Product Chat / toggle land off and on?

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Disturbing 13
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Posted: 24th Mar 2014 23:10
With the coming of the construction function, will there be an option to turn off terrain completely? I ask this because of games that we may wish to make that take place say on a derelict spaceship in deep space. When you look out the window you certainly don't want to see a landmass. Just curious, thanks!

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Jerry Tremble
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Posted: 25th Mar 2014 02:03
Good question! You may be able to fake it, though, if it's not able to be turned off. A small skysphere around your spacecraft should do the trick!
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Disturbing 13
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Posted: 25th Mar 2014 05:07
That's my point, the sky sphere would work well but you would still see land below. Plus there may be some of us who wish to have complete control over how many assets get put into a game. Making the land always there only makes you able to create games where exteriors are the only real thing that matters. The outdoor work is phenomenal but when will we truly be able to build a non exterior level?

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Jerry Tremble
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Posted: 25th Mar 2014 05:30
You wouldn't see land below if you put a skysphere (simply another sphere) around your spacecraft, (not the actual skysphere of planet earth) unless you were to go outside the skysphere (your universe, if you will; interesting idea in it's own right but I'll leave that for the physicists to ponder!), but you are correct about the land being a drain. If the new occlusion system works as well as I hope then I'm assuming it shouldn't have much impact. There was a feature request earlier on in a forum thread to make both the land and water adjustable to fit the desired level size, but I don't know if that took root.
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xplosys
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Posted: 25th Mar 2014 13:46 Edited at: 25th Mar 2014 13:55
Quote: "You wouldn't see land below if you put a skysphere (simply another sphere) around your spacecraft"




I know we've become used to creating 'work-arounds' for things that should be standard, but that's the old way. We should def have control over the terrain and I believe we will when Lee has finished his performance work. It's my understanding from Lee's comments that at some point we will be able to adjust the size as well as existence of the terrain. Terrain being the 'starship' (if you will) of the engine, he wants get it as efficient as possible in full mode, before making it configurable.



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almightyhood
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Posted: 25th Mar 2014 14:08
terrain and water on off switches would be good idea, not always needing water plain at all. also painted water textures could be an idea also for higher lvl water than the water plain itself. I seem to remember lee saying that rick asked for the water of skyrim in reloaded, obviously work is still to come on the water and stuff yet, when lee has solved the hit and miss performance troubles reloaded has. and I have posted and mentioned smaller map size options and cant wait for this to be featured within the engine also. but yeah many options for terrain should come hard coded to the engine for other sorts of games like space shooters. I don't know how hard that will be to make say a premade empty space game map but it should really be included later on sometime along with some varying sizes of map.



just to refresh my memory what was the total size of the map area again? 500x500x20?? something like that, so space would easily be doable at end of dev stage surely?! I do like a good space shooter like star trek online..

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Fane
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Posted: 26th Mar 2014 08:28
I think it is very important that we can switch the terrain off. Not every game need a Terrain. Even if I need a terrain often this one is to big. A terrain size from 512x512 up to 8096x8096 will be fine.



Btw. the water plaine is in my view absolutely unusable so long it not looks like an ocean. For puddles and indoor we need waterblocks.

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Scene Commander
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Posted: 26th Mar 2014 08:46
Once the performance work is finished, features like turning off water and terrain will be looked at. An easy enough fix, but not until we can at least add some indoor scenes.



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