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random terrain generation option

random terrain generation option

Postby lordalmighty1 » 30 Nov 2016, 15:54

so, I'm not sure if I asked this before.. (sure I have but cant find a post)

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.
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Re: random terrain generation option

Postby SolarPortal » 30 Nov 2016, 16:12

yes, i think this one was mentioned on the terrain thread.

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
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Re: random terrain generation option

Postby lordalmighty1 » 30 Nov 2016, 16:16

ah yeah terrain thread np sorry for repeat question/idea lol.

sounds cool, I think it be much better all round with your own terrain stuff rather then some other terrain from somewhere else.
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Re: random terrain generation option

Postby SolarPortal » 30 Nov 2016, 16:19

no problem :D

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

Postby Shando » 04 Dec 2016, 05:04

Hi SP,

Have you thought about integrating something like WorldEngine (http://world-engine.org/)??

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

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Re: random terrain generation option

Postby SpiderMack » 04 Dec 2016, 11:06

SolarPortal wrote: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.

High quality textures ?
Make terrain surface awesome like RTP3 and it's a winner terrain engine :)

Image

Image

https://d2ujflorbtfzji.cloudfront.net/package-screenshot/fa031d3f-4676-4f8a-a620-16217afd1f36_scaled.jpg

Image

Image

Image
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Re: random terrain generation option

Postby epsilonion » 04 Dec 2016, 12:05

I will just put this out there so theres a better understanding on how the terrain is in development for the people that dont know this already.. :)

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 http://www.forum.aurasoft-skyline.co.uk/viewtopic.php?f=61&t=1691

20kmx20km maps.. :)

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

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Re: random terrain generation option

Postby SpiderMack » 04 Dec 2016, 12:24

This is impressive but who will make 20k * 20k game map interesting ?
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.
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Re: random terrain generation option

Postby SolarPortal » 04 Dec 2016, 12:40

Thanks for the link Shando :)

@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
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Re: random terrain generation option

Postby SpiderMack » 04 Dec 2016, 13:09

Placing Rocks, or objects with collision on terrain automatically delete grass (trees or anything) under them ( with margin option)
At video 27:00
[youtube=]https://www.youtube.com/watch?v=c8cb827UX20[/youtube]
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Re: random terrain generation option

Postby SolarPortal » 04 Dec 2016, 13:34

Could do :)
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