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Skyline Forums Skyline Game Engine Community Forums 2016-12-04T13:34:35+01:00 https://forum.aurasoft-skyline.co.uk/feed.php?f=5&t=1719 2016-12-04T13:34:35+01:00 2016-12-04T13:34:35+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=1719&p=9496#p9496 <![CDATA[Re: random terrain generation option]]>

Statistics: Posted by SolarPortal — 04 Dec 2016, 13:34


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2016-12-04T13:09:52+01:00 2016-12-04T13:09:52+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=1719&p=9483#p9483 <![CDATA[Re: random terrain generation option]]> At video 27:00
[youtube=]https://www.youtube.com/watch?v=c8cb827UX20[/youtube]

Statistics: Posted by SpiderMack — 04 Dec 2016, 13:09


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2016-12-04T12:40:49+01:00 2016-12-04T12:40:49+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=1719&p=9475#p9475 <![CDATA[Re: random terrain generation option]]>

@SpiderMack, those texturing techniques look great, although the tool you mention on unity looks like a handful to work with in one of the videos i watched lol :P

@epsilonion, thanks for bringing this too the front :)

20km x 20km is a large area to fill and was just used by Just cause 3 (400sqkm), i myself have never filled anything over 1km on Gen1 but that was due to it running out of performance too quickly. With the auto paint option on skyline terrains, that is a lot of painting to not worry about and we are wanting to add some sort of procedural placement for vegetation. Roads would then cut out the trees, grass etc.. and paint the terrain with a road edging tex. What we also want, is when painting a grass texture on terrain, is the ability to spray grass meshes also linked with the texture. This should speed up terrain editing and painting.

Thanks for the ideas :D

Statistics: Posted by SolarPortal — 04 Dec 2016, 12:40


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2016-12-04T12:24:11+01:00 2016-12-04T12:24:11+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=1719&p=9472#p9472 <![CDATA[Re: random terrain generation option]]> Follout 4 used reduced map with lot of content at every corner instead of Follout 3 that is very big map but very empty map.
20k*20k is good for racing games.

Statistics: Posted by SpiderMack — 04 Dec 2016, 12:24


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2016-12-04T12:05:47+01:00 2016-12-04T12:05:47+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=1719&p=9471#p9471 <![CDATA[Re: random terrain generation option]]>

I believe that SP is writing his own terrain because the one that they wanted to use has to many limitations (this is in another thread somewhere), With this the dev's can have a better understanding of the limitations of there terrain system and add hooks etc as they need them without having to scroll through lots of documentation..

I dont know if you have access to this thread but there is information on terrain and its progress

20kmx20km maps.. :)

I think SP said he forgotten to adjust the far clipping so it doesnt look as good as it would have.. :)

Statistics: Posted by epsilonion — 04 Dec 2016, 12:05


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2016-12-04T11:06:23+01:00 2016-12-04T11:06:23+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=1719&p=9470#p9470 <![CDATA[Re: random terrain generation option]]> Statistics: Posted by SpiderMack — 04 Dec 2016, 11:06


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2016-12-04T05:04:53+01:00 2016-12-04T05:04:53+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=1719&p=9469#p9469 <![CDATA[Re: random terrain generation option]]>
Have you thought about integrating something like WorldEngine ()??

I know it's in Python but it does generate some really cool worlds ;)

Regards

Shando

Statistics: Posted by Shando — 04 Dec 2016, 05:04


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2016-11-30T16:19:58+01:00 2016-11-30T16:19:58+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=1719&p=9374#p9374 <![CDATA[Re: random terrain generation option]]>

and oh yes :D The new terrain system is flexible and expandable which i look forward to the featureset a year fronm now. :P

Statistics: Posted by SolarPortal — 30 Nov 2016, 16:19


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2016-11-30T16:16:15+01:00 2016-11-30T16:16:15+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=1719&p=9373#p9373 <![CDATA[Re: random terrain generation option]]>
sounds cool, I think it be much better all round with your own terrain stuff rather then some other terrain from somewhere else.

Statistics: Posted by lordalmighty1 — 30 Nov 2016, 16:16


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2016-11-30T16:12:16+01:00 2016-11-30T16:12:16+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=1719&p=9372#p9372 <![CDATA[Re: random terrain generation option]]>
We found a small library that handles noise generation which then then colour codes the map to look like terrain with basic colours. Reading those colours we could then apply textures to the map and use it sort of like a splatting map.

Another thing we will be adding is multiple presets of different materials. For example, mountain grass, mountain cold, grasslands, islands, desert, etc... These will have preset materials to quickly get a different look and feel for the terrain that are made.

What we are aiming for first, is too replace what we had in Gen1 then improve upon it. The cool thing about writing it from scratch is the ability to add all the hookin points for doing special bits; which their is loads of scope of whats possible :D

Statistics: Posted by SolarPortal — 30 Nov 2016, 16:12


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2016-11-30T15:54:44+01:00 2016-11-30T15:54:44+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=1719&p=9368#p9368 <![CDATA[random terrain generation option]]>
but it would be cool to have a random terrain generator with the new terrain being worked on, some sliders options for like water amount and things like that mountains flat plains hills islands size and so forth. I know you guys are busy with bug catching and fixes for gen2 but something to make quicker maps would be awesome.

Statistics: Posted by lordalmighty1 — 30 Nov 2016, 15:54


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