Author Topic: The Official Phase Two City Contest: Amdeneir  (Read 163346 times)

ohforf

  • Traveller
  • *
  • Posts: 19
    • View Profile
Re: The Official Phase Two City Contest: Amdeneir
« Reply #525 on: December 10, 2010, 12:49:49 am »
needs trees, lots and lots of trees
Fields as well, need to feed the population.

As of trees and forests, how can it be done without being an overkill? It possibly would be a FPS killer with so much models.

Technically, it is possible to create really nice Forests and Stuff and still being playable on an average Gaming PC.
A fine Example is Oblivion.  :woot:
One of the well known Tricks to reduce Polygon count is to make good use of Transparency - modeling a whole Tree with all Leaves and Branches would be insane.
« Last Edit: December 10, 2010, 12:55:36 am by ohforf »
And Saint Attila raised the hand grenade up on high, saying, "O LORD, bless this Thy hand grenade that with it Thou mayest blow Thine enemies to tiny bits, in Thy mercy."

RlyDontKnow

  • Associate Developer
  • Hydlaa Citizen
  • *
  • Posts: 403
    • View Profile
Re: The Official Phase Two City Contest: Amdeneir
« Reply #526 on: December 10, 2010, 12:56:50 pm »
needs trees, lots and lots of trees
Fields as well, need to feed the population.

As of trees and forests, how can it be done without being an overkill? It possibly would be a FPS killer with so much models.

Technically, it is possible to create really nice Forests and Stuff and still being playable on an average Gaming PC.
A fine Example is Oblivion.  :woot:
One of the well known Tricks to reduce Polygon count is to make good use of Transparency - modeling a whole Tree with all Leaves and Branches would be insane.

that'd still be quite an overkill. instancing and dynamic impostering are often used to render very crowded scenes. there's some work in that area done in CS atm, however it's still not quite there, yet.

LigH

  • Forum Legend
  • *
  • Posts: 7096
    • View Profile
Re: The Official Phase Two City Contest: Amdeneir
« Reply #527 on: December 10, 2010, 01:39:29 pm »
Xordan already implemented some instancing technology for foliage (grass) - but it possibly did not yet find a way into PS; it is generally disabled for some reason, probably.

I remember that the "Gothic" engine had a great technology for walkable dense forests - partitioning it into small areas which got substituted by solid textured prisms in the distance. That worked well with a usual polygon-based T&L engine comparable to CS 1.2 (PS 0.3.x); shader-based engines like CS 1.9 (PS 0.5.x) may even have more modern tools to reduce complexity in calculation.

Gag Harmond
Knight and Ambassador
The Royal House of Purrty

RlyDontKnow

  • Associate Developer
  • Hydlaa Citizen
  • *
  • Posts: 403
    • View Profile
Re: The Official Phase Two City Contest: Amdeneir
« Reply #528 on: December 10, 2010, 01:53:18 pm »
Xordan already implemented some instancing technology for foliage (grass) - but it possibly did not yet find a way into PS; it is generally disabled for some reason, probably.
it has many issues with transparency, HoM and such that are reviewed atm

I remember that the "Gothic" engine had a great technology for walkable dense forests - partitioning it into small areas which got substituted by solid textured prisms in the distance. That worked well with a usual polygon-based T&L engine comparable to CS 1.2 (PS 0.3.x); shader-based engines like CS 1.9 (PS 0.5.x) may even have more modern tools to reduce complexity in calculation.
that's what I meant with dynamic impostering.
basically you can render distant things to a texture and then just show that as long as the viewing angle/distance didn't change past a threshold, however CS doesn't support such things, yet.

thorgrin

  • Hydlaa Resident
  • *
  • Posts: 54
    • View Profile
Re: The Official Phase Two City Contest: Amdeneir
« Reply #529 on: December 10, 2010, 11:44:37 pm »
Recently I have been playing Halo: Combat evolved and one of the levels, 343, Guilty Spark is partly played in an outdoors swamp forest. It is gloomy and the trees are huge. I wonder, can this be an inspiration for PS forests? I mean, instead of having lots of little trees, make rather fewer huge ones to minimize the impact and add some forest vegetation (bushes, grass)
I know nothing about map making and 3D stuff, but it seems that the engine draws the map from a short distance (as PS can do). There is a fog effect that limits the view and gives a gloomy feeling. Only thing is that the map of the swamp might be smaller than PS maps are, like 1/4th of the size.
The game (PC version) was released in 2003 and it might be on par with PS when it comes down to engine, graphics, etc.

Some screenies I have found:

http://hce.halomaps.org/images/files/lg/5screen212846shot00.jpg
http://hce.halomaps.org/images/files/lg/ACF5E1.jpg
http://shinyshell.net/library/img/articleart/343_1.png
http://halo.neoseeker.com/w/i/halo/thumb/1/10/Swamplevl.jpg/300px-Swamplevl.jpg

Obvlion looks very nice as well, trees are smaller, there is lots of grass and it looks much more demanding. The wild needs more forests/vegetation/trees. It's like someone burnt all the wild and all left is grass.

Edit: I've been searching and OGre engine has a feature called "paged geometry" suitable for forest and similar scenery:
http://www.ogre3d.org/forums/viewtopic.php?t=36655
Curious to see that a member that s/was involved in it participates in RoR development (Rigs of Rods, a vehicle + physics simulater) I played it for two years.
« Last Edit: December 11, 2010, 12:03:08 am by thorgrin »
"If the mine is mine, it should only be mined by my miners. If my mine is mined by miners that aren't mine, my mine is no longer mine."

Talad

  • Administrator
  • Hydlaa Notable
  • *
  • Posts: 822
    • View Profile
Re: The Official Phase Two City Contest: Amdeneir
« Reply #530 on: December 14, 2010, 04:49:47 pm »
Phase 2 is completed!! Big thanks to everyone that made this possible. Amdeneir is now in PlaneShift 0.5.5.

Phase 3 will probably start soon. stay tuned.

Baldur

  • Veteran
  • *
  • Posts: 1446
  • Disillusioning since 1989
    • View Profile
    • My Deviant
Re: The Official Phase Two City Contest: Amdeneir
« Reply #531 on: December 14, 2010, 06:38:58 pm »
Congratulations everyone, even if I couldn't be there for a large part of the time :)

HIP HIP...!

Earowo

  • Veteran
  • *
  • Posts: 1463
    • View Profile
    • Guild Site
Re: The Official Phase Two City Contest: Amdeneir
« Reply #532 on: December 15, 2010, 12:36:22 am »
Phase 2 is completed!! Big thanks to everyone that made this possible. Amdeneir is now in PlaneShift 0.5.5.

Phase 3 will probably start soon. stay tuned.
I cant update to 5.5 sadly, both the update and rapair options freaze, and eventually, it stopped offering the update ooption
Dohmo: Please clean up your language immediately.
Me: as i just said, what i said, fits in the guidlines of rated PG, i was just explaining to the G guy
Dohmo: Sorry I tried to e nice
Dohmo: and i'm telling you to clean it up. last warning
Dohmo: now just do it
Dohmo: No more warnings

Abuse?

Sarva

  • Game Masters
  • Hydlaa Notable
  • *
  • Posts: 621
    • View Profile
Re: The Official Phase Two City Contest: Amdeneir
« Reply #533 on: December 15, 2010, 01:11:47 am »
you can always download the client again.

Maisent

  • Hydlaa Notable
  • *
  • Posts: 560
    • View Profile
Re: The Official Phase Two City Contest: Amdeneir
« Reply #534 on: December 15, 2010, 01:17:36 am »
Amdenier can only be accessed with Ptesaur's right?

Phantomboy86

  • Hydlaa Notable
  • *
  • Posts: 584
  • Sarva used to own the deed to my soul.
    • View Profile
Re: The Official Phase Two City Contest: Amdeneir
« Reply #535 on: December 15, 2010, 01:37:03 am »
Not at all actually. The Pterosaur NPC's dont recognize the city name as a destination.

LigH

  • Forum Legend
  • *
  • Posts: 7096
    • View Profile
Re: The Official Phase Two City Contest: Amdeneir
« Reply #536 on: December 15, 2010, 08:53:07 am »
There are possibly a few last bugs to be ironed out before the travel there will be available.

Gag Harmond
Knight and Ambassador
The Royal House of Purrty

Nikodemus

  • Prospects
  • Veteran
  • *
  • Posts: 1808
    • View Profile
Re: The Official Phase Two City Contest: Amdeneir
« Reply #537 on: December 16, 2010, 12:58:36 am »
Everyone who read this:
Tell your friends and think about it yourself:
This city quarter took 2 years to develop me, zwei and others. A bit too long huh?
Now think that the city is supposed to have 2 more quarters of similiar size and a smaller piece dedicated purely for landing platforms and then there is exterior and 3 separate mines.
If the development speed on this was supposed to be the same.... i predict 5 more years on city and another 5 years on exterior....
In other words, it needs more artists and I also need a break and a job i will make money for.
Commercial games make their stuff much faster, coz they have many more people working on a project like this one.
There is no other way than having more people.



What you can failure tommorow, failure today.


Better click for shiny stylez Help me with images!

confused

  • Hydlaa Citizen
  • *
  • Posts: 269
    • View Profile
Re: The Official Phase Two City Contest: Amdeneir
« Reply #538 on: December 16, 2010, 01:33:20 pm »
Well done to all the artists that worked on Amdeneir. I am very proud of you all for the quality work you produced. Pity I am no artist thus unable to help other than to cheer you lot along.

Yes, more artists are needed to speedily complete Amdeneir, with a guild house for the klyros. I love the alleyways with the streets. For the first time I really feel that I am living in a fantasy city of state city style of before the arrival of gun powder.

Congratulation once again to the team.  \\o// \\o//

LigH

  • Forum Legend
  • *
  • Posts: 7096
    • View Profile
Re: The Official Phase Two City Contest: Amdeneir
« Reply #539 on: December 16, 2010, 03:23:41 pm »


\\o// :flowers: Just a first glance of 2 minutes, and I already love it! :love: :thumbup:

Gag Harmond
Knight and Ambassador
The Royal House of Purrty