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NQ-Naunet

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  1. Like
    NQ-Naunet got a reaction from Leonim in [Player Feature] Burble's Space Race Interview!   
    Greetings Noveans! ?
     
    Today I come to all of you with a very special feature! Please put your hands together for @Burble, one of Dual Universe's very own racing specialists.

    As many of you are likely aware, the thrilling sport of ship racing has been steadily gaining popularity in DU. Players just like Burble have already created some incredible tracks, designed lightning fast racing ships and organized exciting events to entertain and delight their fellow players. What's not to love about that?
     
    We sat down with Burble to gain some insight into what life as a DU racing fanatic is like! So grab a cup of something tasty and pull up a chair, because we want to share our findings with all of you now. ?

    ____________________________________________________________________________________________________________________________________________________________________

    1. When did you begin playing DU, and what were your first impressions? Have you always been a fan of this genre?
     
    I started a few months ago before Christmas, I think. I had been following the game for years, but had not had the computer spec or the time to start playing. I've always liked sandbox games, voxel games, flying games and live communities, so DU was a logical step that was always going to happen at some point. My first impressions? I was overwhelmed and a little lost for three days on [the Sanctuary Moon of Alioth]. But after I was advised to make my way to Alioth, the game began and it's been superb ever since.

    2. At what point did you decide to begin building a race track on Alioth?
     
    It must have been around week two of playing. The voxel mechanics in DU are a cut above most other builder games I have played. I've always had a go at building races in other titles, but I knew for sure that the persistent world and [single-server universe], coupled with the interesting physics and excellent building mechanics would make DU the game where a really fun track could actually exist. We can design our own race spaceships and then explode them! How cool is that?

    3. Do you belong to an Organization and, if so, how do your org mates feel about the track you created? Did they pitch in? (Feel free to shout out anyone and everyone you'd like!)

    I am in a solo org [so that I can possess all] of the cores I need to build something on a large scale. The whole build was a solo effort until last week, when the course was finished and some new people came along and started taking an interest in building shops and housing their racers on the track and surrounding area. The last few days have been really fun, and the beautiful stuff people are now building on the track makes me really happy and grateful.
    However, there were some really good people along the way who helped out with a little resources here, or a kind quanta donation there:
     
    Rayder13 & Umibozu both found me early when the track was only a concept and helped me on my way with their generous spirits. Rogue455 gave me the location of an aluminium meganode for free to help sustain the millions of litres the track was consuming. Dangersnoot has been a lovely friend and kept me company on discord when I lost the will to live... deep underground chasing scanner pings. The two of us once mined a whole silicon meganode and shamelessly sold it all to buy more aluminium. Lunaprey gave me a bunch of XL screens and keeps me on my toes. Jokr shipped me 200,000L of crater soil from Madis so I could build the Madis Hairpin. (There is actually nearly half a million litres of dirt from other planets than Alioth in the track's construction, but that is hard to tell at full speed.)
    More recently, other DU racing enthusiasts have reached out to me and have been very generous in donating to the track in the last few days. There is a thriving microcosm of racers in the game. I feel that racing can be a permanent part of the experience. There are a whole lot of really great people in the game and I cannot mention everyone. Just look at the support channel and everyday there are experienced players offering help and advice.

    4. What's your favourite part about hosting races in DU? What about the process sparks the most enjoyment for you?

    The crashing and exploding. The inevitable laughter and people flying around to rescue each other from the track, usually deep under water. The way the people who get involved interact with each other and all share the same idea of fun and creativity. Meeting people you would never meet in real life purely through a rendered location that does not even exist beyond our childlike imaginations.

    5. What do you think the future of racing in DU could look like? Do you plan to host any major, recurring events?

    The future in a persistent environment can only get better and better. More people are building tracks, I was not the first. There are plenty of other builders that have been here longer than me. There are LUA guys working hard to make lap time devices. There are smart traders taking care of the finances and supporting the efforts of the teams. The actual racing? The tracks all over the universe are all there and being built for the players to enjoy. Monthly events or leagues with cash prizes. Head to Head battles for quanta or to risk losing your ship blueprints to the winner. Gambling syndicates. Time trials. Laughter and drama. Exploding and fireballs.

    6. What would you consider to be your top 3 sources of inspiration when it comes to crafting the perfect race?
     
    The old Nintendo game F-Zero and any film or games where deadbeat rebels spend their lives speeding through canyons and exploding in fireballs. I jump out of aeroplanes for a living and teach people how to fly their bodies at 300kmh so anything fast paced and reaction based keeps my mind empty and happy. The voices tell me to do it.
     
    7. Besides hosting races, what's your favorite thing about DU? How do you spend your time in-game?
     
    I am not a very skilled block mover - I hardly know any voxelmancy stuff. But still, it is the building and ship design and the interactions with friends. Sometimes Dangersnoot and I spend a whole session just visiting all the incredible VR locations people have shared. What makes DU great is that what you build will be seen by others. It's not an ego thing. So many other voxel games you spend hours building something that you love only to realise you are alone, in a dead server, and there is no one to share it with. Even paradise is boring if there is no one to share it with.

    8. If you had to offer one piece of advice to your fellow DU players, what would it be?

    Get the hell off of Sanctuary. Immediately. Leave all your stuff there. Get to Alioth as soon as you can.

    9. If you could have ANY feature in the game (to support your racing ambitions or not), what would it be?
     
    A little more smoothing in close proximity player to player desync and player position lag. The smoother we can make the game feel while flying around at 500kmh just above the water and sand, the better the racing experience will be for everyone. I don't know anything about code but if that is a possibility then I think we all would like to have it please!

    10. And lastly, the big question on everyone’s mind is: what are the coordinates to your track!? We're dying to visit!
     
    In the hot sandy paradise around the equator on Alioth at a Lake we call "Melanuma Beach". Please, anyone come by and explode yourself into whatever you feel is best at the time!

    ::pos{0,2,0.1646,108.9371,5.1948}

    ____________________________________________________________________________________________________________________________________________________________________

    We sincerely hope you enjoyed our interview with Burble! Thank you for reading! 

    If you know of a player or Organization that's doing something you think we should feature, drop us a line! To do so, you can:

    1) Send a DM to any of our Community Managers here on the forums
    2) Send an email to community@novaquark.com
    3) Post your recommendation right here in the comments

    Please be sure to supply us with the following details:

    1) The name of the player or Organization you'd like us to feature
    2) A point of contact so we can conduct an interview
    3) A few sentences to let us know why you think this player/Org deserves their 15 minutes of DU fame ✨
     
     
  2. Like
    NQ-Naunet got a reaction from Hirnsausen in Ability to turn off specific Engines   
    Hey @ADCOne! If you try what @fiddlybits suggested, I'd love to hear how it turns out.  
  3. Like
    NQ-Naunet got a reaction from DiamondDog in [Discussion] DevBlog: The Mission System   
    I brought your concern to the team, and they shared their thoughts:
     
    "Missions have a predetermined source and destination points, yes, but that's no different than any other flight from planet A to planet B. Pilots don't have to take direct routes between the source and destination points. Also, a red warning message will appear if the mission leaves a safe zone, which should make strategizing easier. Try indirect routes, pay attention to the warnings and don't name yourself something conspicuous like "Mission Hauler" and you should be fine. "
  4. Like
    NQ-Naunet got a reaction from DiamondDog in [Discussion] DevBlog: The Mission System   
    I have an answer for you!

    "Aphelia hauling missions will be a new avenue of quanta generation."
  5. Like
    NQ-Naunet got a reaction from Elitez in NQ should ban all stolen IP events   
    Hey there.

    "Copyright is intended to protect the original expression of an idea in the form of a creative work, but not the idea itself. A copyright is subject to limitations based on public interest considerations..."

    Star Wars-esque constructs and/or events fall within "fair use" (not sure what it's called in Canada/France, so forgive the US terminology).
     
    We appreciate the concern, however. It's always good to surface subjects like this to ensure we continue to be compliant. ?
  6. Like
    NQ-Naunet got a reaction from Shaman in This communities toxicity is getting out of hand.   
    I'm winding this thread down and locking it, because I think everyone has made their respective points. I'll keep it up for posterity.
     
    The reason for yesterday's moderation is not a question to be debated. The post technically breached the forum rules we have about naming and shaming *and* doxxing. In an attempt to demonstrate a moment of grace and understanding in light of the valid frustration I witnessed, I did not take full moderation action (ie. issuing a ban). Next time, there will be no leniency. Do not doxx, do not 'light doxx', do not even 'doxx adjacent'. No doxxing, period.
     
    As for questions of toxicity, let's review the rules together right now to clear up any misunderstandings that might exist about our expectations of how people should behave in order to participate in this community.

    Additionally, I personally begin to consider behavior toxic when it's repetitive, malicious and can't be reasoned with. Some of the posting patterns I see here fall under that personal definition for me, but I digress. Copied directly from this post: 
     
    "We want this forum to be a place where everyone feels empowered to have an open and friendly discussion with us (the Novaquark team) as well as other community members. To help make this possible we have created rules we feel will keep things positive and ensure that proper netiquette is observed.

    By posting on this forum, either publicly or through private message or other means, you explicitly agree to follow the rules and guidelines posted here. If you do not agree with these rules – in whole or in any part – then do not post. All members will be treated as if they have read and understood these rules and guidelines.
     
    (I) Be respectful and courteous.

    The Dual Universe forums and community site are provided for Dual Universe players and those interested in discussing topics directly related to Dual Universe. We understand that community members may disagree with each other, and even with us, but we expect opinions to be expressed in a reasonable and polite manner.  It is important to maintain an atmosphere of civility and respect, so that all voices may be heard.
     
    (II) Communicate constructively.

    All communication, whether between players, moderators or Dual Universe staff, must be constructive. Posts without constructive commentary can distract from the topic at hand, reduce the visibility of valuable communication, and discourage others from participating in the conversation.
     
    (III) Following actions are prohibited:
    Posting off-topic replies or replies that are likely to drag the discussion off topic. Necroposting on old threads (unpinned threads in which the last reply is older than 2 months). Spamming on a specific topic. This includes creating multiple discussions on the same topic in the same or multiple forums. Cross-posting a specific reply. This is also a form of spamming. Posting an image without a meaningful text. A meme is not a response to a discussion. They are usually disruptive and can be easily misinterpreted. The same is true for animated GIFs. Calling out other players or community members by name to shame them for actions or opinions you may disagree with. Naming and shaming is not tolerated. Posting in any manner that disrupts an official thread. Official threads are topics created by the Novaquark team for the purpose of collecting feedback and opinions. Threatening legal action. Unfortunately, this kills all conversation immediately as we must refer all further discussion to our legal team. To preserve the conversation intact and unaltered these types of responses may be immediately archived. Trolling (provoking) people. Flaming (insulting, attacking) people. Picking fights isn’t a good way to make your point. It usually means you don’t have one and are just trying to cause trouble. Using profanity. Including creative spelling or character substitution to bypass word filters. Using the report system in an abusive manner. This is a form of harassment and a tremendous waste of time for both staff and moderators. Discussions and comments involving real life politics, ideology or religion. These can be incendiary topics and will usually lead to inappropriate behavior and uncomfortable situations. Publicly posting any private discussions, conversations, or other material between a user and a Novaquark employee (confidentiality policy).  
    Violating these guidelines may trigger a warning, followed by either a temporary or permanent suspension of forum privileges depending on the severity and frequency of the violations.
     
    (IV) The following actions may result in the immediate suspension of forum privileges:

    There are some actions severe enough to result in immediate temporary or permanent suspension of posting privileges without prior notification. Serious or sustained offenses may result in suspension of not only the user's forum account but game account as well.
     
    Threatening other members or Novaquark staff. No, “just joking’ is not a defense. We take this very seriously. Publicly revealing account or personal information of any person, community member or Novaquark staff. Posting harmful links pointing to viruses, malware, worms or trojans. Posting sexually explicit content. Including posting links to such content. Hate speech is not tolerated in any form. Attacking any ethnic group, religion, gender or sexual preference/identity. Promoting exploits, cheating programs, piracy or any sort of illegal activity. Attempt to impersonate Novaquark staff or another member of the community.  
    Violations of these rules may result in further steps taken with outside authorities or agencies. This may include your Internet Service Provider (ISP) and local or national Law Enforcement agencies.
     
    (V) Abide by moderators and Novaquark employee’s instructions.
     
    If you disagree with a moderator or employee's actions, do not discuss or challenge the matter in forum posts. Send an e-mail to forum@novaquark.com, and be sure to include your forum handle (name displayed on the forum), but NOT your password, and clearly state your concerns.
     
    IMPORTANT: Forum content is moderated at Novaquark's sole discretion, and content may be modified, removed, or otherwise restricted by Novaquark employees and/or moderators.
     
    Best Regards,
    The Novaquark Team."
  7. Like
    NQ-Naunet got a reaction from Jeronimo in [Discussion] DevBlog: Biomes Improvements and New Voxel Features   
    We're quite curious to hear your thoughts on this one, Noveans! ?
     
     
    Are you looking forward to being surrounded by the luscious new sights and textures of the graphics update? How will the new voxel tools compliment your constructs? Let us know.  
  8. Like
  9. Like
    NQ-Naunet reacted to Jeronimo in [Discussion] DevBlog: Biomes Improvements and New Voxel Features   
    Hi Naunet!
    Since you guys are working on the line tool, which is a great thing, its the right time to fix it for real and make it finally a great tool
     
    only 3 things:
    so that shouldnt be too much work
     
    - fix the huge fps drop when making large lines
     
    - the rotation of the selection should not happen around the center of the selection, but it should rotate around one of the corners, so a rotated line can finally be aligned with the voxel grid!!! (rotated line been hazardous and dirty for too long)
     
    - implement maybe tubular and triangular lines?
     
    its by playing and "trying" to use it that for now this line tool appears to be a place holder
    its good to make tech demos showing yeah we have a line tool to connect 2 surfaces, but in practice when really trying to use it and making clean shapes, its full of flaws
     
    greatly looking forward all the changes
     
    cheers
    J
  10. Like
    NQ-Naunet got a reaction from MadRambo in [CONTEST] Share the Love! ❤   
    Hey there, Noveans!
     
    It’s February, the “month of love”, the perfect time to share some tokens of our affection for the Dual Universe community by offering the chance to win some great prizes in the “Share the Love” contest.
     
    We are constantly amazed by the things you build, and we want to shine a spotlight on all the crazy, cool voxel voodoo you do so well. For the “Share the Love” contest, we’re calling on the most innovative creators to tap into their limitless ingenuity to build something love-themed. (We don’t want to stifle your talent by putting too fine a point on it.)
     
    The winner will receive a DU mug, t-shirt and stickers along with three months of game time. 
     
    To enter, post the following to the social media of your choice: Facebook, Instagram or Twitter:
     
    Four screenshots of your love-themed creation Your in-game name The name of your construct Location coordinates The hashtags #DualUniverse and #DUShareTheLove
      Entries must be in accordance with our Code of Conduct and End User License Agreement. 
    Entries must be submitted by 17:00 UTC on Friday, March 1, 2021.
    The winner will be announced on Friday, March 5th, 2021. 
     
    Good luck! We’re looking forward to seeing your entries!
     
    NOTICE: 

    Due to shipping restrictions/embargoes, only residents of Canada, the US, the UK, France and Germany are eligible to receive the “Share the Love” contest prize package. Winner is responsible for any customs charges or local taxes. 
    By submitting an entry, you are agreeing to and accepting this limitation. Novaquark reserves the right to receive and vet all submissions, and to disqualify any entries that fall outside of the rules specified in this post. Novaquark’s Community, Social Media and Marketing teams will be responsible for the judging of all entries. Please contact community@novaquark.com with any questions, comments or concerns you may have.
     
  11. Like
    NQ-Naunet got a reaction from WooTiPanTz in [CONTEST] Share the Love! ❤   
    Hey there, Noveans!
     
    It’s February, the “month of love”, the perfect time to share some tokens of our affection for the Dual Universe community by offering the chance to win some great prizes in the “Share the Love” contest.
     
    We are constantly amazed by the things you build, and we want to shine a spotlight on all the crazy, cool voxel voodoo you do so well. For the “Share the Love” contest, we’re calling on the most innovative creators to tap into their limitless ingenuity to build something love-themed. (We don’t want to stifle your talent by putting too fine a point on it.)
     
    The winner will receive a DU mug, t-shirt and stickers along with three months of game time. 
     
    To enter, post the following to the social media of your choice: Facebook, Instagram or Twitter:
     
    Four screenshots of your love-themed creation Your in-game name The name of your construct Location coordinates The hashtags #DualUniverse and #DUShareTheLove
      Entries must be in accordance with our Code of Conduct and End User License Agreement. 
    Entries must be submitted by 17:00 UTC on Friday, March 1, 2021.
    The winner will be announced on Friday, March 5th, 2021. 
     
    Good luck! We’re looking forward to seeing your entries!
     
    NOTICE: 

    Due to shipping restrictions/embargoes, only residents of Canada, the US, the UK, France and Germany are eligible to receive the “Share the Love” contest prize package. Winner is responsible for any customs charges or local taxes. 
    By submitting an entry, you are agreeing to and accepting this limitation. Novaquark reserves the right to receive and vet all submissions, and to disqualify any entries that fall outside of the rules specified in this post. Novaquark’s Community, Social Media and Marketing teams will be responsible for the judging of all entries. Please contact community@novaquark.com with any questions, comments or concerns you may have.
     
  12. Like
    NQ-Naunet got a reaction from Xeno in DevBlog: Biomes Improvements and New Voxel Features   
    Hello Noveans,

    The upcoming 0.24 Update includes a plethora of enhancements to elevate the look and playability of Dual Universe. Today, we’re going to take a closer look at two of these: biomes improvements and new voxel features.
     
    BIOMES IMPROVEMENTS

    In this first phase of a significant, ongoing graphics update, we are improving the biomes of our planets to make them more visually diversified. Combining Speedtree, a procedural generation software, with the Quixel Megascans assets library for the textures and meshes, we now have many new tree models!
     
    The Quixel Megascans library also provided many new rock models, which our artist team has then reworked.
     
    Moreover, to achieve maximum realism, our ground textures now utilize scans of authentic terrestrial soils. In addition, we have improved the rendering to increase the textures’ visual quality and performances even further.
     

     

    Rendered models from our Engine Editor.


    These new rock assets will replace all the previous ones and add variety to the environments.
     

     

    We have a new night lighting! To offer a better visual by nighttime, the tree models have been calibrated in order to fit the new night lighting.
     

     

    All tree and rock assets are placed in the game world using procedural generation spawning.
     

    These scans ground textures are the materials from Quixel Megascans used to replace previous ground textures.
     
    NEW VOXEL FEATURES

    One of the most compelling aspects of Dual Universe is its fully editable world. Through the art of manipulating voxel structures known as voxelmancy, the possibilities for channeling your creativity are endless. Our goal is to provide the players with as many tools as possible to edit voxel shapes, and we want these tools to be user-friendly and efficient.
     
     
    The suite of voxel tool shapes is now even sweeter with the addition of the cone shape. Using it is similar to making cylinders. Use the mousewheel to increase the size of the base, and drag up or down to increase or decrease the height.
     
     
    The new line tool allows you to select an area using any of the available voxel shapes and then hit the Alt key to delete them. Hopefully, you will now find it less tedious to remove voxels than with the previous system!
     
    SHARE YOUR THOUGHTS

    Are you looking forward to being surrounded by the luscious new sights and textures of the graphics update? How will the new voxel tools compliment your constructs? Let us know in this discussion thread. ?
     
     
  13. Like
    NQ-Naunet got a reaction from Joxico in DevBlog: Biomes Improvements and New Voxel Features   
    Hello Noveans,

    The upcoming 0.24 Update includes a plethora of enhancements to elevate the look and playability of Dual Universe. Today, we’re going to take a closer look at two of these: biomes improvements and new voxel features.
     
    BIOMES IMPROVEMENTS

    In this first phase of a significant, ongoing graphics update, we are improving the biomes of our planets to make them more visually diversified. Combining Speedtree, a procedural generation software, with the Quixel Megascans assets library for the textures and meshes, we now have many new tree models!
     
    The Quixel Megascans library also provided many new rock models, which our artist team has then reworked.
     
    Moreover, to achieve maximum realism, our ground textures now utilize scans of authentic terrestrial soils. In addition, we have improved the rendering to increase the textures’ visual quality and performances even further.
     

     

    Rendered models from our Engine Editor.


    These new rock assets will replace all the previous ones and add variety to the environments.
     

     

    We have a new night lighting! To offer a better visual by nighttime, the tree models have been calibrated in order to fit the new night lighting.
     

     

    All tree and rock assets are placed in the game world using procedural generation spawning.
     

    These scans ground textures are the materials from Quixel Megascans used to replace previous ground textures.
     
    NEW VOXEL FEATURES

    One of the most compelling aspects of Dual Universe is its fully editable world. Through the art of manipulating voxel structures known as voxelmancy, the possibilities for channeling your creativity are endless. Our goal is to provide the players with as many tools as possible to edit voxel shapes, and we want these tools to be user-friendly and efficient.
     
     
    The suite of voxel tool shapes is now even sweeter with the addition of the cone shape. Using it is similar to making cylinders. Use the mousewheel to increase the size of the base, and drag up or down to increase or decrease the height.
     
     
    The new line tool allows you to select an area using any of the available voxel shapes and then hit the Alt key to delete them. Hopefully, you will now find it less tedious to remove voxels than with the previous system!
     
    SHARE YOUR THOUGHTS

    Are you looking forward to being surrounded by the luscious new sights and textures of the graphics update? How will the new voxel tools compliment your constructs? Let us know in this discussion thread. ?
     
     
  14. Like
    NQ-Naunet got a reaction from Underhand Aerial in DevBlog: Biomes Improvements and New Voxel Features   
    Hello Noveans,

    The upcoming 0.24 Update includes a plethora of enhancements to elevate the look and playability of Dual Universe. Today, we’re going to take a closer look at two of these: biomes improvements and new voxel features.
     
    BIOMES IMPROVEMENTS

    In this first phase of a significant, ongoing graphics update, we are improving the biomes of our planets to make them more visually diversified. Combining Speedtree, a procedural generation software, with the Quixel Megascans assets library for the textures and meshes, we now have many new tree models!
     
    The Quixel Megascans library also provided many new rock models, which our artist team has then reworked.
     
    Moreover, to achieve maximum realism, our ground textures now utilize scans of authentic terrestrial soils. In addition, we have improved the rendering to increase the textures’ visual quality and performances even further.
     

     

    Rendered models from our Engine Editor.


    These new rock assets will replace all the previous ones and add variety to the environments.
     

     

    We have a new night lighting! To offer a better visual by nighttime, the tree models have been calibrated in order to fit the new night lighting.
     

     

    All tree and rock assets are placed in the game world using procedural generation spawning.
     

    These scans ground textures are the materials from Quixel Megascans used to replace previous ground textures.
     
    NEW VOXEL FEATURES

    One of the most compelling aspects of Dual Universe is its fully editable world. Through the art of manipulating voxel structures known as voxelmancy, the possibilities for channeling your creativity are endless. Our goal is to provide the players with as many tools as possible to edit voxel shapes, and we want these tools to be user-friendly and efficient.
     
     
    The suite of voxel tool shapes is now even sweeter with the addition of the cone shape. Using it is similar to making cylinders. Use the mousewheel to increase the size of the base, and drag up or down to increase or decrease the height.
     
     
    The new line tool allows you to select an area using any of the available voxel shapes and then hit the Alt key to delete them. Hopefully, you will now find it less tedious to remove voxels than with the previous system!
     
    SHARE YOUR THOUGHTS

    Are you looking forward to being surrounded by the luscious new sights and textures of the graphics update? How will the new voxel tools compliment your constructs? Let us know in this discussion thread. ?
     
     
  15. Like
    NQ-Naunet got a reaction from admsve in DevBlog: Biomes Improvements and New Voxel Features   
    Hello Noveans,

    The upcoming 0.24 Update includes a plethora of enhancements to elevate the look and playability of Dual Universe. Today, we’re going to take a closer look at two of these: biomes improvements and new voxel features.
     
    BIOMES IMPROVEMENTS

    In this first phase of a significant, ongoing graphics update, we are improving the biomes of our planets to make them more visually diversified. Combining Speedtree, a procedural generation software, with the Quixel Megascans assets library for the textures and meshes, we now have many new tree models!
     
    The Quixel Megascans library also provided many new rock models, which our artist team has then reworked.
     
    Moreover, to achieve maximum realism, our ground textures now utilize scans of authentic terrestrial soils. In addition, we have improved the rendering to increase the textures’ visual quality and performances even further.
     

     

    Rendered models from our Engine Editor.


    These new rock assets will replace all the previous ones and add variety to the environments.
     

     

    We have a new night lighting! To offer a better visual by nighttime, the tree models have been calibrated in order to fit the new night lighting.
     

     

    All tree and rock assets are placed in the game world using procedural generation spawning.
     

    These scans ground textures are the materials from Quixel Megascans used to replace previous ground textures.
     
    NEW VOXEL FEATURES

    One of the most compelling aspects of Dual Universe is its fully editable world. Through the art of manipulating voxel structures known as voxelmancy, the possibilities for channeling your creativity are endless. Our goal is to provide the players with as many tools as possible to edit voxel shapes, and we want these tools to be user-friendly and efficient.
     
     
    The suite of voxel tool shapes is now even sweeter with the addition of the cone shape. Using it is similar to making cylinders. Use the mousewheel to increase the size of the base, and drag up or down to increase or decrease the height.
     
     
    The new line tool allows you to select an area using any of the available voxel shapes and then hit the Alt key to delete them. Hopefully, you will now find it less tedious to remove voxels than with the previous system!
     
    SHARE YOUR THOUGHTS

    Are you looking forward to being surrounded by the luscious new sights and textures of the graphics update? How will the new voxel tools compliment your constructs? Let us know in this discussion thread. ?
     
     
  16. Like
    NQ-Naunet got a reaction from Muhadmananda in DevBlog: Biomes Improvements and New Voxel Features   
    Hello Noveans,

    The upcoming 0.24 Update includes a plethora of enhancements to elevate the look and playability of Dual Universe. Today, we’re going to take a closer look at two of these: biomes improvements and new voxel features.
     
    BIOMES IMPROVEMENTS

    In this first phase of a significant, ongoing graphics update, we are improving the biomes of our planets to make them more visually diversified. Combining Speedtree, a procedural generation software, with the Quixel Megascans assets library for the textures and meshes, we now have many new tree models!
     
    The Quixel Megascans library also provided many new rock models, which our artist team has then reworked.
     
    Moreover, to achieve maximum realism, our ground textures now utilize scans of authentic terrestrial soils. In addition, we have improved the rendering to increase the textures’ visual quality and performances even further.
     

     

    Rendered models from our Engine Editor.


    These new rock assets will replace all the previous ones and add variety to the environments.
     

     

    We have a new night lighting! To offer a better visual by nighttime, the tree models have been calibrated in order to fit the new night lighting.
     

     

    All tree and rock assets are placed in the game world using procedural generation spawning.
     

    These scans ground textures are the materials from Quixel Megascans used to replace previous ground textures.
     
    NEW VOXEL FEATURES

    One of the most compelling aspects of Dual Universe is its fully editable world. Through the art of manipulating voxel structures known as voxelmancy, the possibilities for channeling your creativity are endless. Our goal is to provide the players with as many tools as possible to edit voxel shapes, and we want these tools to be user-friendly and efficient.
     
     
    The suite of voxel tool shapes is now even sweeter with the addition of the cone shape. Using it is similar to making cylinders. Use the mousewheel to increase the size of the base, and drag up or down to increase or decrease the height.
     
     
    The new line tool allows you to select an area using any of the available voxel shapes and then hit the Alt key to delete them. Hopefully, you will now find it less tedious to remove voxels than with the previous system!
     
    SHARE YOUR THOUGHTS

    Are you looking forward to being surrounded by the luscious new sights and textures of the graphics update? How will the new voxel tools compliment your constructs? Let us know in this discussion thread. ?
     
     
  17. Like
    NQ-Naunet got a reaction from Metric in DevBlog: Biomes Improvements and New Voxel Features   
    Hello Noveans,

    The upcoming 0.24 Update includes a plethora of enhancements to elevate the look and playability of Dual Universe. Today, we’re going to take a closer look at two of these: biomes improvements and new voxel features.
     
    BIOMES IMPROVEMENTS

    In this first phase of a significant, ongoing graphics update, we are improving the biomes of our planets to make them more visually diversified. Combining Speedtree, a procedural generation software, with the Quixel Megascans assets library for the textures and meshes, we now have many new tree models!
     
    The Quixel Megascans library also provided many new rock models, which our artist team has then reworked.
     
    Moreover, to achieve maximum realism, our ground textures now utilize scans of authentic terrestrial soils. In addition, we have improved the rendering to increase the textures’ visual quality and performances even further.
     

     

    Rendered models from our Engine Editor.


    These new rock assets will replace all the previous ones and add variety to the environments.
     

     

    We have a new night lighting! To offer a better visual by nighttime, the tree models have been calibrated in order to fit the new night lighting.
     

     

    All tree and rock assets are placed in the game world using procedural generation spawning.
     

    These scans ground textures are the materials from Quixel Megascans used to replace previous ground textures.
     
    NEW VOXEL FEATURES

    One of the most compelling aspects of Dual Universe is its fully editable world. Through the art of manipulating voxel structures known as voxelmancy, the possibilities for channeling your creativity are endless. Our goal is to provide the players with as many tools as possible to edit voxel shapes, and we want these tools to be user-friendly and efficient.
     
     
    The suite of voxel tool shapes is now even sweeter with the addition of the cone shape. Using it is similar to making cylinders. Use the mousewheel to increase the size of the base, and drag up or down to increase or decrease the height.
     
     
    The new line tool allows you to select an area using any of the available voxel shapes and then hit the Alt key to delete them. Hopefully, you will now find it less tedious to remove voxels than with the previous system!
     
    SHARE YOUR THOUGHTS

    Are you looking forward to being surrounded by the luscious new sights and textures of the graphics update? How will the new voxel tools compliment your constructs? Let us know in this discussion thread. ?
     
     
  18. Like
    NQ-Naunet got a reaction from Scavenger in [Discussion] DevBlog: Biomes Improvements and New Voxel Features   
    We're quite curious to hear your thoughts on this one, Noveans! ?
     
     
    Are you looking forward to being surrounded by the luscious new sights and textures of the graphics update? How will the new voxel tools compliment your constructs? Let us know.  
  19. Like
    NQ-Naunet got a reaction from Scavenger in DevBlog: Biomes Improvements and New Voxel Features   
    Hello Noveans,

    The upcoming 0.24 Update includes a plethora of enhancements to elevate the look and playability of Dual Universe. Today, we’re going to take a closer look at two of these: biomes improvements and new voxel features.
     
    BIOMES IMPROVEMENTS

    In this first phase of a significant, ongoing graphics update, we are improving the biomes of our planets to make them more visually diversified. Combining Speedtree, a procedural generation software, with the Quixel Megascans assets library for the textures and meshes, we now have many new tree models!
     
    The Quixel Megascans library also provided many new rock models, which our artist team has then reworked.
     
    Moreover, to achieve maximum realism, our ground textures now utilize scans of authentic terrestrial soils. In addition, we have improved the rendering to increase the textures’ visual quality and performances even further.
     

     

    Rendered models from our Engine Editor.


    These new rock assets will replace all the previous ones and add variety to the environments.
     

     

    We have a new night lighting! To offer a better visual by nighttime, the tree models have been calibrated in order to fit the new night lighting.
     

     

    All tree and rock assets are placed in the game world using procedural generation spawning.
     

    These scans ground textures are the materials from Quixel Megascans used to replace previous ground textures.
     
    NEW VOXEL FEATURES

    One of the most compelling aspects of Dual Universe is its fully editable world. Through the art of manipulating voxel structures known as voxelmancy, the possibilities for channeling your creativity are endless. Our goal is to provide the players with as many tools as possible to edit voxel shapes, and we want these tools to be user-friendly and efficient.
     
     
    The suite of voxel tool shapes is now even sweeter with the addition of the cone shape. Using it is similar to making cylinders. Use the mousewheel to increase the size of the base, and drag up or down to increase or decrease the height.
     
     
    The new line tool allows you to select an area using any of the available voxel shapes and then hit the Alt key to delete them. Hopefully, you will now find it less tedious to remove voxels than with the previous system!
     
    SHARE YOUR THOUGHTS

    Are you looking forward to being surrounded by the luscious new sights and textures of the graphics update? How will the new voxel tools compliment your constructs? Let us know in this discussion thread. ?
     
     
  20. Like
    NQ-Naunet got a reaction from RudiGaterau in DevBlog: Biomes Improvements and New Voxel Features   
    Hello Noveans,

    The upcoming 0.24 Update includes a plethora of enhancements to elevate the look and playability of Dual Universe. Today, we’re going to take a closer look at two of these: biomes improvements and new voxel features.
     
    BIOMES IMPROVEMENTS

    In this first phase of a significant, ongoing graphics update, we are improving the biomes of our planets to make them more visually diversified. Combining Speedtree, a procedural generation software, with the Quixel Megascans assets library for the textures and meshes, we now have many new tree models!
     
    The Quixel Megascans library also provided many new rock models, which our artist team has then reworked.
     
    Moreover, to achieve maximum realism, our ground textures now utilize scans of authentic terrestrial soils. In addition, we have improved the rendering to increase the textures’ visual quality and performances even further.
     

     

    Rendered models from our Engine Editor.


    These new rock assets will replace all the previous ones and add variety to the environments.
     

     

    We have a new night lighting! To offer a better visual by nighttime, the tree models have been calibrated in order to fit the new night lighting.
     

     

    All tree and rock assets are placed in the game world using procedural generation spawning.
     

    These scans ground textures are the materials from Quixel Megascans used to replace previous ground textures.
     
    NEW VOXEL FEATURES

    One of the most compelling aspects of Dual Universe is its fully editable world. Through the art of manipulating voxel structures known as voxelmancy, the possibilities for channeling your creativity are endless. Our goal is to provide the players with as many tools as possible to edit voxel shapes, and we want these tools to be user-friendly and efficient.
     
     
    The suite of voxel tool shapes is now even sweeter with the addition of the cone shape. Using it is similar to making cylinders. Use the mousewheel to increase the size of the base, and drag up or down to increase or decrease the height.
     
     
    The new line tool allows you to select an area using any of the available voxel shapes and then hit the Alt key to delete them. Hopefully, you will now find it less tedious to remove voxels than with the previous system!
     
    SHARE YOUR THOUGHTS

    Are you looking forward to being surrounded by the luscious new sights and textures of the graphics update? How will the new voxel tools compliment your constructs? Let us know in this discussion thread. ?
     
     
  21. Like
    NQ-Naunet got a reaction from choxie in DevBlog: Biomes Improvements and New Voxel Features   
    Hello Noveans,

    The upcoming 0.24 Update includes a plethora of enhancements to elevate the look and playability of Dual Universe. Today, we’re going to take a closer look at two of these: biomes improvements and new voxel features.
     
    BIOMES IMPROVEMENTS

    In this first phase of a significant, ongoing graphics update, we are improving the biomes of our planets to make them more visually diversified. Combining Speedtree, a procedural generation software, with the Quixel Megascans assets library for the textures and meshes, we now have many new tree models!
     
    The Quixel Megascans library also provided many new rock models, which our artist team has then reworked.
     
    Moreover, to achieve maximum realism, our ground textures now utilize scans of authentic terrestrial soils. In addition, we have improved the rendering to increase the textures’ visual quality and performances even further.
     

     

    Rendered models from our Engine Editor.


    These new rock assets will replace all the previous ones and add variety to the environments.
     

     

    We have a new night lighting! To offer a better visual by nighttime, the tree models have been calibrated in order to fit the new night lighting.
     

     

    All tree and rock assets are placed in the game world using procedural generation spawning.
     

    These scans ground textures are the materials from Quixel Megascans used to replace previous ground textures.
     
    NEW VOXEL FEATURES

    One of the most compelling aspects of Dual Universe is its fully editable world. Through the art of manipulating voxel structures known as voxelmancy, the possibilities for channeling your creativity are endless. Our goal is to provide the players with as many tools as possible to edit voxel shapes, and we want these tools to be user-friendly and efficient.
     
     
    The suite of voxel tool shapes is now even sweeter with the addition of the cone shape. Using it is similar to making cylinders. Use the mousewheel to increase the size of the base, and drag up or down to increase or decrease the height.
     
     
    The new line tool allows you to select an area using any of the available voxel shapes and then hit the Alt key to delete them. Hopefully, you will now find it less tedious to remove voxels than with the previous system!
     
    SHARE YOUR THOUGHTS

    Are you looking forward to being surrounded by the luscious new sights and textures of the graphics update? How will the new voxel tools compliment your constructs? Let us know in this discussion thread. ?
     
     
  22. Like
    NQ-Naunet got a reaction from fiddlybits in [Discussion] DevBlog: Biomes Improvements and New Voxel Features   
    We're quite curious to hear your thoughts on this one, Noveans! ?
     
     
    Are you looking forward to being surrounded by the luscious new sights and textures of the graphics update? How will the new voxel tools compliment your constructs? Let us know.  
  23. Like
    NQ-Naunet reacted to Davian_Thadd in [Discussion] DevBlog: Biomes Improvements and New Voxel Features   
    Love it ! Continue like that ! And keep people in news

    THe next quesiton is ... VOXEL EDIOTR when ? ?
  24. Like
    NQ-Naunet reacted to Shockr in [Discussion] DevBlog: Biomes Improvements and New Voxel Features   
    This is amazeballs!!!! look at them trees!
  25. Like
    NQ-Naunet got a reaction from Davian_Thadd in [Discussion] DevBlog: Biomes Improvements and New Voxel Features   
    We're quite curious to hear your thoughts on this one, Noveans! ?
     
     
    Are you looking forward to being surrounded by the luscious new sights and textures of the graphics update? How will the new voxel tools compliment your constructs? Let us know.  
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