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Thread Statistics | Show CCP posts - 18 post(s) |

Illectroculus Defined
Caldari Provisions Caldari State
2
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Posted - 2011.11.03 17:30:00 -
[1] - Quote
Looking great, but I have a couple of suggestions: Within a region you can still generate some feel of differentiation between systems by warping the coordinate space of the skybox, this is a trivial thing to do with existing shaders.
Can we fix the gates orientation in space so that they appear to jump in the direction of the destination system - right now every gate points the same direction.
Are the stars painted onto the nebula texture? Are the constelations going to be static within a region? |

Illectroculus Defined
Caldari Provisions Caldari State
5
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Posted - 2011.11.03 18:30:00 -
[2] - Quote
Lolmer wrote:Grukni wrote:Great Job!
I'm somewhat and somehow disappointed of the granularity chosen for each unique backdrop. Region based granularity seems too big for my taste. At first I thought you would notice the changes in the position of nebulae at a solar system basis, each time you jump from an stargate to an other. I'm hoping that this is just the first iteration and the next (or one after that at most) would add finer granularity. e.g. iteration #1 adds Constellation granularity and iteration #2 adds Solar System granularity.
Without hand painting backdrops for every system you can get a good approximation of moving within a region by warping the coordinate space of the skybox, this is trivial for a pixel shader. That would be my tob request for a next iteration. |

Illectroculus Defined
Caldari Provisions Caldari State
5
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Posted - 2011.11.03 18:34:00 -
[3] - Quote
CCP t0rfifrans wrote:Grukni wrote:Hiram Alexander wrote:Grukni wrote:Great Job!
I'm somewhat and somehow disappointed of the granularity chosen for each unique backdrop. Region based granularity seems too big for my taste. At first I thought you would notice the changes in the position of nebulae at a solar system basis, each time you jump from an stargate to an other. Yeah. Me too, though I can understand... I guess for 'granularity' reasons, as they put it - an even better 'xmas' present would have been Constellation, rather than Region... Yep, but I think those images are generated procedurally, so no much man work involved I hope. I really wonder if the real problem is that those images are too fat (in Megabytes) for the client to have too many of them. The cube maps ( that's the technical term for the nebula textures ) are actually hand crafted, starting with 3d generated clouds, then color-corrected and touched up by artists to remove rendering artifacts and add extra "oomhp" to the renders. Each cube map sees a considerable amount of work. So if we would have wanted more, they would have looked less cool or taken longer to produce, meaning that the artists would be tied up painting nebulas and not fixing lag.... It's always a balancing act. That said, the system we developed alongside rendering the nebulas does allow us to customize each solarsystem, and we will be making use of that in the future, for lore and such.
We don't expect hand drawn textures for exry system in new eden, but simply warping your skybox will get us a long way to system level variations.
Look at it this way, these are cube maps, just imagine taking the cube and increasing the size of one side as you 'jump towards it. It doesn't need to be a big jump either.
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Illectroculus Defined
Caldari Provisions Caldari State
5
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Posted - 2011.11.03 18:47:00 -
[4] - Quote
Komen wrote:Destination SkillQueue wrote:Dark space in my EVE, I approve whole heartedly. Now all that remains is for you to make it so, that the star significantly dims when you get further away from it within a system. I'd like to feel that I'm flying inside an actual star system at great speeds and moving large distances, instead of moving within a small room with a single static lightbulb in the middle of it. Yeah, solar intensity reducing as distance to star increases. Make the out-system really dark and lonely. Then add more glow to all those windows (viewports, energy channels, whatever they are) on the ships. At 40 AU my Megathron oughta look like something out of the deep sea, glowy highlights picking out a dark mass.
Well if I were to put on my hardcore astronomer hat (which is a heavy woolen balaclava because of the cold nights) I'd like to see proper HDR environments. When you're in close to the star you wouldn't be able to see other stars or nebulae, and as you go further out the stars become visible, and then the nebulae. You can move your ship into the shadow behind a planet and reveal the heavens in all their glory should you desire. |

Illectroculus Defined
Caldari Provisions Caldari State
5
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Posted - 2011.11.03 20:57:00 -
[5] - Quote
Valeo Galaem wrote: Something that I noticed a long time ago: all stargates and stations have the same orientation - specifically they point "south". Will stargates be realigned (along the X-Y plane at least) to point towards their destination's celestial phenomena? Otherwise it will feel very odd knowing you are traveling north towards Caldari space but always being shot towards Amarr. .
THis is one of my concerns, it's not as if it needs any new technology.
hell I could even compute the rotation matrices from the existing data dump. |

Illectroculus Defined
Caldari Provisions Caldari State
6
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Posted - 2011.11.03 22:40:00 -
[6] - Quote
CCP t0rfifrans[/quote wrote:
Contrary to popular belief many of us do actually play the game. My bad at referring to an old mechanic but the point was that stargates have a collision model that would be different if they are rotated and that might affect bookmarks, which is always a concern when we do world changes.
Glad to hear this clarification. I guess we're talking about BMs with ranges of 0 to the activation radius on the gate.
Personally, I say do it for the lulz, if people start bouncing off gates then that's their problem, with luck we might get a few comedy killmails from it.
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