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CCP Phantom
C C P C C P Alliance
4002

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Posted - 2014.01.29 17:16:00 -
[1] - Quote
The Rubicon 1.1 point release saw a considerable large upgrade of in-game art assets with a V3 renovation of all stations, the introduction of completely new wrecks for capita and supercapitall ships which now properly reflect the destructive forces required to tear down these behemoths.
Please read CCP BlueScreen's latest art blog The Art of Rubicon 1.1 which provides not only shiny pictures (click the thumbnails in the blog for high resolution pictures) but also gives a deep insight into the work processes of our beloved art department! CCP Phantom - Senior Community Representative - Volunteer Manager |
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Chribba
Otherworld Enterprises Otherworld Empire
10983
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Posted - 2014.01.29 17:17:00 -
[2] - Quote
Whooo!
Looks great! Those wrecks are yummy! And permanent b-r5rb wrecks site!! Good move!
(also might want to update the link to http://community.eveonline.com/news/dev-blogs/art-for-rubicon-1.1/ instead of the b-r5rb link... ) *thumbs up*
/c
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CCP Phantom
C C P C C P Alliance
4002

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Posted - 2014.01.29 17:26:00 -
[3] - Quote
Yes, it is a bit unfortunate that the Bloodbath of B-R5RB was one day too soon for the new capitals and supercapital as outlined in the Art blog to be displayed in game.
CCP Phantom - Senior Community Representative - Volunteer Manager |
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CCP Logibro
C C P C C P Alliance
255

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Posted - 2014.01.29 17:34:00 -
[4] - Quote
So pretty! Can't wait to see more wrecks in space! CCP Logibro // EVE Universe Community Team // Distributor of Nanites
@CCP_Logibro |
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Jack bubu
GK inc. Pandemic Legion
528
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Posted - 2014.01.29 17:43:00 -
[5] - Quote
So now that Stations are V3'd, what is left to undergo this process before we get the new lighting system/render that was promised long ago? |

Garr Earthbender
Justified Chaos
196
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Posted - 2014.01.29 17:47:00 -
[6] - Quote
but, but, where's my Rifter wreck? -Scissors is overpowered, rock is fine. -Paper |

Elena Thiesant
Sun Micro Systems
1248
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Posted - 2014.01.29 17:49:00 -
[7] - Quote
Quote:So now that I have this tool, what to wreck next GǪ?
Battleships! Then battlecruisers, then cruisers, then.... |

Marlona Sky
D00M. Northern Coalition.
4815
|
Posted - 2014.01.29 17:54:00 -
[8] - Quote
This is some amazing stuff guys! . |

Obil Que
Star Explorers
30
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Posted - 2014.01.29 18:17:00 -
[9] - Quote
CCP Phantom wrote:The Rubicon 1.1 point release saw a considerable large upgrade of in-game art assets with a V3 renovation of all stations, the introduction of completely new wrecks for capita and supercapitall ships which now properly reflect the destructive forces required to tear down these behemoths. Please read CCP BlueScreen's latest art blog The Art of Rubicon 1.1 which provides not only shiny pictures (click the thumbnails in the blog for high resolution pictures) but also gives a deep insight into the work processes of our beloved art department!
It may be the smallest thing to some but THANK YOU for being able to turn off clouds. It is a *huge* benefit to those of us with weaker graphics cards.
THANK YOU! |

Vincent Athena
V.I.C.E.
2629
|
Posted - 2014.01.29 18:31:00 -
[10] - Quote
"Well now you can now turn them off if they give your computer/graphics cars any trouble."
I have a graphics car? http://vincentoneve.wordpress.com/ |

PinkKnife
Future Corps Sleeper Social Club
444
|
Posted - 2014.01.29 18:39:00 -
[11] - Quote
I love these, but I cant help but wonder why some of the ships don't seem to break along weaker natural stress points in the model.
The Providence being a good example, the front hull breaks but there seems to be a natural breaking stress point in the middle.
That, and some of the ships don't seem that badly damaged (rev, naglfar, Ragnarok). Was there intention behind that, or just artist interpretation? |
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CCP BlueScreen
C C P C C P Alliance
227

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Posted - 2014.01.29 18:44:00 -
[12] - Quote
Jack bubu wrote:So now that Stations are V3'd, what is left to undergo this process before we get the new lighting system/render that was promised long ago?
We are definitely getting closer but not quite there yet, there is at least a good number of world/dungeon objects left to V3.
But believe me, we want to get there just as fast as you do, and we just about see the light at the end tunnel now.
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Aurora Fatalis
Blacklight Recon
66
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Posted - 2014.01.29 18:45:00 -
[13] - Quote
EVE has graphics?
I jest, this is awesome, and I'm looking forward to taking the view in full on my multi-monitor setup, thus avoiding the above image =) |

Nicen Jehr
Brave Newbies Inc. Brave Collective
338
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Posted - 2014.01.29 18:52:00 -
[14] - Quote
CCP Phantom wrote:Yes, it is a bit unfortunate that the Bloodbath of B-R5RB happened one day too soon for the new capitals and supercapital as outlined in the Art blog to be displayed in game. they would have just got one shot by a noobship... poke the game design devs and have them rework salvaging as Marlona Sky suggests
on topic - wrecks look fantastic and I really appreciate all the WIP screenshots, I love learning about the development process (and i suppose asset creation process in this case)
The next thing you should wreck, hmm... T1/T2 ships look straightforward with your nice new tool, so I suggest that CCP Ph00ze extend it to handle any combination of subsystems on a T3 :D Little Things to improve GëíGïüGëí-á| My Little Things posts |

Bienator II
madmen of the skies
2431
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Posted - 2014.01.29 19:02:00 -
[15] - Quote
the only issue i see is that now if you would decide to update a capital ship model you would have to go to the process again to update its wreck. (and two wrecks next to each other will look identical)
but it certainly does look awesome - good job.
the stations look nice too, however i liked the old amar color scheme a bit more (warm yellow lights/force fields instead of white/gray) - but i am sure you find enough people who don't agree with me here ;) eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
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CCP BlueScreen
C C P C C P Alliance
227

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Posted - 2014.01.29 19:04:00 -
[16] - Quote
Vincent Athena wrote:"Well now you can now turn them off if they give your computer/graphics cars any trouble."
I have a graphics car?
Dammit  |
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Callic Veratar
579
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Posted - 2014.01.29 19:15:00 -
[17] - Quote
I'm looking forward to the tool being integrated directly into eve and building the wrecks dynamically based on where it was shot and how it got blown up. |

Liner Xiandra
Sparks Inc Zero Hour Alliance
269
|
Posted - 2014.01.29 19:15:00 -
[18] - Quote
While there was a specific need to redo the stealthbombers from their T1 counterparts to fit the actual launchers on the model, why did you pass up on doing the same with the Crucifier, creating a visual difference between the T1 and the T2 hull?
Also, I do get a slight feeling that a lot of the V3 work isn't keeping up with current visuals/processing power.
Even though wrecks were redone, the original hull still is taken from the universe, before magically put back, only damaged. There's no bits and pieces falling off during combat, there's no animation getting into this wrecked state. It's all very "1.0" if you catch my drift. Effect animations on the new deployables still are the same camera-angle independent effects like we have on the warpdisruptor/stasis/sensor boosters/etc. that can look really weird at times. With that, the whole directX11 client is also quite unstable still, with plenty of blackouts (especially when alt-tabbing)
I'm really asking; is all the artwork done now getting it's chance to shine with the current rendering engine? |

Jack bubu
GK inc. Pandemic Legion
529
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Posted - 2014.01.29 19:18:00 -
[19] - Quote
CCP BlueScreen wrote:Jack bubu wrote:So now that Stations are V3'd, what is left to undergo this process before we get the new lighting system/render that was promised long ago? We are definitely getting closer but not quite there yet, there is at least a good number of world/dungeon objects left to V3. But believe me, we want to get there just as fast as you do, and we just about see the light at the end tunnel now. Thanks for the reply, good to hear that not many objects are left. |

Jessica Danikov
Clan Shadow Wolf Fatal Ascension
265
|
Posted - 2014.01.29 19:24:00 -
[20] - Quote
Am I correct in saying that the new wrecks are just 1 wreck model per ship? Not that I'm complaining, they are gorgeous, but when you see 5 identical wreck models next to each other... does break a immersion a bit, and that gets worse when you make them visually distinct like this.
Dynamic wrecks are probably a long way off, but one can dream and these tools seem like at least one step in that direction.
Just can't wait for the sub-capital wrecks (I know, you didn't say that, that's just me reading between the lines...) |

Kossaw
Body Count Inc. Pandemic Legion
91
|
Posted - 2014.01.29 19:29:00 -
[21] - Quote
Quote:So now that I have this tool, what to wreck next GǪ?
Your beautiful new V3 stations please .... WTB : An image in my signature |

Quinn Corvez
Probe Patrol Awakened.
198
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Posted - 2014.01.29 19:34:00 -
[22] - Quote
It's a real shame about that Nestor... Damn that's an ugly ship! |
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CCP BlueScreen
C C P C C P Alliance
229

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Posted - 2014.01.29 19:35:00 -
[23] - Quote
PinkKnife wrote:I love these, but I cant help but wonder why some of the ships don't seem to break along weaker natural stress points in the model.
The Providence being a good example, the front hull breaks but there seems to be a natural breaking stress point in the middle.
That, and some of the ships don't seem that badly damaged (rev, naglfar, Ragnarok). Was there intention behind that, or just artist interpretation?
Yes, there was some thinking behind some of those choices Ah but seriously there was.
I don't quite follow you on the Providence, it is true that she has a gap across her main armor plating just about in the middle, but this place also represents just about the absolute thickest part of the ship.
Also to that I would say, what you describe is almost like someone holding a stick at either end, applying force until it breaks at its weakest point. That's not how i interpret the ship damages. The damages and locations of these is based on imagined direct hits, armor/hull breaches, ammunition chamber explosions etc. (I am imagining some pretty hefty ammunition chambers here, after all, we are blowing apart Titans )
As far as the Naglfar, Ragnarok and other ships with lesser damage, yes it was a choice not to have them all break apart completely. Obviously I have seen that people have commented on this, and that some Naglfar pilots/hunters are somewhat disappointed in the amount of damage it has received.
It was not intentional to have some wreck be underwhelming, but rather be a bit more clever and subtle in their destruction. Like the Naglfar, where the top bridge and main gun mounts have been blown to bits, and the before moving parts of the siege module is floating around detached in space. But we will absolutely keep this in mind when we hopefully get around to making more variations on the individual ship wrecks some day |
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Phoenix Jones
Brave Newbies Inc. Brave Collective
402
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Posted - 2014.01.29 19:54:00 -
[24] - Quote
CCP BlueScreen wrote:But we will absolutely keep this in mind when we hopefully get around to making more variations on the individual ship wrecks some day 
That is literally what everybody wants. There doesn't need to be 10 to 20 variation of ship wrecks, 3 would work.
It takes a little dimension away when every titan blew up in exactly the same way.
Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
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Vincent Athena
V.I.C.E.
2629
|
Posted - 2014.01.29 19:56:00 -
[25] - Quote
You mention that better wrecks help with immersion. But the new ones have one big immersion breaker: Floating parts. If a part is floating free of the ship then it must have moved there; that is at one time it had some net velocity. But now its just sitting there. What stopped it? Space has no friction.
Also in space very small forces, over time, can move things about great distances. Light pressure, solar wind, gravity gradients. Its totally unbelievable that parts of a wreck would remain flying in formation for any length of time. The pieces of the Jita monument should have dispersed long ago.
If the goal was just a pretty game this would not matter. You succeeded in doing that part. But you specifically stated that improving immersion was a goal. Immersion-wise the wrecks just look... strange. Better would be to have parts dangling at the end of cables or thin strips of metal and other wreckage elements. http://vincentoneve.wordpress.com/ |

Phoenix Jones
Brave Newbies Inc. Brave Collective
402
|
Posted - 2014.01.29 20:00:00 -
[26] - Quote
You want to laugh at lost immersion, have a noob ship tractor in a capital ship :-). Its funny to watch this piece of junk noob ship drag around a capital behind it with 0 effort :-P
You might want to consider making player made capitals, supercapitals and titan wrecks immune to being tractorbeamed.
Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
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Bariolage
Control F9
20
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Posted - 2014.01.29 20:30:00 -
[27] - Quote
Thanks. I love elaborate and well written summaries. This is a game for people who are obsessed with details. |
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CCP BlueScreen
C C P C C P Alliance
235

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Posted - 2014.01.29 20:59:00 -
[28] - Quote
Vincent Athena wrote:You mention that better wrecks help with immersion. But the new ones have one big immersion breaker: Floating parts. If a part is floating free of the ship then it must have moved there; that is at one time it had some net velocity. But now its just sitting there. What stopped it? Space has no friction.
Also in space very small forces, over time, can move things about great distances. Light pressure, solar wind, gravity gradients. Its totally unbelievable that parts of a wreck would remain flying in formation for any length of time. The pieces of the Jita monument should have dispersed long ago.
If the goal was just a pretty game this would not matter. You succeeded in doing that part. But you specifically stated that improving immersion was a goal. Immersion-wise the wrecks just look... strange. Better would be to have parts dangling at the end of cables or thin strips of metal and other wreckage elements.
Pfff, I mean come on, this is obviously caused by the WCCP also known as "Warp Core Compromised Perimeter".
Its common knowledge that immediately upon compromising the integrity of a pod controlled ship hull, the exposed warp core reacting to the vacuum of space, creates an extremely strong yet temporary "perimeter" or "spherical charge" around itself. This sudden but short lived force stops any debris from continuing its natural travels into deep space. While the initial charge is temporary, a much weaker but constant force will remain and keep the wreck looking seemingly intact for long periods of time   
This is fantastic luck for us, since I am not sure how we would handle debris continuously traveling through space.*
Anyways, seriously now You are obviously right, what I meant by immersion was rather immersion into the game than into an astrophysical correctly represented virtual reality. As far as immersion into the game of blowing up massive spaceships in space go, I would hold that the new wrecks is a step in the right direction, i hope you might agree on that.
*Theories and/or astrophysics observations stated as facts contained within this post could/might/probably are flawed and factually incorrect. These should not be considered a reflection of EVE lore or CCP intelligence in general, but rather a reflection of CCP BlueScreens terrible humor. |
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Tasha Saisima
State War Academy Caldari State
81
|
Posted - 2014.01.29 21:05:00 -
[29] - Quote
Thanks for the long awaited Dev Blog. Still no mention of the Amarr colors issue so I hope that is not forgotten |

Mashie Saldana
BFG Tech
967
|
Posted - 2014.01.29 21:09:00 -
[30] - Quote
Are there any plans to make an animation of the ships breaking up? Mashie Saldana Dominique Vasilkovsky
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Pirmasis Sparagas
Bullet Cluster Legacy Rising
44
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Posted - 2014.01.29 21:14:00 -
[31] - Quote
Elena Thiesant wrote:Quote:So now that I have this tool, what to wreck next GǪ? Battleships! Then battlecruisers, then cruisers, then.... I came here to write this, but I see it was already written :)
Honestly ship wrecks was a very big surprise for me when I saw them in trailer. I had to change my pants after seeing it! They are amazing!!! This is the single best part of Rubicon 1.1 Thank you! And I hope to see more wreck on 1.2 :)
Now I will be going to hunt some capital ships just to see it's inside 
B.T.W. I support new salvaging proposal |

Sirinda
Oberon Incorporated RAZOR Alliance
296
|
Posted - 2014.01.29 21:15:00 -
[32] - Quote
Just a note about the Crucifier. Usually you go with two ********* per *****, not the other way around.
Also, what has been seen...  |

Seismic Stan
Freebooted Junkworks
444
|
Posted - 2014.01.29 21:19:00 -
[33] - Quote
Fantastic work TriLambda, it all looks amazing (although the Crucifier gives me a disturbing sense of being upside down).
I look forward to seeing some of these wrecks on TQ, although I'll have to venure further afield than I'd usually like for the chance. The devblog was interesting too, it's nice to get an understanding of the work that goes into things that are easy to take for granted.
A couple of questions occurred to me as I read the dev blog.
Is the wrecking of the hull animated or does it just appear as a static object once the initial explosion subsides?
You wrote that the damage displayed is procedurally generated - is it conceivable that this process be applied on an ad-hoc basis to generate unique wrecks or whould that be a resource/client killer?
Are there any plans to apply the same process to sub-capitals? I note that the physical mesh floor experiment was conducted on a Raven hull.
EVE Online: The Text Adventure --- GameSkinny Correspondent --- Freebooted Blogger |

Ms Michigan
Aviation Professionals for EVE The Diogenes Club
24
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Posted - 2014.01.29 21:21:00 -
[34] - Quote
Awesome - Just awesome work!
I ESPECIALLY WANT TO THANK YOU for the ICON rendering! OMFG - SO MUCH FASTER! I wondered what had changed! 
Beautiful artwork. Thanks for the pictures. (And flow chart - your mother is proud I am sure.)
A lot of hard work. The wrecks look glorious.
/Ms Mich
P.S. You asked what you could use it on next...I would do TWO versions of every titan and super cap wreck (ideally all caps) just to mix it up.
If I read the dev blog correctly - right now there is only one???
Otherwise I would say you are aluding to your upcoming (tongue in cheek) work on Stations being destroyed. :)
Am I right?  |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4829
|
Posted - 2014.01.29 21:23:00 -
[35] - Quote
\o/ We can turn dust clouds off!
This is the graphics advancement that EVE players have been waiting for, since 2003 ;) Day 0 advice for new players: Day 0 Advice for New Players |

Sarmatiko
1591
|
Posted - 2014.01.29 22:22:00 -
[36] - Quote
10/10 would read again.
Quote:Now were ready to export our wreck and take a look in our game engine tool (AKA "Jessica"). I wonder how complex this thing is. Is it possible to release some light standalone version to the community at some point in the future (like Valve did with Source filmmaker)? CCP already gave access to Jessica in September 2013 to these guys and results were great. 
-¥ |

Vincent Athena
V.I.C.E.
2629
|
Posted - 2014.01.29 22:23:00 -
[37] - Quote
CCP BlueScreen wrote:....... Anyways, seriously now  You are obviously right, what I meant by immersion was rather immersion into the game than into an astrophysical correctly represented virtual reality. As far as immersion into the game of blowing up massive spaceships in space go, I would hold that the new wrecks is a step in the right direction, i hope you might agree on that. When I was at Eve Vegas one of the Devs (I forget who) at a round table said there is an unwritten agreement between the players and the developers that the game should make sense. That is when I look at the game what I see at should be what I expect to see and when I do something what happens should be what I expect to have happen.
I do not expect to see a wreck with disconnected parts sitting there with all the parts utterly static. I agree the new wrecks are visually impressive but to me they just look wrong. http://vincentoneve.wordpress.com/ |

PinkKnife
Future Corps Sleeper Social Club
445
|
Posted - 2014.01.29 22:40:00 -
[38] - Quote
CCP BlueScreen wrote:Yes, there was some thinking behind some of those choices  Ah but seriously there was. I don't quite follow you on the Providence, it is true that she has a gap across her main armor plating just about in the middle, but this place also represents just about the absolute thickest part of the ship. Also to that I would say, what you describe is almost like someone holding a stick at either end, applying force until it breaks at its weakest point. That's not how i interpret the ship damages. The damages and locations of these is based on imagined direct hits, armor/hull breaches, ammunition chamber explosions etc. (I am imagining some pretty hefty ammunition chambers here, after all, we are blowing apart Titans  ) As far as the Naglfar, Ragnarok and other ships with lesser damage, yes it was a choice not to have them all break apart completely. Obviously I have seen that people have commented on this, and that some Naglfar pilots/hunters are somewhat disappointed in the amount of damage it has received. It was not intentional to have some wreck be underwhelming, but rather be a bit more clever and subtle in their destruction. Like the Naglfar, where the top bridge and main gun mounts have been blown to bits, and the before moving parts of the siege module is floating around detached in space. But we will absolutely keep this in mind when we hopefully get around to making more variations on the individual ship wrecks some day 
I meant no disrespect, I love these, was just curious what the thought process was. I hadn't thought of ammo holds or things combusting from the inside, but more the kinetic forces that would crack the hull along stress points.
I do like the unaligned turrets on the Revelation, that's a fantastic small detail that makes it 20,000x more real.
Last question, was the intention to make the minmatar wrecks indistinguishable from the non-destroyed wrecks for lore's sake? Are the Naglfar wrecks the source of future rifters?  |

Subrahmaya Chandrasekhar
The Three Musketeers
40
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Posted - 2014.01.29 22:57:00 -
[39] - Quote
"The GÇÿeffectGÇÖ setting will now toggle particle clouds on/off." It may come as a surprise, but there is at least one who would like to turn off the clouds regardless of performance issues. The only thing is, you have lumped turning them off into the same circuit breaker that, according to the pop-up help text, controls a whole bunch of other, desireable effects.
The democracy will cease to exist when you take away from those who are willing to work and give to those who would not.-á |

SpaceSaft
Schroedingers Fluffy Kitty Asylum
38
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Posted - 2014.01.29 23:21:00 -
[40] - Quote
Neat. I have to admit that it would take quite some effort to create something equally cool and eve-like without official support.  Besides that I also hold the opinion that CCP should make a PC version for Dust 514. |

helana Tsero
Science and Trade Institute Caldari State
19
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Posted - 2014.01.30 00:19:00 -
[41] - Quote
Great Job on all the new art stuff !
GAS CLOUDS.
Its says the effect tickbox is used to toggle them on and off. But what else does the effect box toggle off ?
All i need is to turn the gas clouds off, everything else causes no fps loss and I would like to keep all the other effects.
Can we have a tickbox to toggle on and off gas clouds only ? "... ppl need to get out of caves and they will see something new... thats where is eve placed... not in cave..."-á| zoonr-Korsairs |-á QFT ! |

Seismic Stan
Freebooted Junkworks
444
|
Posted - 2014.01.30 00:50:00 -
[42] - Quote
Vincent Athena wrote:CCP BlueScreen wrote:....... Anyways, seriously now  You are obviously right, what I meant by immersion was rather immersion into the game than into an astrophysical correctly represented virtual reality. As far as immersion into the game of blowing up massive spaceships in space go, I would hold that the new wrecks is a step in the right direction, i hope you might agree on that. When I was at Eve Vegas one of the Devs (I forget who) at a round table said there is an unwritten agreement between the players and the developers that the game should make sense. That is when I look at the game what I see at should be what I expect to see and when I do something what happens should be what I expect to have happen. I do not expect to see a wreck with disconnected parts sitting there with all the parts utterly static. I agree the new wrecks are visually impressive but to me they just look wrong. It must drive you nuts that the planets and moons don't orbit, or that to accommodate all docked ships, the station hangar would mean busy stations like Jita 4-4 should be the size of a planet, or that docking and undocking just makes ships miraculously appear and disappear in an instant.
My point is that the game engine is full of compromises and reality burps. That's what suspension of disbelief is for. I'm more than happy with CCP Bluescreen's pseudo-science warp core explanation. EVE Online: The Text Adventure --- GameSkinny Correspondent --- Freebooted Blogger |

Dunkle Lars
Lemon Half Moon
52
|
Posted - 2014.01.30 00:56:00 -
[43] - Quote
Very beautiful Work with the stations and wrecks, but can't help but wonder.. https://forums.eveonline.com/default.aspx?g=posts&t=229521&find=unread You promised us 1 year ago that this was like 99% ready. Everyone agreed that we want this, so can you at least post in the thread what's holding you back? Pretty please
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Klingon Admiral
Black Hole Cluster
74
|
Posted - 2014.01.30 03:45:00 -
[44] - Quote
I think you have somewhat overdone the amount of small debris , the borders of the debris field look far too well defined. |

ORCACommander
Obsidian Firelance Technologies
36
|
Posted - 2014.01.30 03:58:00 -
[45] - Quote
damn awesome job but still needs some fine tuning. The extrusion process makes the breaks to uniform in their jagginiess. could use a bit of non uniformity. |

Maximus Andendare
Future Corps Sleeper Social Club
821
|
Posted - 2014.01.30 07:02:00 -
[46] - Quote
CCP BlueScreen and CCP Ph00ze GREAT WORK! These wrecks look phenomenal!
I love the story of how this project came to be (and was executed). It's neat to see "behind the curtain" at the wizard pulling the levers. Your work looks fantastic here, and you should be proud.
Are you guys planning on revamping all wrecks like this, or are subcaps doomed to the small wreck debris we have currently? Step onto the battlefield, and you're already dead, born again at the end of the battle to live on and fight another day.
>> Play Dust 514 FREE! Sign up for exclusive gear today! << |

James Amril-Kesh
4S Corporation Goonswarm Federation
8868
|
Posted - 2014.01.30 07:11:00 -
[47] - Quote
Vincent Athena wrote:CCP BlueScreen wrote:....... Anyways, seriously now  You are obviously right, what I meant by immersion was rather immersion into the game than into an astrophysical correctly represented virtual reality. As far as immersion into the game of blowing up massive spaceships in space go, I would hold that the new wrecks is a step in the right direction, i hope you might agree on that. When I was at Eve Vegas one of the Devs (I forget who) at a round table said there is an unwritten agreement between the players and the developers that the game should make sense. That is when I look at the game what I see at should be what I expect to see and when I do something what happens should be what I expect to have happen. I do not expect to see a wreck with disconnected parts sitting there with all the parts utterly static. I agree the new wrecks are visually impressive but to me they just look wrong. When you can buy EVE players dedicated PhysX slave cards then you can have your realistically expanding wreckage. My EVE Videos 59-15 |

Angelus Ryan
One Ronin
57
|
Posted - 2014.01.30 07:57:00 -
[48] - Quote
As a former 3D artist, here's a tip of the hat for some nice, nice work: Thanks, these look great! |
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CCP BlueScreen
C C P C C P Alliance
251

|
Posted - 2014.01.30 09:18:00 -
[49] - Quote
Mashie Saldana wrote:Are there any plans to make an animation of the ships breaking up?
No current plans to add this.
This is absolutely something we have considered and we have all the information/animations available and saved already. Firstly its a question of time and resources, quite frankly, it probably wouldn't be all that hard, from a technical standpoint, to make this happen, but it would obviously take some time.
But the main problem here is with adding the additional resources and load. For every capital ship blown up, we would be adding somewhere in the region of 30-50 bones, we would have to apply skinned shaders and we would have to load the animation once the wreck is initially spawned. Now in a fleet fight environment, that might not be a fantastic idea.
Anyways, those are some of the considerations if/when adding a feature like this, doesn't mean it cant or wont be done, just mean you have to be careful with such things.
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Highfield
Vanishing Point. The Initiative.
51
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Posted - 2014.01.30 09:30:00 -
[50] - Quote
CCP BlueScreen wrote:Mashie Saldana wrote:Are there any plans to make an animation of the ships breaking up? No current plans to add this. This is absolutely something we have considered and we have all the information/animations available and saved already. Firstly its a question of time and resources, quite frankly, it probably wouldn't be all that hard, from a technical standpoint, to make this happen, but it would obviously take some time. But the main problem here is with adding the additional resources and load. For every capital ship blown up, we would be adding somewhere in the region of 30-50 bones, we would have to apply skinned shaders and we would have to load the animation once the wreck is initially spawned. Now in a fleet fight environment, that might not be a fantastic idea. Anyways, those are some of the considerations if/when adding a feature like this, doesn't mean it cant or wont be done, just mean you have to be careful with such things.
Just for the sake of argument, could such an animation be scaled clientside to only occur if the engine can handle it? This way there's nice eyecandy in the small ganks/fights but playability in the big fights. |

Nagarythe Tinurandir
Tormented of Destiny
178
|
Posted - 2014.01.30 09:35:00 -
[51] - Quote
nice, nice stuff. stations are amazing!  very much appreciated!!
2 short questions though. what about symmetrical missile/turrets on ships which got odd launcher/turrets after balancing (TALWAR, Arbitrator)? (obligatory repost https://forums.eveonline.com/default.aspx?g=posts&m=2238156#post2238156)
And since we got a new, very awesome Crucifier model, are there any plans to make a slightly modified version for the sentinel?
i know... you give and give but we keep asking for more. as already said, you work is very much appreciated! |
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CCP BlueScreen
C C P C C P Alliance
252

|
Posted - 2014.01.30 09:53:00 -
[52] - Quote
Seismic Stan wrote:Fantastic work TriLambda, it all looks amazing (although the Crucifier gives me a disturbing sense of being upside down). I look forward to seeing some of these wrecks on TQ, although I'll have to venure further afield than I'd usually like for the chance. The devblog was interesting too, it's nice to get an understanding of the work that goes into things that are easy to take for granted. A couple of questions occurred to me as I read the dev blog.
- Is the wrecking of the hull animated or does it just appear as a static object once the initial explosion subsides?
- You wrote that the damage displayed is procedurally generated - is it conceivable that this process be applied on an ad-hoc basis to generate unique wrecks or whould that be a resource/client killer?
- Are there any plans to apply the same process to sub-capitals? I note that the physical mesh floor experiment was conducted on a Raven hull.
The wrecking of the hull is not animated, it loads as a static object once the original ship mesh is removed, sometime during the explosion.
Unfortunately it is not feasible to have this happen or be generated randomly for specific ship kills. The amount of calculations it takes to just successfully break apart the 3D mesh of an eve ship is far to great for that. Asides from this and although automation was a huge part of making this happen, there is still considerable amount of manual work in setting one of these wrecks up looking correct. And, that would be a yes, to even try and emulate just the procedural steps in this process would be a "resource/client killer" as you put it.
So about wrecking the sub-caps, obviously this question has come up quite a bit. We could obviously do that, and I am hoping some day we will. The floor meshes you refer to and also spawning the additional mesh debris on the broken surface , was in some extend developed specifically for smaller ships and fragments. again there is a couple of things to be considered here, and again its mainly time and client load.
Obviously there is quite a bit more sub-capital ships in game than there are capitals, and the time we would have to invest to make unique wrecks for all of these would be quite considerable. now having unique wrecks for all ships would not present any problems in most PvE and even PvP environments, but for larger scale battles the story is quite different. As it is now, whenever a sub-capital ship is blown up, that ship and its resources will be removed from memory and one generic wreck will be put in place, this asset and its resources is shared for all sub-capital wrecks on grid. Having all wrecks be unique would mean keeping every single one of these and their resources in memory, which in turn would then mean a very considerable addition to the resource and memory load in any fleet fight environment.
Again, there a pros and cons to this and obviously some of the above issues could be handled by giving the players the option to use these wrecks or not. We will see, hopefully one day...
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ChromeStriker
The Riot Formation Fatal Ascension
691
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Posted - 2014.01.30 09:55:00 -
[53] - Quote
.... just a small thing... what happened to the capital weapons?.....
i mean they're quite a big thing to lose
Nulla Curas |
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CCP BlueScreen
C C P C C P Alliance
252

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Posted - 2014.01.30 10:01:00 -
[54] - Quote
Sarmatiko wrote:10/10 would read again. Quote:So now that I have this tool, what to wreck next GǪ? Stations  Quote:Now were ready to export our wreck and take a look in our game engine tool (AKA "Jessica"). I wonder how complex this thing is. Is it possible to release some light standalone version to the community at some point in the future (like Valve did with Source filmmaker)? CCP already gave access to Jessica in September 2013 to these guys and results were great.
It is correct that a "Jessica Light" has in the past been distributed to a very limited amount of people for specific purposes.
There are no plans, that I know of, to continue or expand this initiative on a larger scale. |
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Pirmasis Sparagas
Bullet Cluster Legacy Rising
45
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Posted - 2014.01.30 10:26:00 -
[55] - Quote
CCP BlueScreen wrote:
The wrecking of the hull is not animated, it loads as a static object once the original ship mesh is removed, sometime during the explosion.
Unfortunately it is not feasible to have this happen or be generated randomly for specific ship kills. The amount of calculations it takes to just successfully break apart the 3D mesh of an eve ship is far to great for that. Asides from this and although automation was a huge part of making this happen, there is still considerable amount of manual work in setting one of these wrecks up looking correct. And, that would be a yes, to even try and emulate just the procedural steps in this process would be a "resource/client killer" as you put it.
So about wrecking the sub-caps, obviously this question has come up quite a bit. We could obviously do that, and I am hoping some day we will. The floor meshes you refer to and also spawning the additional mesh debris on the broken surface , was in some extend developed specifically for smaller ships and fragments. again there is a couple of things to be considered here, and again its mainly time and client load.
Obviously there is quite a bit more sub-capital ships in game than there are capitals, and the time we would have to invest to make unique wrecks for all of these would be quite considerable. now having unique wrecks for all ships would not present any problems in most PvE and even PvP environments, but for larger scale battles the story is quite different. As it is now, whenever a sub-capital ship is blown up, that ship and its resources will be removed from memory and one generic wreck will be put in place, this asset and its resources is shared for all sub-capital wrecks on grid. Having all wrecks be unique would mean keeping every single one of these and their resources in memory, which in turn would then mean a very considerable addition to the resource and memory load in any fleet fight environment.
Again, there a pros and cons to this and obviously some of the above issues could be handled by giving the players the option to use these wrecks or not. We will see, hopefully one day...
You forgot one thing. In major fleet battle you already have unique sub-capital ships on grid. So it would be just replace one unique "alive" ship to it's unique wreck ship - no performance lost.
And also if performance is issue, you could just play with LOD. From close up it could be unique wreck, but from far away, it could be bad old generic wreck.
I never been in major fleet battle, but I think a lot of players are playing zoomed out to see all ships, because zoomed in, is just too much chaos. So in this scenario you would only see generic wreck |

Billy Hix
Team JK
93
|
Posted - 2014.01.30 11:14:00 -
[56] - Quote
CCP BlueScreen wrote:But the main problem here is with adding the additional resources and load. For every capital ship blown up, we would be adding somewhere in the region of 30-50 bones, we would have to apply skinned shaders and we would have to load the animation once the wreck is initially spawned.
I don't know anything about writing code or making games.
Would it be possible to write something that checked TiDi? If no TiDi show animation. If TiDi don't show animation. It would make the small ganks even epic.
One question that has always bugged me. I hear CCP Devs talk a LOT about not wanting to put too much pressure on the client, things like the High Res Texture Pack everyone has been asking for. When you talk about pressure, do you mean it would max out even the biggest baddest setups, or do you mean you can't add it because the people who still run XP on a Pendium D couldn't handle it?
My dream is for the Super computer pack (SCP). Let all the people playing with a crap machine have the crap graphics. CCP can start to work on much better graphics and from then on all graphic updates are only made to the SCP. Say the standard client runs on a Pentium D, but the SCP needs a i3 or higher......just think what you could do with the extra power :-) |

Gawain Edmond
Angry Mustellid
44
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Posted - 2014.01.30 11:32:00 -
[57] - Quote
personally i don't like the new crucifier hull it looks like someone just got that mining frigate and stuck some executioner parts to it but what ticks me off the most is that the sentinel doesn't even get a new paint job! when's it getting painted? |

Klingon Admiral
Black Hole Cluster
74
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Posted - 2014.01.30 15:00:00 -
[58] - Quote
Why are Amarr stations grey? =/ |
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CCP BlueScreen
C C P C C P Alliance
252

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Posted - 2014.01.30 15:23:00 -
[59] - Quote
Nagarythe Tinurandir wrote:nice, nice stuff. stations are amazing!  very much appreciated!! 2 short questions though. what about symmetrical missile/turrets on ships which got odd launcher/turrets after balancing (TALWAR, Arbitrator)? (obligatory repost https://forums.eveonline.com/default.aspx?g=posts&m=2238156#post2238156) And since we got a new, very awesome Crucifier model, are there any plans to make a slightly modified version for the sentinel?i know... you give and give but we keep asking for more. as already said, you work is very much appreciated!
Hi Nagarythe, we meet again 
So that Talwar, after contacting the appropriate construction yards and manufacturers, the turret modifications on both the Talwar and Arbitrator has entered production as we speak.
The ship yards in question have committed themselves on delivering these custom modifications no later than Rubicon 1.2.
Sorry for the long wait pilot. o7
Also, there are unfortunately no current plans for a variation on the Sentinel.
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Altrue
Exploration Frontier inc Brave Collective
968
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Posted - 2014.01.30 15:34:00 -
[60] - Quote
CCP BlueScreen wrote:
Also, there are unfortunately no current plans for a variation on the Sentinel.
Not even the color part ? It is very hard to tell the difference between T1 and T2. Signature Tanking - Best Tanking. |
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CCP BlueScreen
C C P C C P Alliance
256

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Posted - 2014.01.30 16:19:00 -
[61] - Quote
Altrue wrote:CCP BlueScreen wrote:
Also, there are unfortunately no current plans for a variation on the Sentinel.
Not even the color part ? It is very hard to tell the difference between T1 and T2.
After a quick look at this, and almost not being able to tell the difference myself, i suspect we will at least expand on the coloring of the Sentinel.
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Nagarythe Tinurandir
Tormented of Destiny
178
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Posted - 2014.01.30 17:13:00 -
[62] - Quote
CCP BlueScreen wrote:Nagarythe Tinurandir wrote:nice, nice stuff. stations are amazing!  very much appreciated!! 2 short questions though. what about symmetrical missile/turrets on ships which got odd launcher/turrets after balancing (TALWAR, Arbitrator)? (obligatory repost https://forums.eveonline.com/default.aspx?g=posts&m=2238156#post2238156) And since we got a new, very awesome Crucifier model, are there any plans to make a slightly modified version for the sentinel?i know... you give and give but we keep asking for more. as already said, you work is very much appreciated! Hi Nagarythe, we meet again  So that Talwar, after contacting the appropriate construction yards and manufacturers, the turret modifications on both the Talwar and Arbitrator has entered production as we speak. The ship yards in question have committed themselves on delivering these custom modifications no later than Rubicon 1.2. Sorry for the long wait pilot. o7 Also, there are unfortunately no current plans for a variation on the Sentinel.
that would make the involved ship yards my favourites :D thank you very much.
sad to here there is no t2 upgrade for the sentinel. i thought every ship model that's overhauled gets a modified t2 model? also, wasn't there an animation to be shipped with the new crucifier? i vaguely remember something from an art panel on fan fest.
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Bienator II
madmen of the skies
2431
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Posted - 2014.01.30 19:26:00 -
[63] - Quote
another little thing... there are inconsistencies in the ship preview backgrounds.
Nestor has a different backgrounds as astero or stratios. Revenant uses something from the industrial tree and daredevil uses the minmatar background. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Luthar Carrock
Elessar Unbound
4
|
Posted - 2014.01.30 19:49:00 -
[64] - Quote
Very nice work.
The new crucifier is a huge improvement to one of the more odd designs, but it immediately makes me think of another frigate that desperately needs your artist's touch applied to it.
BANTAM!
Please, please, please redesign this poor, boxy beast!
Thanks and keep up the great work! |

Hehaw Jimbojohnson
Sheep Can Hear A Zipper From A Mile Away
94
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Posted - 2014.01.30 22:34:00 -
[65] - Quote
helana Tsero wrote:
GAS CLOUDS.
Its says the effect tickbox is used to toggle them on and off. But what else does the effect box toggle off ?
All i need is to turn the gas clouds off, everything else causes no fps loss and I would like to keep all the other effects.
Can we have a tickbox to toggle on and off gas clouds only ?
This has been brought up countless times since the original announcement. CCP has continued to completely ignore it and has not (to my knowledge) responded at all, in normal CCP fashion when they can't deliver "awesome" news. Just like they're continuing to ignore the question in this thread 2 pages and multiple thread responses later. |
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CCP BlueScreen
C C P C C P Alliance
259

|
Posted - 2014.01.30 23:31:00 -
[66] - Quote
Bienator II wrote:another little thing... there are inconsistencies in the ship preview backgrounds.
Nestor has a different backgrounds as astero or stratios. Revenant uses something from the industrial tree and daredevil uses the minmatar background.
Hmmm, you dont say. Thanks for the heads up, I will be looking into this.
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CCP BlueScreen
C C P C C P Alliance
259

|
Posted - 2014.01.30 23:38:00 -
[67] - Quote
Subrahmaya Chandrasekhar wrote:"The GÇÿeffectGÇÖ setting will now toggle particle clouds on/off." It may come as a surprise, but there is at least one who would like to turn off the clouds regardless of performance issues. The only thing is, you have lumped turning them off into the same circuit breaker that, according to the pop-up help text, controls a whole bunch of other, desireable effects.
Yes, just getting the clouds into the effects group was the first step. But we hear you and are aware that, given the current state of the clouds, enabling you guys to toggle them on/off independent of other effects would be optimal. I am currently lobbying this to see if we can make that a reality sooner rather than later.
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CCP BlueScreen
C C P C C P Alliance
259

|
Posted - 2014.01.31 00:03:00 -
[68] - Quote
Yes we agree, we want this, BAD
It is unfortunately not correct that we ever said the implementation of a high resolution texture pack was 99% ready.
It is correct that this came up in numerous roundtables at last FanFest, and it is correct that we, the art department, on numerous occasions stated that we could and should do this. What we might also have said was that we had the CONTENT for such a feature 99% ready, what that means is that we have the high resolution textures, not all textures, but from an art standpoint enough to warrant such a feature.
Just off the top of my head we would be able to deliver high resolution textures for assets like, nebulae, planets, Tech 3 ships, any newly redesign ships plus any new ship added to the game within the last 2-3 years at least.
Now that is however not a feature, that is a bunch of art assets sitting around wanting to come out and play.
What has to be designed and implemented for this to happen is a system around publishing and distributing the content. In addition to that there is the client handling of such textures, which I know will cause some technical challenges that goes beyond a simple off/on check box. I am guessing that there is some unknowns in this, and basically it represents quite a bit of feature work totally removed from Team TriLambda.
So bottom line, I am not completely aware of all the obstacles and technical issues that is keeping this feature from happening, but believe me, I want is, just as bad as you do.
So keep that High Res texture pack thread going please, every time i log in to the forums and see that back on page one, I will go kick some random Dev at the office and yell TEXTURE PACK at them  |
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Beneforte Fiametta
Perkone Caldari State
0
|
Posted - 2014.01.31 00:18:00 -
[69] - Quote
Popping in to say hi and good job on the crucifier.
I humbly request that all Amarr master race ships follow suit with similar style, thank you. |

Katrina Oniseki
Revenent Defence Corperation Ishuk-Raata Enforcement Directive
2953
|
Posted - 2014.01.31 00:45:00 -
[70] - Quote
CCP BlueScreen wrote: Just off the top of my head we would be able to deliver high resolution textures for assets like, nebulae, planets, Tech 3 ships, any newly redesign ships plus any new ship added to the game within the last 2-3 years at least.
Do assets that were given V3 textures but not redesigned, such as the Cynabal, have higher resolution textures available? Or is it only the ships that have received brand new models? Ch+½j+ì Katrina Oniseki ~ (RDC) Chief Operations Officer ~ [I-RED] Director of Public Relations |

Wedgetail
Helix Pulse Brothers of Tangra
89
|
Posted - 2014.01.31 03:56:00 -
[71] - Quote
Good to see there's a team at ccp that still holds to a good work standard, your dev blog's one of almost none that I can honestly say I was impressed with - perhaps fozzie and co would benefit from having your team's attention to detail on their team for design stages, at the least it's very clear from where i sit at least they have a lot to learn from triLambda.
keep up the good work and I look forward to the next one. |

Che Biko
Humanitarian Communists
628
|
Posted - 2014.01.31 04:01:00 -
[72] - Quote
CCP BlueScreen wrote:So now that I have this tool, what to wreck next GǪ? Everything else! Coordination Channel for Consolidated Space Rescue Cooperation Open Letter to the Aidonis Foundation Directorate |

stoicfaux
3979
|
Posted - 2014.01.31 08:02:00 -
[73] - Quote
CCP BlueScreen wrote:So now that I have this tool, what to wreck next GǪ? Asteroids as they're being mined/depleted.
NPC structures. First on the list would be Krull's pleasure garden.
Shattered planets.
The players's UI as the ship gets deeper into hull.
Forum threads after they've been locked.
WASABI: Warp Acceleration System Ancillary Boost Injected(Gäó)
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Pharaoh Horus
Ministry of Department
4
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Posted - 2014.01.31 21:42:00 -
[74] - Quote
Some great improvements here on the graphics guys, well done. Is there much left to do the V3 upgrade for and what's next on the list for reimagine?
I do hope you use your new wreck creator tool to do all the wrecks, would seem a shame not to, especially after that flow chart.
Can we have your high res textures any time soon? Pretty please? Cherry? Vodka? |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4832
|
Posted - 2014.02.01 00:44:00 -
[75] - Quote
CCP BlueScreen wrote:So about wrecking the sub-caps, obviously this question has come up quite a bit. We could obviously do that, and I am hoping some day we will. The floor meshes you refer to and also spawning the additional mesh debris on the broken surface , was in some extend developed specifically for smaller ships and fragments. again there is a couple of things to be considered here, and again its mainly time and client load.
Obviously there is quite a bit more sub-capital ships in game than there are capitals, and the time we would have to invest to make unique wrecks for all of these would be quite considerable. now having unique wrecks for all ships would not present any problems in most PvE and even PvP environments, but for larger scale battles the story is quite different.
Is there scope for all the graphics settings to be replaced with two overarching settings: "Aim to control resource usage to less than 2GB," and "Aim to maintain FPS above 40"?
Thus all the settings would be evaluated for the specific client machine (e.g.: during an undocking sequence, while in hangar, or during initial load after logging in, or during a specific "test all settings" routine invoked by the user) and the game would adjust graphics settings on the fly to reduce memory consumption in large fights e.g.: turning down texture detail, bringing low-poly models cutoff closer to the viewpoint, turning off clouds, turning off animation and lighting effects?
Thank you for the awesome work you have been doing to make this game so much more immersive! 
Day 0 advice for new players: Day 0 Advice for New Players |

James Amril-Kesh
4S Corporation Goonswarm Federation
8893
|
Posted - 2014.02.02 12:32:00 -
[76] - Quote
CCP BlueScreen wrote:Subrahmaya Chandrasekhar wrote:"The GÇÿeffectGÇÖ setting will now toggle particle clouds on/off." It may come as a surprise, but there is at least one who would like to turn off the clouds regardless of performance issues. The only thing is, you have lumped turning them off into the same circuit breaker that, according to the pop-up help text, controls a whole bunch of other, desireable effects.
Yes, just getting the clouds into the effects group was the first step. But we hear you and are aware that, given the current state of the clouds, enabling you guys to toggle them on/off independent of other effects would be optimal. I am currently lobbying this to see if we can make that a reality sooner rather than later. Thank you, it's good to see this. Could you also look at fixing the issue with the way bubbles become insanely bright when you have several of them overlapping each other? My EVE Videos 59-15 |

Jacob Levo
Royal Assassins Guild Imperial Crimson Legion
0
|
Posted - 2014.03.03 10:07:00 -
[77] - Quote
CCP BlueScreen wrote:Sarmatiko wrote:10/10 would read again. Quote:So now that I have this tool, what to wreck next GǪ? Stations  Quote:Now were ready to export our wreck and take a look in our game engine tool (AKA "Jessica"). I wonder how complex this thing is. Is it possible to release some light standalone version to the community at some point in the future (like Valve did with Source filmmaker)? CCP already gave access to Jessica in September 2013 to these guys and results were great. It is correct that a "Jessica Light" has in the past been distributed to a very limited amount of people for specific purposes. There are no plans, that I know of, to continue or expand this initiative on a larger scale.
I am new to the forums, so forgive me if the answer is obvious but how would i go about asking you guys to release a light version to the general public? and are there any reasons that are truly preventing it from being released?
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Droidyk
Maniacal Miners INC No Safe Haven
51
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Posted - 2014.04.14 15:30:00 -
[78] - Quote
Insanely amazing, can't wait to see wrecks for smaller ships too, will be interesting. |
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