
[14] - Quote
Well the map is created on their side so the processing isn't the problem really. |
Sven Lindblad
Algintal Core Gallente Federation
4
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Posted - 2013.01.18 14:24:00 -
[15] - Quote
What I meant is I hope we get these maps as soon as possible as they are a great pulling point IMO. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2013.01.18 14:40:00 -
[16] - Quote
Honestly, we dont know much more than this. And if any of you knows about programming, map, meshes and all this, i would recommand to look at the conference fully. There's a good chance you may get those things way better than me. Especially as its in english and i'm french
Second opinions are always welcome. But i think i'm not far from the truth. |
Django Quik
R.I.f.t
219
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Posted - 2013.01.18 16:24:00 -
[17] - Quote
Sven Lindblad wrote:Well the map is created on their side so the processing isn't the problem really.
At the moment CCP makes the maps but they're downloaded to our PS3s whenever there's an update - just like the extra maps that were re-added the other day, we had to download them. They can't have 7000 unique procedurally generated maps because the game would take up more storage memory than any PS3 or probably even PS4 will have.
What we will likely get, from the sounds of that conference presentation (and I think I understand it pretty well being from a programming background), is many variations of pieces of terrains put together depending on the planet surface, with varieties of building combinations, environments and 'moods'. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
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Posted - 2013.01.18 17:15:00 -
[18] - Quote
Django Quik wrote:Sven Lindblad wrote:Well the map is created on their side so the processing isn't the problem really. At the moment CCP makes the maps but they're downloaded to our PS3s whenever there's an update - just like the extra maps that were re-added the other day, we had to download them. They can't have 7000 unique procedurally generated maps because the game would take up more storage memory than any PS3 or probably even PS4 will have. What we will likely get, from the sounds of that conference presentation (and I think I understand it pretty well being from a programming background), is many variations of pieces of terrains put together depending on the planet surface, with varieties of building combinations, environments and 'moods'.
I'm concerned that you are correct.
I noticed someone in one of the making of video actually hand shaping terrain.
The bits and pieces around the maps, so far, have looked rather too much like handshaping. If there were more procedural generation going on I'd have expected more strangeness in the maps here and there.
I think there may be essentially some concept of "terrain tile" that operates above the small medium and large sockets.
Possibly what we all think of as large sockets ie biomass or comms is in fact a medium socket in ccp lingo.
It's past time for a dev blog about where we are on this feature. |
Vaerana Myshtana
ScIdama Endless Renaissance
199
|
Posted - 2013.01.18 21:17:00 -
[19] - Quote
Telcontar Dunedain wrote:It's past time for a dev blog about where we are on this feature.
+1
That would be welcome. |
Sobriety Denied
Universal Allies Inc.
432
|
Posted - 2013.01.18 22:46:00 -
[20] - Quote
could someone clarify what is: height map? socket? |
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