Jump to content

Hampius

Member
  • Posts

    57
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Hampius got a reaction from vxd1979 in Voxelmancy   
    Hello everyone!
     
    I've used to be a big fan of EVE Online. I've also have been a big fan and backer of (Everquest) Landmark, at least until it failed to deliver what was promised... Anyway, when I heard that EVE Online and Landmark might be mixed up to create something that might push MMO genre to higher state, I just couldn't hesitate and backed the project yesterday. 
     
    However, some of you know how Landmark ended up (and Everquest Next). One of the reasons was the case of using voxel engine, which proved to be technically complex in what it would, but was not able to deliver. But...it was fun to build stuff there. I really enjoyed the freedom of doing that, with all those tools that were being constantly updated since the release of closed beta in Feb 2014. It was a blast to see really talented builders making the best of voxel engine that LM was using.
     
    To get to the point - from what I've seen on movies, right now Dual Universe will allow to build just simple shapes using basic tools which do not involve things like nanovoxels, etc. So basically DU at this moment is on this level (I'll use LM analogy here):
     

    As you can see on this picture, most forms are rather cubic in shape - squares, squares everywhere...
     
    Over some time, LM evolved to have the tools capable of creating almost any shape that user wanted, therefor in some areas it provided usefullness compared to 3D modelling programs on the market. It started to allow to build things like that (another LM analogy):
     

     

     
    1) So, the question is, will Dual Universe building tools be evolving enough to be able to build some complex ship/building designs and really let our imagination shine in this game?
     
    2) One of good things in the process of creating Everquest LM/Next was the fact, that community was really involved in doing that, by participating in organised tournaments in building diffirent kind of things. Will we see something like that in the process of making DU?
     
    Kind regards,
    Hampius
     
     
    PS. English is not my native language, so please forgive for any mistake that happened, and if something is not understandable, let me know and I'll try to redefine my questions.
  2. Like
    Hampius got a reaction from Dhara in [Showcase] Show your Skills! Ship/Base/Building Designs & Concept-Arts (2D/3D/*D)   
    If you actually make him play DU
  3. Like
    Hampius got a reaction from Dhara in [Showcase] Show your Skills! Ship/Base/Building Designs & Concept-Arts (2D/3D/*D)   
    Well, it's not my stuff, yet it's a friend of mine - check out Shattari ( https://twitter.com/Shattari13 ) for quite huge amount of inspiration for sci-fi stuff. Oh, and guess what - they are all made with voxels!
  4. Like
    Hampius reacted to Atmosph3rik in Voxelmancy   
    If you want to know more about how voxels will probably work in Dual Universe check out this forum post, https://board.dualthegame.com/index.php?/topic/14-voxel-tools-pre-alpha-game-design/
    And this post in the dev blog, https://devblog.dualthegame.com/2016/02/20/builder-gameplay-voxel-tools-elements/#more-531
     
    We definitely have no idea yet whether Dual will have anything like what was called "voxelmancy" in Landmark.
     
    What we do know is that the voxel engine being used in Dual Universe is similar to the one used in Landmark.  Not the same though.  Landmark uses Voxelfarm while Dual is using their own voxel engine.  Forgelight is Landmark's graphics engine and has nothing to do with anything.
     
    The voxels in Dual Universe should have a similar amount of flexibility as Landmark.  But we have no idea whether NQ wants to support or allow the kind of stuff that was called "voxelmancy" in Landmark.  Things like shrinking a voxel to smaller then the standard grid, or offsetting it outside of the grid.
     
    Personally i hope they don't limit us at all.  But unlike Landmark i hope they give us a set of tools that lets us intentionally manipulate voxels however we want.
     
    On the other hand in Dual i also hope we won't necessarily feel the need for as much voxel detail as we did in Landmark because we'll have more mesh elements to decorate with.
  5. Like
    Hampius reacted to Damian_Firecaster in Voxelmancy   
    CaptainTwerkmotor
    DID you play or were a member of the alpha or beta team for LM, were you dev on LM or Everquest next ???, I have been part of the beta for LM, im still playing LM, WITH ZERO ISSUES. as im writing this LM is running in the background, Perfectly, LM has the best looking ocean of any game i have played to date.
  6. Like
    Hampius reacted to Damian_Firecaster in Voxelmancy   
    Fellow Landmarkien, they dont know about microvoxels, nanovoxels, negative voxels it is not an advertised part of the voxel engine, I wanted to see if the Alpha team will discover these things, most likely they will. you and I are going to be popular members of the Alpha team, we know alot about the voxel engine. I do hope NQ gives us the same tools as we had in LM, we can work with NQ to implement that, give them screenshoots of the LM tools work with them to get as close as possible to those tools. Really glad to have a fellow landmark builder here.
  7. Like
    Hampius got a reaction from Damian_Firecaster in [Showcase] Show your Skills! Ship/Base/Building Designs & Concept-Arts (2D/3D/*D)   
    Oh, I reminded one of my LM designs - it was supposed to be some kind of outpost in lava enviroment. It's very early wip, but I didn't have the time to finish it - surely it will be one of things to recreate in DU (if tools allow this).
     

     
    PS. Be advised I'm not advertising LM, but the way I see it, DU might be the closest thing to that game.
  8. Like
    Hampius got a reaction from TannhainRP in [Showcase] Show your Skills! Ship/Base/Building Designs & Concept-Arts (2D/3D/*D)   
    Oh, I reminded one of my LM designs - it was supposed to be some kind of outpost in lava enviroment. It's very early wip, but I didn't have the time to finish it - surely it will be one of things to recreate in DU (if tools allow this).
     

     
    PS. Be advised I'm not advertising LM, but the way I see it, DU might be the closest thing to that game.
  9. Like
    Hampius got a reaction from Code24 in [Showcase] Show your Skills! Ship/Base/Building Designs & Concept-Arts (2D/3D/*D)   
    Oh, I reminded one of my LM designs - it was supposed to be some kind of outpost in lava enviroment. It's very early wip, but I didn't have the time to finish it - surely it will be one of things to recreate in DU (if tools allow this).
     

     
    PS. Be advised I'm not advertising LM, but the way I see it, DU might be the closest thing to that game.
  10. Like
    Hampius got a reaction from Vorengard in consequences of non-regenerating planets and ressources   
    How about a combination of EVE Online (30 minutes server maintenance every day) with Landmark regeneration of world? Let's assume that the server this big will need frequent breaks (every day/two/three for example), so why not to use that break to restore some of the world that has been altered/destroyed/etc? Also some things could regenerate faster than others. Just a thought
  11. Like
    Hampius got a reaction from Violet in Voxelmancy   
    Voxel resolution and problems with textures (and very bad LOD) were quite a pain in Landmark to create something really, really complex, not to mention that in order to create let's say curved stairs, one had to spend half and hour doing some magic to achieve that It was satisfying to create stuff, but very time consuming. 
     
    PS. BTW, if I understand it correctly, to make voxel stuff moving (flying), program has to automatically transfer voxel stuff to mesh after it's done, right? This process cannot be undone if I'm right. This feature was discussed in LM several times, but finally it was not possible to achieve with upgraded (complex) tools due to many errors that it generated, etc (I'm not an expert in technical stuff, so can't explain it better I'm afraid).
×
×
  • Create New...